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voodoo_

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Everything posted by voodoo_

  1. Au jebote za ove i ja znam, imali su i neke spotove valjda.
  2. voodoo_

    Fallout 3

    Ne ja nikad nisam igrao neku igru duži niz godina pa ne znam ništa, samo Falloutovci znaju šta je privrženost franšizi, svi ostali su glupi. Glupi elitizam.
  3. voodoo_

    Fallout 3

    A ti imaš 26 godina a svojevremeno si histerisao si na svaku glupost koju su objavljivali na NMA ili Bethsoftu, i onda ja sam derište? Aj ćao. U pitanju je jebena igra za kompjuter, ne pitanje života ili smrti.
  4. voodoo_

    Fallout 3

    Izvini, ja nijednom na ovaj topic nisam kačio slike ili kvotove da bih podjebavao nekog, u stilu "jaojao kako ću sad da ih iznerviram ololo". Mrtav sam ozbiljan. A vi ste redovno kačili one retardirane slike sa nma od kojih meni skače pritisak. Tako da mojne da mi sereš pls.
  5. Ma ja da znam lepo da izložim ono što mislim, sad bih bio najmanje direktor :) Jbg, soreh.
  6. voodoo_

    Fallout 3

    Aman to je koncept, može se promeniti još sto puta.
  7. Nikad nisam kapirao "suštinu" blek metala onako kako je npr. Mejhem postavio, jer je blek nastao "zato što je death metal postao fejk", što je totalno van pameti. Ako je ono što su svirali Darkthrone, Death, At The Gates itd. krajem osamdesetih bilo fejk, onda ne znam. Mislim realno, prešli su s konja na magarca, da kasnije nije bilo svetlih tačaka kao što su Emperor ili većim delom Dimmu Borgir, žanr bi crko samo tako + ga sad održavaju nove ruske, poljske i druge ne-skandinavske grupe koje do jaja bolje sviraju. Jebiga, razumem ja taj skandinavski paganizam, ne moš' ti nekog ko živi na hladnom severu ubediti da ga Džizus voli, al metal je prvo muzika pa ideologija (ako ista postoji), ako ja moram nešto da propustim kroz ekvilajzer da bih razaznao melodiju, zajebi takav pos'o.
  8. Ako je baš veliki i mora da se instalira odvojen držaš, moraćeš da vadiš i celu ploču... Naravno, treba ga očistiti i staviti novu pastu.
  9. voodoo_

