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Everything posted by James
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[color=#811C3A]I have this problem at times in the WYSIWYG editor too -- the way it interprets spacing can be a little odd. Generally it's okay, but you have to know those tiny quirks I think. I'm unsure if we can fix that problem, but hopefully Justin will see this thread and he might have an idea about it.[/color]
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[color=#811c3a]I think that I'd have to agree with Alex, when it comes to "Spoon Boy" (the orphan/exile). I don't think I could sum it up better than that, really. I mean, he reveals the fundamental point to Neo -- that Neo isn't manipulating the world, so to speak, he's manipulating [i]himself[/i]. The limits of his mental abilities are what dictate his strength/speed/agility within the Matrix. But bear in mind, the orphans do not die. At least, they suffer the same fate that most of the city's residents suffer. Like Sati, they are absorbed by Smith, until the very end. In terms of Mouse...I don't care much about his character (or of many of the peripheral characters, who were never intended to be major players in the films), except to say that I liked his point about tasty wheat, or whatever it was. As well as the whole "why everything tastes like chicken" thing. I thought that was a subtle, clever little reference. It makes a lot of sense, too.[/color]
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[color=#811C3A]I doubt that anyone, no matter what they say, will play a game that isn't fun. No matter how good a game looks, if it's not fun...chances are, you won't play it. Simple as that. If I want great visual effects I can always watch a movie. If I want to play a game, I want to have a fun interactive experience. Nice visuals are a great addition (just like good music and sound), but they aren't what ultimately determine whether or not a game is a fun experience.[/color]
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[quote name='Queen Asuka][color=hotpink][size=1]Hey guys, I just wanted to let you know that I'm really enjoying this chapter and I can't wait to see the ending that James comes up with (hopefully soon!). Josh, your post was very fun, as was James's. I LOVE the story. ^_^ So cute, so sweet, so frisky! Whee! Yayness. [/size'][/color][/quote] [color=#811C3A]The chapter's over now -- Shy and I decided to let him post once more, to round it out a bit further. The next one will be up soon. ~_^[/color]
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[color=#811C3A]Skins take a really long time to make, if you do them properly. On average I'd say a full forum skin can take maybe five or six hours of work -- and that only includes the actual icons/buttons/forum elements. The actual banner and logo designs are more significant and they take a while to get right. After we launch 7.5, I am possibly going to make a ZIP file available that includes all of our graphics. The difficulty is that OtakuBoards contains a lot of unique graphics that other forums don't have. As a result, there's a lot more editing to do than one might initially expect (announcement images, rollovers, banner, three left column images, etc etc). Still, I'll see what I can do. OB has suffered a bit from lack of attention, because my mind has mostly been focused on the new things we're cooking up for myOtaku. But I promise you that you will see something new on OB sooner rather than later and it will be exciting.[/color]
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[color=#811C3A]I think it's a good idea to try to send that piece to the Wachowskis. I'm sure they'd appreciate the work that went into it, particularly as it's a serious comparison piece. Perhaps you should send a copy to Silver Pictures or Warner Bros. (Silver Pictures being the more direct route). Anyway, I have been involved in freelance journalism since roughly 2001 or so. Actually, funnily enough, my very first writing work was right here at theOtaku.com! From there, I began writing for other web publications (such as N-Sider, Gamer's Pulse, PlanetGameCube and others -- some of whom, arguably including PGC, died a long time ago). And then by 2003 I was writing for print, primarily Nintendo Gamer Magazine, which is basically the Australian equivalent to Nintendo Power Magazine. The key difference is that NGM is unofficial, which affords it some further flexibility. NGM is (or was, until late 2004) available in Australia, New Zealand and Indonesia. Unfortunately NGM was killed off -- it just couldn't compete against Hyper, which is distributed by the same publisher, oddly enough (the key difference being that it is multiplatform and is a very old brand here - it's been around since the 8-bit days). During 2003/4, I cut back most of my writing for other sites. I decided to focus specifically on N-Sider, which I regard as my other online home (other than theOtaku.com, that is). It's very special to me and I'm tremendously proud of that publication's achievements. At the same time, that commitment really paid off in other ways. For instance, N-Sider now publishes in partnership with IGN. So as a result, I've had my work featured on IGN.com and I've also had various behind the scenes involvement with some of the editors there. Interestingly enough, this all began with only two things established: a reasonably good grasp of English and a love of games. So this proves that anyone -- anyone -- can get into publishing if they really love a particular subject and if they have a reasonable grasp of the English language. I definitely encourage people to get involved in this type of activity, for various reasons. Apart from anything else, you'll have some great experiences. I've met a lot of interesting people within the industry I deal with, due to the various contributions I've made. Getting on the "inside" of something you love is always highly rewarding. In terms of the future, I don't think I would say that my professional life will center around publishing or writing. I consider this as more of a hobby/part-time job than a serious career, but having said that, I'm well aware that one day I could easily end up in this part of the business on a full-time basis. Still, it'd be nice to open some new doors in this arena. I'd like to have my work in more print publications (some locally, maybe some overseas). And I'd definitely like to feature more work at IGN and other locations on the web. So yeah. If anyone here has a question about that, or if you feel that you aren't good enough, try not to be discouraged. It all starts with submitting your stuff to smaller sites and building your way up. You will be amazed at where this sort of thing can take you.[/color]
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[color=#811C3A]We've had several of these battles before in Art Studio. There's no need to vote for it; if you want to, go ahead and do it. You can do anything art-related in that forum, so long as it's not [i]against[/i] the rules. ^_^[/color]
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Sign Up A Traditional RP! [Rated R for freedom of expression! BOOYAH!]
