“This week, the kids welcome some guy to discuss Japanese school children giving enemas for trading cards and the new Deus Ex prequel.”
WARNING: EXPLICIT (that means we say bad words sometimes)
Kids in this episode: Switch, Tayo, Tombstone, Mechlo
“This week, the kids welcome some guy to discuss Japanese school children giving enemas for trading cards and the new Deus Ex prequel.”
WARNING: EXPLICIT (that means we say bad words sometimes)
Kids in this episode: Switch, Tayo, Tombstone, Mechlo
Wow. I say “fuck” too much. I blame the booze I was drinking throughout the podcast.
There is still plenty the developers can do with Deus Ex after Human Revolution. For one, they could create sequels to Deus Ex and Invisible War. Also, what the hell is wrong with the source engine and using it to update the original Half-Life? The source engine is great, despite the fact Valve loves to put in a few pointless “puzzles” in their games just to show it off.
And finally: DS9 is the best Star Trek series, followed closely by the original series. DS9 was just structured so well and had outstanding characterization. Also, Quark is one of the greatest characters ever. Next Generation was great, I’ll agree, but, contrary to what was said on the podcast, a lot of it does not hold up well and the writing is very disjointed in numerous episodes, especially in the first season. And fuck Wesley Crusher.
From my experience, the source engine doesn’t have as many fancy features as say the Unreal engine, but it seems to be way more efficient. At least on my computer, when I’m getting similar effects on both engines, the unreal engine uses up way more power than the source engine.
I think the reason so may people complained about the source update of Half-Life, is that not everyone understands what graphics engines do. Some people seemed to think that moving it over to the source engine would somehow magically update the models and textures and completely overhaul all of the resources in the game. Really, all switching the engine does is changing how the graphics are handled “under the hood,” so to speak. While the source engine does include animation systems and whatnot as well, merely switching engines would not take advantage of these features. To do this, the graphics artists would have to go and redo the models manually. Valve never said that they were going to do this, though it may have been unintentionally implied that they would.
Also, this was posted on the GoNintendo blog this week, and is completely relevant to this episode. If nothing else, watch the part at the 3:00 mark. XD http://gonintendo.com/?mode=viewstory&id=159484