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Supreme commander 2 game stuck in cutscene
Supreme commander 2 game stuck in cutscene









supreme commander 2 game stuck in cutscene

The 9mm MP5 would often stun but not kill them. In GRAW 1/2 PC, enemies would fall if shot. Enemy NPCs would grab wounded allies and drag them to cover. Visualizing and reacting to the damage is so much better. Games that do offer a damage model are much more fun. I do realize that LCD screens have greatly improved and I'm glad that they have since they're much nicer to use in most ways now but they're still not up to snuff for old school fighting games and platformers IMO.Ī lot of games do feature some things like that but many don't. I'm sure they've had some other improvements that make them enjoyable to others but for me the main reason I enjoyed them back then was because they played to those strengths which are about the only thing that overall has gotten progressively worse over the years instead of better. It involved things like moving keyframes on counters and making them stay open for longer as well as other tricks like extending certain animations out to allow for a longer response period, that's not just optimizing. I also know it's a real concern for developers because I remember reading an interview with a dev for one of the first rebooted fighter games and they discussed some of the tricks they used to cover it up. Some of the old arcade systems were even more responsive which along with good controls is why they were generally favored for fighting games back in the day but consoles back them were similar in design and at least in the ballpark for responsiveness. I tried and failed to find an article I recall reading that discussed some of the specific reasons the older consoles and arcade systems were more responsive so I'm probably forgetting a ton but basically everything was simple and more directly connected. Not only was the latency low because of this but the lag that was there was entirely predictable so games could be programmed to account for the exact time keyframes were appropriate.

#Supreme commander 2 game stuck in cutscene software#

Consoles and TVs are much more complex these days resulting in more of a disconnect between inputs and on screen reaction.Ĭlick to expand.Beyond screens the old consoles had low latency that was mainly a side effect of everything being done more directly with hardware since they didn't have the processing power for complex firmware much less the software layers that most hardware uses to connect different components these days. I know they've been making a comeback but I think the originals were good patially because it's something that works well in 2D with low res sprites which is less important these days but also I think the main thing that made them great back in the day is the low latency that old school consoles and TVs had making the twitch gameplay fast and responsive. I did think of another thing I consider outdated, fighting games. Pretty much everything else is better with KB/M unless KB/M are implemented poorly but even then I usually still use KB/M because it's more comfortable, for instance the assassins creed games have had fairly rough KB/M controls and the yakuza games are even worse but I still couldn't bring myself to use a controller with them. Gamepads are great for casual driving, flying, and other similar activities since steering/acceleration/deceleration benefit more from the ability to do subtle adjustments with the multiple analog inputs more than the precision of a mouse.











Supreme commander 2 game stuck in cutscene