Still playing Dark Souls 2 - almost 100 hours in and there’s just Darklurker and Aldia left. This game just keeps going and going, really well worth the cost. Since I’m almost through, I can see why it seems to be the black sheep of the series. But, despite some problems (like needing to refer to a guide constantly) I like it a lot, and will definitely do a NG+ eventually.
Also started Yooka-Laylee and I love it already. It’s very true to the Banjo Kazooie style.
Last summer I played Act 1 of the game and found myself thoroughly satisfied, and decided to wait to play the rest.
Act 2, like Act 1, is just as awesome. We’ll see if I decide to take another break before the third act, haha! This game is nothing short of a masterpiece.
Other than that I’ve been taking a lot of 10-15 minute breaks while working from home and enjoying the minigames on Meta Horizons.
Although, if I had to think of beginner tips - knowing the keyboard shortcuts help a ton in getting familar with the game and one can use the “enter” key until you get use to it
I personally learnt by using the starting scenario of the shelter to get familiar with getting the basics of water purification, food sustainability and crafting going and camped out in the shelter and get my crafting up to scratch.
I know that I started to enjoy taking advantage of the weaker zombies in the early game and try and find a small town and try clear it out for a nice cushion to get one up to have a lot of raw material on hand, but that is more when one is more confident in the ability to handle zombies and found a style of play one enjoys
But how did they composite 81,000 images without worrying about atmospheric lensing distorting the proportions as it moved across the sky for 4 days? Is it just negligible?
The Samsung moon actually just makes up a plausible looking moon, which is hilarious given that the moon essentially doesn’t change, so they could have just overlayed reference images. Instead, you get features on the moon that don’t exist.
They didn’t. What they did was take 81,000 images and then filter through, them taking the best images of each region of the Moon and then averaging and compositing those.
It isn’t 81k images stitched together. It’s 81k images taken in the hopes of getting enough with perfect clarity to create the composite.
Borderlands is a straight up dopamine injection for my brain. You shoot someone, damage numbers go up, brain gets all happy. It’s dumb, but I fucking love it. I also love the writing, the characters, the level designs… it’s exactly the type of gaming comfort food that I enjoy.
I imagine the yellowish tinted areas are mostly sulfur from volcanic ash emissions. That middle picture, in the section between the two mare, it looks like how beach sand is altered after being inundated with water. In general, most of the surface looks like pulverized sand on a beach, at a high level abstracted perspective view. That one section between the mare looks whetted by comparison. Perhaps ash altered the consistency enough to create a similar type of compacted appearance, but if there was water and vulcanism in the area, perhaps that was the Lunar version of Yellowstone.
Funny that the most recent research on the anomalous regions inside the Earth’s mantle have now been linked to the Theia collision through the mantle hotspot activity. So it is likely that the moon and Yellowstone are directly linked. It would be interesting to find that the regional anomalies on the moon are likewise of a similar origin. It would be interesting to me if Yellowstone’s doppelganger is right there in plain sight as well.
Knowing what I know, I am assuming this image was standardised and then normalised (fancy stats algos to keep things in the same visual range) while stitching it together, and the final product enhanced a lot of colouration (saturation). They’re subtle or undetectable to the naked eye, but they exist. They are reflected in the different minerals present. I’ve done this stuff (raster stitching) with different imagery. Op was active in the comments with info, but I didn’t read up on it.
The colors don’t match what a human eye would see, but without going into a philosophy tangent, color is extremely complex and a huge part of what a human sees is your brain doing representations and mapping that isn’t perfectly represented in the physical object being observed. In this photo the saturation has been increased (versus a human eye) because it helps show the geological differences on the lunar surface. The reddish areas are high in iron and feldspar, and the blue-tinted zones have higher titanium content. Instead of thinking of the color as “real” or “fake” it’s probably better to think of it as a tool, to simulate if you were a super human with the ability to adjust saturation and detect metal composition with your eye. Usually when a photo like this is shared by researchers and scientist all this nuance and exposition is included, but then journalist and social media get a hold of it and people start crying “fake” without an understanding of what the image is trying to accomplish. TL;DR - The image isn’t what a human eye would see but it isn’t just art to look cool, the color and modifications have physical meaning and serve a purpose.
It was my first game in the RPG story driven games. I started with Borderlands 2 as Maya, but I’ve since played them all with a buddy of mine. I’ve played as almost every character in every game.
My take is that the Pre-Sequel is vastly underrated. We needed more of Jack and we got it.
Personally, I consider “retro graphics” to specifically mean the graphics evoke the look of an old game system, as opposed to just having “lo-fi” art. So I’d say that Celeste has great pixel art, but it’s not retro graphics, since it doesn’t remind me of any old console’s look. In addition to the games others have mentioned, I’ll point out these ones.
Indie games using retro graphics is nothing new. The ratio of effort vs looks is pretty good. The solo dev of Cave Story (released 2004) said that was why he went for that aesthetic.
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