James replied to 0ber0n the Neko's topic in Theater
[color=#811C3A]Wow, I'm surprised this thread has gone on so long without any intervention. Please be aware of the sticky thread in this forum, which states that all RPGs must carry correct ratings (we don't have an R rating, and it's necessary to have a rating that lets other members know what to expect at a glance). As per our rules, this thread must now be closed. However, if you like, you can [b]re-post[/b] the thread with the correct rating -- after you've read the sticky thread. If you have any questions, please use the Suggestions & Feedback forum.[/color] -
[color=#811C3A]It definitely looks like this is a case of a game really living up to (and exceeding) the hype. Considering the gushing that many in the media have done over the game so far, it's pleasing to see that they haven't hyped it too far. I'm incredibly pleased by what I've read about this game. I'm not sure when the Australian release date is, but I'm definitely picking this game up as soon as possible.[/color]
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[color=#811c3a]Moderating is a pretty easy job -- most of it is common sense. The effort comes primarily in terms of actually dealing with annoying members. I mean, it gets very monotonous to send PMs to people about post quality while still being courteous all the time. But the actual job is pretty easy. I know that I can come to OB and I can fully moderate the entire site within ten minutes or so. One doesn't even need to read every single thread -- it's mostly a matter of skimming and locating problematic posts (which are very easy to locate, given their relative lack of quality). Of course, there are times when more in-depth approaches are required. And that's why we have specific Moderators for certain areas. Those Moderators are responsible only for their own forums, so they have the luxury of being able to skim [i]and[/i] being able to have more in-depth views when required. Don't forget that these Moderators are also supported by Team Leaders, who have moderation capability over every forum (but particularly within their team's area). These people can coordinate and support Moderators and they can provide assistance with banning and things of that nature. But having said that, I want to stress that Moderators at OtakuBoards do more than "just moderation". Our staff support the site in numerous ways that go above and beyond forum moderation. Moderators are involved in assisting with site events, writing and editing sticky threads and providing other relevant support (they were involved in V7 beta testing, for example, which was highly useful). So our staff lend their assitance and time in various ways, all of which are highly beneficial to the community. Also, in regard to sub-forums, our software makes it that when I add a Moderator to a forum, they automatically have Moderation powers in the sub-forums within. So that is something which happens by default. But it's no big deal. OtakuBoards is a moderately-sized set of forums, so we don't need a massive staff to moderate. We only need a handful of very effective individuals, to keep the place operating smoothly. By the way, welcome to the boards, kanata. Good to see new members jumping right in and getting involved -- just what I like to see. ^_^[/color]
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[color=#811C3A]Adam and I have both been having this problem recently. I assume it's related to the increased pressure that has been put on our server lately, as a result of our bandwidth explosion. But Adam and Justin can probably answer this question better than I can.[/color]
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[color=#811C3A]Yeah, as Baron-chan said...such threads are kind of redundant. We really prefer people to introduce themselves within their actual discussion posts. I mean, we feel that your best introduction is a great response to a particular topic, you know? Anyway, enjoy OB. I hope you like V7.[/color]
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[color=#811c3a]It's my most-wanted movie of 2005 (as you can probably tell). The trailer is wonderful and I'm really pleased that Burton has gone back to the source material (the novel itself) to make this film. The novel is among my favourites and when I was a child, I must have read it dozens of times. So, based on the look of things so far, I think it will be what I'm hoping for. At least, let's hope so. ~_^ Edit: Actually, I should further clarify by saying that [b]Charlie and the Chocolate Factory[/b] is Tim Burton's adaption of the original novel...so it isn't actually a remake of Willy Wonka and the Chocolate Factory.[/color]
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[color=#811C3A]I honestly think it's a bit too early to ask this question. Apart from rumors and a few basic facts, nobody knows much about the next generation game systems. I think that Microsoft are going to jump out of the gate with a lot more power behind them than last time, though. More developer support and a much larger early library are my bets. I think you can also expect Xbox 2/Xenon to be a much nicer piece of hardware in general (ie: smaller, more attractive and a lot more functional than Xbox). PS3...who knows, really. We know it'll be insanely powerful and we know that it'll be a flexible machine (in terms of interacting with other Sony devices, possibly). Other than that, nobody knows much. It uses Blu-Ray, which will be brilliant for games. But yeah, that's about all anyone knows. Oh, except that it will apparently use a next generation GPU designed by nVidia. And Revolution...even less is known about that. Nobody knows what storage format it'll use, nobody knows what the controller will be like (except that it will be something very different) and nobody really knows much about the hardware. The only thing known for sure about hardware is that Nintendo will continue to go with ATi for graphics technology. Right now, my main goal is probably to buy Nintendo DS and PSP sometime this year. After that (assuming that Revolution/PS3 release in the same year), I will probably go for Revolution next...unless something about that system majorly turns me off. But really, if it has Nintendo games on it, then that's enough to sell it to me. I'd love to get a PS3 and Xbox 2 as well, but since I'm not made of money, I guess that PS3 will probably end up coming first, presuming that Sony manages to keep the franchises I like on that system.[/color]