    Fallout 3

    Pišaju oni sami sebi po facama svojim glupim rezonima.
  10. Tako je. Jedino što valja u ovoj seriji je fotografija.
  11. http://pc.ign.com/articles/845/845404p1.html IGNPC: So what's the big mystery anyway? What's going on with the Night Masks in Westgate? Alan Miranda: When it comes to the Night Masks, the thieves' guild in Westgate, mystery is what they're all about. The player starts the game after having picked up a mask in their travels. Unfortunately, the mask is cursed and magically returns if thrown away, so the player has to figure out a way to lift the curse before they go completely insane. Luckily, they find out that this cursed item is the emblem of the Night Masks of Westgate, so that's the starting point of the adventure. Finding the Night Masks and uncovering what nefarious things they're currently up to, not to mention all the other strange stuff that happens in Westgate, is all part of the mystery. IGNPC: Why is Westgate a compelling setting for this newest adventure? What types of unique encounters or moods does it present? Luke Scull: Westgate is the perfect location to set a city adventure as it's one of the most exciting and intrigue-laden places in the Forgotten Realms. On every street corner, in every dark alley, and behind every closed door, there's an adventure to be found. The mood of the city is one of danger and excitement at the best of times. At the particular time the player is in the city, there's also an undercurrent of fear and uncertainty about the guild war taking place on the streets. Storm clouds seem a perpetual feature of the Westgate skyline at this time of year, reflecting the turmoil happening far below. IGNPC: What choices do the players have in terms of getting involved in the conflict? What decisions and dilemmas will players face in this adventure? We'd love to hear more about the moral elements but we also want to know if there are any cool new monsters. Luke Scull: We designed this adventure pack to offer a great deal of player choice from start to finish. The player will be expected to choose sides in the guild war taking place within the city, and their choice will open up a completely different set of quests and adventures. Our moral choices are very interesting, as often there are no outright good or evil options but rather shades of grey. In some cases, the player will need to choose between the lesser of two evils. Alan Miranda: We definitely have some cool new monsters. Native to the city of Westgate is a giant sea serpent called a quelzarn. The harbour waters are filled with these beasts that have been said to pluck sailors from ship decks. They also inhabit the sludgy sewer waters beneath the city, a place the player will become intimately familiar with. We also have a new wererat creature, and when the player arrives, they will find that the city has been overrun by these whiskered vermin. Obviously, the Night Masks aren't too happy at this intrusion on their turf. We have another couple of new monsters, but we'll have to save them as a surprise when you play the game. :) IGNPC: Does this new adventure tie in to the events of the previous installments or are you creating an entirely new storyline that's separate from our previous adventures? What's the overall level of challenge here and will players be able to bring their favorite characters to Westgate? Luke Scull: Mysteries of Westgate features a completely new storyline that is unconnected to the adventures presented in the official campaign and its expansion. The game is designed to provide a balanced challenge for player characters starting at around level 8. Players will be able to bring their favorite character into the game providing their level range is suitable. However, we do recommend that players start the adventure pack with a fresh character, which will then be leveled up and given appropriate equipment to ensure the most balanced and enjoyable experience. IGNPC: Any options for online cooperative play? Alan Miranda: We designed Mysteries of Westgate to be a single-player-only adventure, so that we could focus all of our efforts on refining that experience. IGNPC: How do you manage to maintain the same high level of presentation with the new content? What sorts of standards do you want to preserve? Why is that important to you? Alan Miranda: As a former producer at BioWare on the Baldur's Gate and Neverwinter Nights games, my directive from Ray and Greg was to always produce games of the highest quality. Now, as CEO of Ossian Studios and producer on all our games, I can say that we have that very same goal of developing games of the highest quality. Ossian focuses on making epic adventures, so we spend a lot of effort in developing and refining our main stories and sidequest stories. We also take a great deal of care in developing all our other content, like character writing, scripting, art, area design, and audio. I think doing your best on whatever you work on is always very important. IGNPC: Why did you guys decide to go for a download only version? Are there cost considerations involved there? Do you anticipate that it will affect your sales? What's the overall price for this adventure pack anyway? Keehwan Her: From a financial perspective, digital distribution makes a lot of sense. It allows us to sell the Adventure Pack at a lower price point while still providing players with the same high quality gameplay and content that they've come to expect from NWN2 products. The Mysteries of Westgate Adventure Pack will be available for digital download for $9.99. IGNPC: You mentioned that members of the community are involved in the development process? What are their roles in the creation of the adventure? How did they get on board? Alan Miranda: Well, it's more the case that Ossian Studios hired some of the best members of the community to work on Mysteries of Westgate (much as BioWare does for their games). As experienced builders in the community, they had already proven their skills and talent with their track record of making free modules or art content for the community. We're always staying current with what happens in the NWN2 community, and keeping our eyes open for new talent that might be a good fit within Ossian. That is how we assembled much of the MoW team. IGNPC: Will the new pack include additional resources for the toolset? What types of new things will amateur designers be able to play with now? Alan Miranda: Getting new toolset resources to builders is part of the plan. Players will be able to buy Mysteries of Westgate, but a selection of resources from the game will be released for free. These would include a tileset, creatures, placeables, and music. We believe that anything that expands the palette for community modders to build their own adventures can only be a good thing!
  12. Što, jel zbog šišanja? :D
  13. Video sam ga par puta da valja devize, možda ima i još nešto u ponudi :)
  14. Problem je što ovde kad kaže "neki prodaje nešto ispred zgrade", jedni zamišljaju neobrijanog naočarca koga je muka naterala, a drugi krezavog cigana koga boli kurac. Tako da niko ne može dati dobar predlog pošto ne zna o čemu se zapravo radi.
  15. NIJE ONO GORENJE NEGO PIONEER LOL NUB!
  16. Ipak, sve što u npr. Beogradu imamo a da valja, od Novog Beograda do Gazele i Beograđanke, sazidano je upravo u to vreme...
  17. Shvatili smo, žene ne znaju šta hoće.
  18. A jesi stavio zadnji patch (1.32 ili koji je)?
  19. Jel izvaljuješ da su ti gramofoni u plamenu nesrećo?
  20. voodoo_

    Fallout 3

    Bez glupih komentara ako nemaš šta konkretno da kažeš.
  21. Ali je pitanje da li ploča "vidi"... meni se na 945P videlo 3.3 GB, bez obzira na podešavanja u biosu ili switcheve u boot.ini Doduše možeš da staviš i 3x1 GB pa da koristiš asimetrični dual channel, koji je brzinski između pravog dual channela i ne-dual channela (što će reći razlika 1%, ako i toliko)
  22. voodoo_

