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PageofCups

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    Wrocław, Poland
  1. A wild lurker appears! Oh yes! Torment is one of the few games which really have a lot hidden beneath the surface, and can actually be subjected to some literary analysis. I remember when we were discussing post-structuralist and postmodernist elements in the movie "Memento" (http://www.imdb.com/title/tt0209144/) during our introduction to literary theory course in uni, and I just couldn't stop thinking about how closely certain themes in the movie almost directly mirrored those in Torment: Amnesiac protagonist writes journal/messages to himself on his own body, but due to the nature of his condition he forgets the context of what he has himself written again and again, leading to infinite reinterpretation, and trouble. His immediate past and effectively almost everything he knows about his present situation is based purely on... text with all its inherent fallibilities, and other people's flawed accounts. I recommend the film to every fan of Torment, the similarities are kind of hilarious. Anyway, yeah, Torment. We could have discussed it instead of the aforementioned movie, and cover basically the same course material while doing so.
  2. What about subtle text messages indicating general direction and volume of sounds heard, JA2 style? "You hear a subtle/distinct/loud/ noise to the north-west" Would that be easier to implement?
  3. Hello, After not being able to support the Xenonauts kickstarter project in time I recently decided to jump on the pre-order wagon, and I've got to say that even after the very small amount of time I've spent playing the previous Xenonauts alpha build, the game looks very promising. Perhaps it's a bit silly, but what I'm loving the most when it comes to how Xenonauts fares to the original Xcom are small details like soldiers possessing various military and national backgrounds generated (I assume) with them, "mysterious phenomena" reported on the geoscape, or the fact that cities get nuked when left to the whim of alien forces. While I understand that such flavor elements are ultimately secondary or tertiary when it comes to gameplay, they really do make the game world come alive, and compound the sense of danger and mystery. Before I dive deeper into the alpha, I'm curious about the state of current enemy AI during ground combat. When playing the kickstarter demo, and what little I did the previous alpha build some days ago, I had the impression that enemies just kind of... stood in place, waiting to be shot during the early intercept missions I did. Can I count on getting my team of commandos slaughtered from the shadows a few times in the current build, or is that still unlikely? Also, there's no way to upgrade a pre-order to get that future iceland incident novella, is there? Aww well.
  4. They just need a bit of warmth in their dull cold war lives. Getting high on pillars of smoke is also growing in popularity. (I assume they die after a while in those pillars of smoke due to CO poisoning and general choking on the fumes?)
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