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[color=#811C3A]Well, c'mon now...let's not pout. lol I had said that I was a bit disappointed that Nintendo buckled under the pressure so soon. You said that they deserved to because their design with TWW was awful. I said that the design had great merit and was generally appreciated. And then you said you were not referring to the overall aesthetic design, but instead to the Link character model itself. I only half-heartedly agree with you on that (as I said, I would have liked to see a different model, I don't think that Link's eyes and their purpose was fleshed out enough to justify their inclusion). However, the difference with me is that I didn't want to kick Nintendo to the curb for trying something new. For the most part, design in TWW was a success. Some things (like the Link model) were annoyances. It just comes down to a difference in approach -- I'm not willing to let little things like that justify an approach to game design that takes no risks. I understand that other people have a different view, which is fine. I'm just relating this to my original point about the new Legend of Zelda.[/color]
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[color=#811C3A]I think we have to clearly define whether we're talking about LINK or the overall aesthetic design. There's no doubt that the overall aesthetic design is harking back to LttP and the older generation of games, which had that Saturday morning cartoon-esque look about 'em. Link himself looks quite different, except for his costume (which is absolutely a re-hash or a pointer to older designs, pre-OoT).[/color]
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[color=#811C3A]Western/Eastern cooperation with this type of thing usually produces great results (see The Animatrix and, to a lesser degree, Spirited Away). Anyway, I watched the trailer and this looks like it could be a very cool film. Gorgeous animation and some interesting looking characters. I'll definitely look out for this one. ^_^[/color]
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[color=#811C3A]This confuses me. Are you saying that this takes place pre-Matrix? As in, you're showing Sentinels "in the world" (in reality I assume) attacking people? If that's the case, why would this guy see the Architect? And...I guess the bigger question is, what reason could the Architect have for copying himself? Smith copied himself because he was a systematic response to Neo. It's like how your body creates antibodies to fight viruses (except in this case I suppose we're talking about the reverse). Smith required the ability to copy so that he could multiply and consume both the Matrix and the Source. He also presumably required this ability to fight Neo, even though he ended up only using one iteration for that fight (which was a result of the Oracle's trick). So yeah. I guess some clarification is needed, to ensure that this story gels with the movies (that is, if you're ignoring Second Renaissance).[/color]
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[center][font=Impact][size=4]MAVERICK HUNTERS 3[/size][/font][/center] [center][font=Impact][size=1]B-SPEC[/size][/font][/center] [center][font=Impact][size=4][color=#708090]"PROLOGUE"[/color][/size][/font][/center] [font=Franklin Gothic Medium][size=2][color=dimgray]Dr. Inoue stood at the podium and dabbed his brow with a white handkerchief. An enormous holographic projection sat on a larger podium just behind and above him. Thousands of eyes were fixed on him as he spoke.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"And so, we must come to understand that our society is cyclical. Where various human minorities were oppressed in the twentieth century, we are now seeing similar kinds of oppression and institutional discrimination in the twenty-sixth century.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]It took several centuries for our own nation to overcome culturally-enshrined xenophobia. It wasn't until 2012 that America had its first female president and it wasn't until 2034 that its first gay president appeared. At that point in time, we realized -- perhaps incorrectly -- that we had reached a point where we were no longer fighting ourselves, but instead focusing on the betterment of society at large. Today, as we face the result of reploid advancement, we are encountering an identity crisis. Where once we considered ourselves superior to other beings on this planet, we must now acknowledge that the reploid is very likely in a position to take the lead in numerous fields of endeavour. Space exploration, medicine, genetic research; these are all fields where reploid researchers have dominated for the last few years."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Dr. Inoue paused to sip a glass of water as the thousands of students gazed over his holographic model, which represented a visual timeline of human history and development. Before he could continue, he noticed a single hand rise up in the audience. "Yes?" he said.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]The student stood up. The ageing Inoue found it difficult to see him.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"Doctor, I really must question your motives when it comes to this presentation," he said.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Dr. Inoue immediately recognized both the voice and the question's implication. The student was none other than Satoshi Asuda, one of New Hokkaido University's most controversial activists. He had consistently put forward a view that reploid independence was damaging to human society; he had even once suggested that reploid reproduction was an "abomination".[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"My motives are clear," replied Inoue, "my intention has always been to promote understanding between both reploid and human alike."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]A[/color][/size][/font][font=Franklin Gothic Medium][size=2][color=#696969]suda shook his head slowly. "You are also contracted by the UN Defence Department, are you not? Clearly, you have an axe to grind. The UNDD has always been interested in reploids for military purposes. You incorrectly assert that the UN supports reploids as actual beings in society, where instead they simply tolerate them due to their military use."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"I would ask you," said Dr. Inoue, "how you can deny years upon years of cultural advancement? Reploids have achieved much for our society, in many fields. Without reploids, many human beings would not be alive today, thanks to their groundbreaking medical research. You only have to look at Proteus Carter's neurological research to---"[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"Proteus Carter was the biggest mistake in human history," Asuda hastily interjected, "he should never have been permitted to leave the Maverick Hunter Headquarters. He is a [i]product[/i] and not a [i]person[/i]."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]At this, audience members began to shift in their seats. Some exchanged excited looks, while others began whispering amongst themselves.