    Fallout 3

    Welcome Back to Fallout Todd Howard Executive Producer Bethesda When we started Fallout 3 in 2004, we obviously had big ideas of what we could do with it, and I talked to a lot of outside people, from ex-developers to press folks to fans. What made it special? What are the key things you'd want out of a new one? The opinions, and I'll put this mildly…varied. A lot. But they would all end the same, like a stern father, pausing for affect – "but do not…screw it up." Gulp. Let me write that last one down a few times. I'm going to assume that if you're reading this, you've probably read between 1 and 50 previews of Fallout 3 already. There's already too much info out there, in different forms and in conflicting ways, for me to cover or correct it all here. If there's one thing I've learned over the years, it's that the information never gets out 100% correctly, and you will certainly never be quoted correctly. For the record, I never compared the violence in Fallout to Jackass, I compared it to Kill Bill…big difference. I also never said "fantasy is riding a horse and killing things," but oh well. Ultimately the game speaks for itself (certainly better than I do). The other thing to keep in mind is that preview comments often circle around the small-footprint sensational elements (Fat Man, toilet drinking, bobbleheads, etc), while sometimes missing the key points of the hour-long demo we give, which are: player choice, consequence, sacrifice, and survival. Survival is a key theme of the game, not just for you, but for the characters living in the world. The no-longer-simple act of survival, and the uniqueness of it, gives each character special meaning. What has each one sacrificed to do so? You have to find water sources to drink from, and balance your health and radiation levels. There are countless sources of water. Yes, the game has toilets (just like…the real world), and if you want, you can drink out of them. That's a better solution than saying, "sorry player, you can drink all water types but this one." Don't confuse a preview mentioning toilets with what we're focused on. I hope over the next year you'll come to see this website as a good place to get information on the game, right from us. Please know it's going to be a slow trickle all the way up to release for a few reasons, 1) the game is a long way off yet, and 2) we mess with the game until it's done. If something big changes that we've already discussed, we'll do our best to let you know. Suffice it to say, you should have more then enough info when the game hits the shelves to decide for yourself if Fallout 3 is worth your time and money. The massive expectations of what this game means to everyone who loved Fallout, RPGs, and gaming-in-general is not lost on us. It's impossible to discuss the game with anyone without them referencing Oblivion and/or the Fallout legacy. In many ways, it's the sequel to both games. It's our "next" RPG after Oblivion while also being the sequel to one of the greatest games in the history of electronics. No pressure. We hear from everybody. If you have an opinion on what/how the game should be done, I guarantee we've heard it. From "don't change a thing, make it exactly like the others" to "I don't care as long as it has mutants," and every permutation in between. If you know us, you know we work by a few key philosophies, and "reinvention" is one of them. I've seen too many things I once loved fall down the hole of numbing repetition, missing the innovation and flair the 1st one had. We tear down The Elder Scrolls each time and rebuild it, trying to find new ways of presenting the ultimate-fantasy-world-do-whatever-you-want-sandbox game each time. I guess I'm a product of Ultima 4 through 7, where I was at my "I can play games all day" period of my life. I saw Richard Garriott reinvent that game each time, from the interface to the combat to everything else. If any game is going to have the same impact it had years before, it must use new ways of doing it, because time changes not just the technology, but most importantly, the person viewing it. And that's how we approach Fallout - find its spirit, the feelings it left you with, the impact it had when you first played it, and make that happen again…ten years later. Obviously we had the old games to look at, and Fallout 1 became our main model and inspiration. I always preferred the tone of it, and it's the one we focused our time on dissecting. We also went through all the original source material, as well as the "Fallout Bible," put together by Chris Avellone, whose work is always fantastic. But one of my favorite sources, when we received everything (yes, everything) from Interplay, is the original "Fallout Vision Statement", back when it was called "Fallout: A GURPS Post Nuclear Adventure." This is the document detailing what Fallout was to be, and is a 14-point bulleted list. http://blogs.ign.com/Bethesda_Softworks/20...mp;RSSid=846879
  23. 1. er dva de dva 2. džango fet ili njegov sin (edit: u stvari ovo je ona scena sa vodene planete, tako da je ipak ćale) 4. anakin skajvoker 5. joda 6. darth maul 7. čubaka 8. ce tri pe o 9. isto kao pod 4. Ovaj pod 3 je valjda onaj što je došao da utera Harisonu Fordu, jebem li ga kako se zove.
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