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Dr. Inoue raised his arms. "Please, let us be rational. As much as I abhor Asuda-san's view, we must acknowledge that these halls are all about free exchanges of opinion."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Inoue's comments came too late, as a great deal of the audience had already exited the auditorium. Satoshi Asuda glanced at Dr. Inoue once more, before following much of the crowd outside into the auditorium's foyer.[/color][/size][/font] [b][font=Garamond][size=3][color=#696969] [center][/color][/size][/font][/b][font=Impact][size=4][color=#708090]"X-HUNTER PRELUDE"[/color][/size][/font][/center] [left][color=dimgray][font=Franklin Gothic Medium][size=2]The silence was broken by the soft patter of footsteps on a cool wooden floor. Origin to these footsteps was a young reploid man, who stood with the unmistakable poise of an artificial lifeform. He stood still, legs slightly apart, hands clasped behind his back. His legs were spaced evenly and his feet stood parallel to one another. Everything about him was a demonstration of unparalelled symmetry; a demonstration of exquisite artistry. Every line that traced his shape was undoubtedly sublime. Could God Himself pen a better creation? Arguably doubtful.[/size][/font][/left] [font=Franklin Gothic Medium][size=2]The silence was again disturbed, but not by the reploid. A combat drone was the purpetrator this time. And by comparison, it was as simplistic and obsolete as one could ever imagine. Its skin was harsh and metallic -- devoid of colour and sublime surfaces. But this impression was deceptive. A series of soft clicks and humming sounds signalled the beginning of the confrontation. The drone rose slightly from its rubber treads, on a series of thin hydraulic pistons. Its arms, a web of complex wiring and hydraulic parts, unfurled to produce two very sizeable automatic weapons.[/size][/font] [font=Franklin Gothic Medium][size=2]The reploid responded by unsheathing a thin katana from a leather pouch attached to his shorts. He wore minimal clothing purely for the purpose of movement -- the drone he had chosen to face was notoriously challenging. It had severely injured several other reploids in recent months.[/size][/font] [font=Franklin Gothic Medium][size=2]As moonlight filtered in through the enormous rectangular windows, the reploid stood before the drone and bowed. The drone also knelt down on its piston-filled mid-section. And within a mere fraction of a second, bursts of explosive gunfire filled the room. Flares of orange and yellow darted from the smoking barrels of the guns as thousands of projectiles snaked through the air all at once. Pieces of plaster, wood and synthetics crumbled from the ceiling and walls, pounding all over the wooden floor like giant raindrops. Whisps of dark smoke filled the air as round after round of titanium-capped bullets sped between columns and furniture.[/size][/font] [font=Franklin Gothic Medium][size=2]But the target was elusive. The reploid darted between objects, leapt between vertical surfaces and deflected unavoidable projectiles with swift movements of the katana.[/size][/font] [font=Franklin Gothic Medium][size=2]Finally, the drone paused. Its gun barrels cooled ever so slightly as smoke poured out of them. A single painting on the far wall collapsed in a heap on the floor, sending its shattered glass facade in all directions. The drone began to roll over the floor slowly, while simultaneously rotating its torso and head independently. No matter where the target was, the drone would find it. [/size][/font] [font=Franklin Gothic Medium][size=2]Suddenly, a gentle patter of feet became audible once more. The drone pivoted around immediately but it was too late; the long, thin katana was already deeply lodged in the machine's torso. [/size][/font] [font=Franklin Gothic Medium][size=2]The drone, gathering the last of its energy, raised a single gun and placed its barrel against the reploid's right temple. The deploid could hear the internal chambers initiate their rapid spinning motion with high-pitched whirring noises. At any moment, a flurry of projectiles would erupt from the barrel and escape through the opposite side of the Reploid's skull.[/size][/font] [font=Franklin Gothic Medium][size=2]But the barrels stopped spinning. The katana had been dragged from the lower torso to the upper torso, through the top of the head. One entire side of the drone's body spluttered a couple of blue sparks and collapsed awkwardly onto the floor.[/size][/font] [font=Franklin Gothic Medium][size=2]The lights in the great room flickered momentarily before erupting in a brilliant white glow. The reploid didn't squint, as his eyes did not require light to receive visual information. His lenses merely refocused automatically in response. He stood and resheathed the katana.[/size][/font] [font=Franklin Gothic Medium][size=2]"Nice redecoration," said a deep voice from behind him. It was Dr. Inoue. The Reploid turned to him and offered a restrained smile.[/size][/font] [font=Franklin Gothic Medium][size=2]Dr. Inoue looked around the room and finally, his eyes paused on the damaged painting. He shook his head slowly and glanced back at the reploid.[/size][/font] [font=Franklin Gothic Medium][size=2]"Oh dear, Zaeon. That's no good...you ruined my lovely painting. It's a famous piece, you know," he said, not without a hint of fun in his tone.[/size][/font] [font=Franklin Gothic Medium][size=2]Zaeon cocked his head inquisitively as Dr. Inoue approached the painting and carefully pulled it from the shards of glass. He raised it and held it up to the light. [/size][/font] [font=Franklin Gothic Medium][size=2]"This is a painting of Mt. Fuji. It's very old...painted long before the disaster. It is one of mankind's most famous paintings," said Dr. Inoue.[/size][/font] [font=Franklin Gothic Medium][size=2]"Why did you keep it housed in glass?" asked Zaeon after a moment's silence. "You almost cut your hand when you picked it up..."[/size][/font] [font=Franklin Gothic Medium][size=2]Dr. Inoue smiled warmly. "I have a certain affinity for these things, my boy. Force fields are nice, but they would hardly match the decor of this room, would they?"[/size][/font] [font=Franklin Gothic Medium][size=2]Zaeon shrugged. He didn't know the answer to the question. But nonetheless, he was fascinated by Dr. Inoue's interest in antiquities. It was both impractical and nonsensical to him, but he understood that human beings had a greater attachment to time long past than reploids.[/size][/font] [font=Franklin Gothic Medium][size=2]Dr. Inoue carefully lay the painting on a dresser nearby and walked over to Zaeon. He put his arm around the reploid and began to escort him from the room. Whenever Dr. Inoue did this, Zaeon knew that he was pleased.[/size][/font] [font=Franklin Gothic Medium][size=2]"You did such a fine job in there, Zaeon. I'm very impressed. You continue to define the benchmarks by which your peers judge themselves," he said happily.[/size][/font] [font=Franklin Gothic Medium][size=2]Dr. Inoue escorted Zaeon through a large hall and out onto a terrace. The terrace overlooked a beautiful xen garden, with a small creek weaving through the trees beyond. It was a warm, moonlit night. Both Zeon and Inoue-san were feeling quite pleased with themselves.[/size][/font] [font=Franklin Gothic Medium][size=2]For his part, Dr. Inoue was the Head of R&D at the New Hokkaido branch of the Robotics Engineering Administration (or, REA). REA was a large organization, established by the United Nations several years earlier. Dr. Inoue had been chosen to head the Research & Development department as a reward for his many years of service to the Scientific Research Council, which was centered in New Hokkaido. He also regularly lectured at the New Hokkaido University.[/size][/font][/color] [font=Franklin Gothic Medium][size=2][color=#696969]"You look tired," said Zaeon.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"Yes," said Dr. Inoue, "I think that the rigors of the lecture circuit are taking their toll. Such added stress is probably not good for an ageing scientist like myself."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Zaeon nodded. "Hopefully the new recruits will cheer you up," he said.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"Oh? Where are they to assemble?" asked Dr. Inoue.[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]"They've been asked to go to the [b]Maverick Hunter Headquarters[/b]," said Zaeon, "it's a good opportunity for us to stock up on armaments too. I also have a meeting to attend there."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Dr. Inoue rubbed his chin thoughtfully. "I have not been to Novus Concordia in a long time, maybe twenty years."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Zaeon smiled. "Would you like to join me on the trip? A brief holiday might do you some good."[/color][/size][/font] [font=Franklin Gothic Medium][size=2][color=#696969]Dr. Inoue grinned and stood up. "Excellent," he said. "I look forward to it. But now, my boy, I must sleep. These old bones can not stay up a moment longer. [/color][/size][/font] [left][font=Franklin Gothic Medium][size=2][color=#696969]Goodnight."[/color][/size][/font][/left] [font=Franklin Gothic Medium][size=2][color=#696969]"Goodnight Inoue-san," said Zaeon, as he watched Dr. Inoue hobble back into the mansion.[/color][/size][/font] [left][font=Franklin Gothic Medium][color=#696969][/left] [/color][/font] [center][font=Impact][size=4][color=black]OOC NOTE[/color][/size][/font][/center] [left][size=2]Okay, so...now you guys can introduce your characters. At the end of each post of mine, I will create a basic overall short-term goal. This way, you guys can still write whatever you want (you can start where you want and introduce your character however you like), but this way you've got a slight goal to work towards.[/size][/left] [size=2]These goals are much more general than what you'd generally see in chapters, so I encourage you to have fun and write your posts in your own style.[/size] [b][color=red]Current Goal: All recruits must reach Maverick Hunter Headquarters.[/color][/b]
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[color=#811C3A]Like many others, I think I'm going to have to start by adding a few items and then building upon that. [b]What is it?[/b] Adam [Member/Founder] [b]Why was it nifty?[/b] Well, apart from the obvious fact that none of us would be here without Adam, there are a few specifics I'd like to mention. Firstly, 2004 has been a very bold year for our entire network, with so many changes and new additions. I love the fact that Adam is willing to take risks and do bold things with something so established. Also, working with Adam is always a joy; he makes everyone feel at ease and he's incredibly receptive to new ideas (even if they're totally insane). Adam is also incredibly generous (by offering me autonomous control/ownership of OB, by providing me with hosting support and by sending me a wonderful Christmas gift). He definitely deserves a mention. [b]What is it?[/b] Shy [Member] [b]Why was it nifty?[/b] Shy has had a pretty big impact on this place in 2004. He was the guy who really primarily drove the Kill Adam story in terms of working with me to come up with overall directions/concepts. In addition, Shy has done a lot of RPG experimentation of his own -- hero and Vignette being the latest examples. Whatever he does, you can be guaranteed that it'll be both different [i]and[/i] high quality. He's also shown tremendous interest and enthusiasm for the boards in general (especially in his new Event Master role), so I'm very appreciative of that. [b]What is it?[/b] Semjaza Azazel [Member] [b]Why was it nifty?[/b] I think that Tony's impact here has been pretty large in general, but in 2004 he consistently provided amazing posts in Play It and he really drove discussion there. In general, I think he's been of massive benefit to this community and I would really like to recognize him for that. His contributions to RPGs (Torment, Kill Adam) are also strong examples of his time spent here. I'm very glad that I introduced Tony to this place (and that in turn, he's made friends/acquaintances from here too). Very rewarding. [b]What is it?[/b] Justin Blessing [Member/Technical Director] [b]Why is it nifty?[/b] I'll put it simply; OtakuBoards v7 would not exist without Justin's tireless work. We'd have no technical support of [i]any[/i] kind without him. So...he is really responsible for taking my ideas and breathing life into them, for people here to enjoy. I think we should all appreciate that. Also, he's a great guy in general. Always good to work with and always lighthearted in nature, Justin's definitely one of OB's all-time legends. [b]What is it?[/b] The OB RPG [b]Why is it nifty?[/b] I wanted to create a blanket mention here, for a few reasons. One reason is that there have been just too many wonderful RPGs in 2004 to mention individually, for me anyway. What I'd rather say is that 2004 has been a year of continued innovation and continued quality. General quality has improved greatly and the concepts for RPGs are always improving and becoming more interesting. I am aware of RPGs at other places on the Internet, but I have to say...I think that we have developed ours to a fine art. I can't think of another place with such a unique and engaging approach to this type of forum interaction. I'm very proud of OB's RPG history -- I think it's as important as any of our other areas.[/color]
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What OB members do you know, or would you like to meet in real life?
James replied to Boo's topic in General Discussion
[QUOTE=Charles]In relation to the topic, I'm not [i]against[/i] meeting internet people per se but I've no desire to do so. It's difficult to explain. It's not easy to put my perspective into clearly definable terms so I'll put it this way: removing the mystique and anonymity from the Internet is making it into something more personal than I would like. [/QUOTE] [color=#811C3A]Yeah, I really have to say the same goes for me. If I really wanted to meet someone from this community, I'd probably only choose among a handful of people or less. So maybe two or three at most. Generally I'm happier having my life, and then having OB as a place I visit occasionally. OB itself is a hobby for me and a good biproduct of that has been the people I've talked to over the years. But OB is definitely not something I would especially associate with my life in general.[/color] -
[color=#811C3A]Also, instruction manuals are slightly different to in-game visuals. Look at the bushes in LttP and compare them to the bushes in TWW. Identical. Also compare the colour palette and costume design, etc... So yeah, for me, TWW had more of a "this is Zelda" feel than the other two 3D games. But that doesn't mean it was the best game for me -- I definitely enjoyed OoT and MM a lot more. Majora's Mask is probably my favourite Zelda game of all time, closely followed by A Link to the Past. But also, let me say this one more time...I'm not talking about the Link model specifically. I am talking about the overall aesthetic design. The Link model is really just a matter of taste and it's not particularly relevant to what I've been saying (other than my comment that dismissing an entire game based on the model is highly immature -- nobody here is doing that from what I can see, but there are those who do).[/color]
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[quote=ScirosDarkblade]One is that the fundamental change was to such a beloved franchise which people were already happy with. It's the idea of "don't fix it if it ain't broke." I don't need GM to turn the Corvette into an all-wheel-drive buggy as a creative exercise. If they feel the need to strech their horizons, they can do it with a car I haven't grown to love. That is how some fans probably felt. [/quote] [color=#811C3A]The thing is, that kind of attitude is really what stifles creative development. I am glad that there are developers who don't rely on that crutch all the time. Sometimes I think it's warranted, but usually sequels and new games in a franchise will need to make changes and improve/add things in order to be successful. The thing is, making a Corvette into an all-wheel-drive buggy isn't akin to what Nintendo did at all. What you are talking about is taking something and changing it fundamentally, to make it something that it isn't. That isn't what Nintendo did. What Nintendo did, is re-examine the game and see if they could bring it back to its roots, by creating a visual style that captured the kind of atmosphere that Zelda games are all about -- a young boy going on a grand adventure. To that end, Nintendo's aesthetic decision with The Wind Waker was not only correctly-intentioned (as it relates to the franchise's entire point and appeal), but it was also commercially successful. I mean, if the game hadn't been a commercial success at all, I'd be more inclined to look at what they did and suggest that they made Zelda something it isn't. But that isn't true -- they actually brought Zelda back in-line with what it has been traditionally, while making some obvious gameplay changes. [/color] [quote=ScirosDarkblade]Another thing I want to say is that it isn't fair to those who did NOT like the visual style of Wind Waker to attack them for wanting to hold creativity back or something. I can't think of anyone who was unhappy that it was *different* so much as *worse.* People go for different all the time. Metroid Prime wasn't exactly a failure. People had the specific complaint about the specific look of Wind Waker. I could understand attacking those complaining for being unfair if the design could reasonably be considered "no worse from the point of view of most people." But Nintendo turned the game into something that was less neutral (like Ocarina or the new GCN Zelda) and more of an... acquired taste. [/quote] [color=#811C3A]I'm not attacking rational people. I'm rebutting those who went out there and labeled Miyamoto as "senile" when they first saw the screenshots -- people who were unwilling to give this man the benefit of the doubt, at least for a period of time before they could play it themselves. This is why Miyamoto originally didn't want static pictures to be taken; he wanted to show videos and to have journalists talk about the animation and movement. So, I can tell you, as someone who didn't particularly like the Link model (I think he could have been cel-shaded and exaggerated but still made more appealing to fans), I'm not going to throw the baby out with the bathwater. I'm not going to totally condemn Nintendo simply because I don't like a character model. I can see what they were trying to do -- and what they actually achieved from it -- and as a longtime Zelda fan, I can appreciate that The Wind Waker is probably closer to Zelda's core than the other 3D games were. In terms of intent and execution, I can appreciate that, as I probably should. When I hear "neutral", I also hear "bland". I think Zelda has always had a specific kind of art style, from the very early games. The Wind Waker is really just taking us back to that place, in a three dimensional world. Again, if people don't like it, that's their choice and I wouldn't attempt to tell them that they are somehow wrong in that sense. What I would say, however, is that Nintendo should not be condemned for making what was ultimately a successful design decision -- with plenty of reasoning behind it. If they'd taken Zelda and made it Wave Race, I'd have complained. But they didn't do that, basically.[/color] [quote name='ScirosDarkblade']People weren't trying to bash Nintendo for being different. They were unsatisfied specifically with what Nintendo did to their beloved franchise.[/quote] [color=#811C3A]The irrational fanboys who were calling Miyamoto various names are definitely not presenting a legitimate point of view. They reacted hastily and many of them -- the majority -- ended up liking the game once they actually played it. Bear in mind that many of these "critics" were only basing their opinion on a single screenshot of Link. And as I frequently stress, one should never judge a new game based solely on that. The Wind Waker's visuals need to be demonstrated to be understood, I think. On a more basic level, I don't know how "beloved" the franchise is to such people. To me, their early venomous complaints simply demonstrate that they either never played the pre-N64 Zelda games, or they didn't know what Zelda was all about to begin with. Again, to stress this point, not liking a character model is one thing. But extrapolating that into saying that Nintendo totally bombed with The Wind Waker's art style is blindly irrational. I know you are not saying this yourself, but my comments on this subject have always addressed the particularly nasty Zelda "fans" who were more interested in throwing stones than having a real, legitimate discussion.[/color] [quote name='ScirosDarkblade']You can "appreciate" Nintendo's push for something new in Wind Waker, but because Nintendo could have done something new AND BETTER in so many peoples' opinion, this "appreciation" shouldn't be demanded. Not at all.[/quote] [color=#811C3A]People are always going to second guess Nintendo. I mean, it's just something that happens and I understand that. But I think that when people actually dismiss the entire game based on its art style...well, that's not even worth entertaining. It's just foolish. Even people who didn't like the game very much can often appreciate what it aimed to do. And I think that's all anyone could ask for. It's not about liking or disliking, it's about maturity versus irrational fanboysim.[/color]
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[quote name='ScirosDarkblade']Ummm, yeah. Zelda was soooo aging after that bomb that was Majoras Mask, lol (and I find it funny that you bring it up as an "experiment" later on in the above post, btw). People couldn't wait for the next-gen Zelda, and suffice it to say were not elated at seeing the then-new Link design. James, your "resting on their laurels" might be valid *today,* (I've read the n-sider editorial), but pre-Wind Waker you'd have been hard-pressed to say much of what you now may think.[/quote] [color=#811C3A]Absolutely -- it was ageing. By that I mean, it was an old franchise. Part of the reason that Majora's Mask was a success (both critical and commercial), was that it didn't simply become "Ocarina of Time and a bit extra". Nintendo went back to the drawing board and they crafted a game in the Zelda universe that was significantly different in a number of ways -- some quite bold. That kind of experimentation is key. I agree that people were not elated to see the Link design when it was first unveiled. But as Miyamoto said "you need to play it and see it moving to understand it". And that's very true. You know, before demo kiosks were set up in North America, opinion on the game was very poor. Most people thought it was a poor decision. But when people actually played it and saw how various elements interacted, they [i]understood[/i] why the decision to create that type of art style was taken. Really, Nintendo have always been a bit questionable in terms of relying on particular franchises. People constantly complain that they only re-release old Mario games and never do something new with the series. People even complained that Mario Sunshine wasn't different enough. So this is always a problem that Nintendo is coming up against, at least in terms of public perception.[/color] [quote name='ScirosDarkblade']I bought Wind Waker the day it was released here. And it's not the art design, it's the character design of Link that is the problem. You can make a great cel-shaded engine and still go stupid with the character design. Had it been a darker, more adult Link, the game could've had the atmosphere of even something like Batman: TAS. Nobody would've complained.[/quote] [color=#811C3A]Okay, that's fine -- I think that Link probably could have been a little better as well. I mean, the actual Link model. But you have to be careful when it comes to throwing around venomous comments. As you know, a lot of fanboys on the Internet have continually bashed the decision that Nintendo took. The entire artistic design of The Wind Waker -- from the exaggerated clouds to the unique NPCs, is something that I think we should at least appreciate. I absolutely abhor the attitude that says "Don't ever change it or try to improve it, because I want the same old thing fed to me constantly". I can't tell you how much that attitude goes against the grain for me -- had that been the prevailing wisdom for many companies, we simply wouldn't have seen many of these franchises at all in the beginning.[/color] [quote name='ScirosDarkblade']Balls is one thing. Successful design is quite another. Ford might have the "balls" to come out with a new butt-ugly car every model year, but those balls are hardly a redeeming quality considering what they're releasing.[/quote] [color=#811C3A]If you're only talking about the design of Link himself, I can somewhat understand. But I don't think it's a particularly justified point of view. Remember, Nintendo could have taken the easy way out and delivered OoT but with prettier visuals. It isn't in Nintendo's interest to deliberately upset people and create things that they don't want. But Miyamoto believed that people [i]would[/i] be attracted to a game that looks much more like Zelda than OoT ever did. And in the end, he was right about that.[/color] [quote=ScirosDarkblade]What Zelda game got stale and repetitive? The Oracle series, perhaps. But I hardly think Nintendo was planning on continuing in *that* tradition for the GCN at any point in time. And anyway, I'm not even talking about keeping a Zelda game the same as its predecessors in terms of design/gameplay. I'm saying make whatever design there is a decent one. [/quote] [color=#811C3A]None of them got stale and repetitive, but that wasn't my point. My point was that we really don't want to see ten 3D Zelda games that all look exactly like Ocarina of Time, but with progressively more detailed graphics. I can definitely say that there are people who would be perfectly happy with that, but like I said earlier, I think that such an attitude contradicts any desire to actually try something new and find something that feels fresh for gamers. The Wind Waker, despite its faults, was definitely Nintendo's attempt to do something new with the franchise. Artistically, it was a massive success -- even with the potential blot that the Link model put on the overall art design.[/color] [quote name='ScirosDarkblade']Again, it was not the graphics engine. It was the terrible-looking Link. That's really what put people off, whether they realize it or not. Look at the LttP Link and tell me *that's* the Link they brought to the GCN with Wind Waker.[/quote] [color=#811C3A]But I think it's kind of a hollow point in general. The people who did nothing but complain about that model would have whined about anything -- they are the people who would complain if Nintendo had changed nothing. I tend to feel that Nintendo fans can also be the biggest complainers out there; they're never satisfied. lol Whether people appreciate or don't appreciate Nintendo's move with TWW's graphics/art design...I think that they should at least be thankful that Nintendo made the attempt to do something quite different. I'm not greatly fond of the Link character model, but I wouldn't say that Nintendo should be beaten into the ground simply for having a slightly annoying character model. The overall experiment was worth it.[/color] [quote=ScirosDarkblade]James you make it seem as if it was gonna be one of two things with Wind Waker. Dumb-looking Link, or the most boring stale repetitive game ever. Have you any precedent for that as far as Nintendo is concerned? It's either a re-release or it's controversial? Heck no. You're making excuses for Nintendo here, and the truth is there are none. If a design decision can put the visual appeal of a game at risk, it is a risky decision but by no means a commendable one. It was a design decision Miyamoto made, he was happy with it, tons of his fans were not. He was smart to acknowledge that. You can make a design that gels with all of your fans and still retain artistic integrity and innovative gameplay. James, if you say you would have complained that Nintendo was just "playing it safe" had they not designed Link the way they did, you are assuming way way too much and you know it. Or perhaps you did not understand my post entirely. [/quote] [color=#811C3A]I now know what you mean about it being only about the Link model (now that it's been clarified here). But I also think you might be misunderstanding my overall point -- remember, my previous posts have been general references to the irrational TWW-bashing that went on, which related to the overall art style. I am not saying that a risky decision -- for the mere sake of being risky -- is a good thing. Not at all. What I am saying is that a calculated risk, with the intention of providing something interesting, new and fun, is a [i]good[/i] thing and something to be encouraged. This is particularly important when you consider the people who complain about the fact that Nintendo often avoids tinkering in any significant way with various games. So, I'm not saying it's a re-release or it's controversial -- not at all. I'm talking specifically about the art design here. I'm saying that Nintendo should be commended for making some significant artistic moves, rather than punished. If Nintendo really did something horrible here, and if the game wasn't received well, then sure, I'd say that we should be asking Nintendo what went wrong. But the game was incredibly well received. So...Nintendo was successful in their aim with this style, whether or not people were happy with how Link himself looked. I have [i]never[/i], in my original posts, said that people would complain if they'd just left Link himself alone. That totally fundamentally misunderstands my point. lol I'm talking about the game's overall art style. I am aware that there are people who were not happy with how Link looked. But generally speaking, those people still enjoyed the overall art style and the direction of the game. Perhaps I wasn't even considering that this was just about the Link model, because I don't even think that's worth debating. Whether you like the model or not, that's just a matter of taste. But I would not then take that and say "Don't ever experiment or try something new" -- not that you are saying it, but there are people who do. And they don't realize that their way of thinking would have stifled Zelda's original creation in the first place.[/color]
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[color=#811C3A]I agree with you about GTA. In a world where games are making less profit, more and more companies seem to be turning to the GTA model. In some ways I think it's good, in some ways it's bad. It is kind of annoying when every developer out there jumps on a particular trend. But having said that, some developers have apparently applied some of those principles in their own games very well (ie: Jak 3). I think you can't help but play a game like San Andreas and realize that, like it or not, the game makes some pretty significant achievements. Funny thing is, GTA isn't the first game to actually try to create these types of open-ended worlds. Does anyone remember a game on N64 called Body Harvest? It was also created by Rockstar North (who were known as DMA Design at the time). If you go back and play that game, you'll find that it's almost really like the "first 3D GTA" -- different story and setting and everything, but it maintains the open ended world concept and it contains cars that you can hijack and so on. I remember how fresh and interesting it felt when I first played it, but it definitely wasn't as interesting as GTA. The older N64 hardware didn't allow for bustling cities and generally busy environments. Instead, the worlds in Body Harvest were basically deserted and you only faced off against large aliens now and then. The deserted nature of the worlds really suited the game; it even added to atmosphere. However, it just wasn't as fun or interesting as GTA. Still, I think it shows that even at that stage, DMA/Rockstar were really thinking about that type of gameplay. You get the sense that they felt it really wasn't possible until the current generation. It's one of the few styles of games where you feel that it just wasn't something that could be done on a 32/64-bit machine. So yeah, I think that Rockstar North is a good choice to add to the list. [/color]