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Old 25 June 2013, 22:41   #21
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With talk of emulation in that article this sounds a lot like the old emulated games you get on the console live networks, with some fancy HD upscaling to boot, maybe even CRT-effect emulation. But they say they are going to change the game to allow saves at intervals, I'm thinking emulator save-states unless they are going to change the 68k source.... that would require understanding the game source and design and hope it recompliles, do coders learn 68k these days?

Shame they didn't just opt for a complete HD remix, they could have asked Malone for some HD screens, but time consuming to re-draw all those sprites I guess.

Will be interesting to see what is revealed about this project!

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Old 25 June 2013, 22:51   #22
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It may be something like that...



With silly tutorial and with scientist instead of preacher
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Old 05 July 2013, 22:23   #23
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Info and video at Eurogamer - http://www.eurogamer.net/articles/20...ine-looks-like

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Old 05 July 2013, 22:29   #24
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good work
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Old 05 July 2013, 22:33   #25
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"Bring the original game back as it was" = cash out on it with minimal effort
Guess we are 'lucky' they don't make an abomination and label it Chaos Engine though.
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Old 06 July 2013, 10:08   #26
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the game has a bigger amount of color than even the 256 colors release
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Old 06 July 2013, 13:14   #27
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Quote:
* Unnecessary artificial lighting is expensive and energy-intensive. Lighting accounts for approximately 9% of residential electricity use[3] and about 40% of commercial electricity use.[4]


* Excessive levels of artificial light produce annoyance and can adversely affect health. These detrimental effects may depend on the spectrum as well as the overall brightness level of light.
http://en.wikipedia.org/wiki/Over-illumination
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Old 06 July 2013, 13:43   #28
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I can't see a real added value compared to the old Amiga AGA/PC Dos version. A bit less pixelated, more colors, but the rest looks 1:1 the same. For a commercial remake they should have created at least 2 new playable worlds. Boring.

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Old 06 July 2013, 13:53   #29
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I saw difference only at explosions... Maybe they should use their early idea - 3 players on screen. Some more money they may have from remake of Chaos Engine 2 where second soldier will be controlled by other human. But how many people remember about CE 2?

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Old 06 July 2013, 14:23   #30
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The changes are very minimal and like Retro said the visual changes are close to zero even if the amount of colours used has been changed. It's still the same graphics only 'enhanced' by effects. It really seems there's no added content and only more passwords/save spots don't really change the gameplay. The only 'good' this may offer is that a new set of levels might emerge from this 'remake', but for now I doubt it...
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Old 06 July 2013, 14:47   #31
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They should have improved the graphics considerably more. I don't mean 3D or anything. Just made them suitable for 1080+ displays.

This is just a cash cow.. Avoid like the plague!
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Old 06 July 2013, 16:00   #32
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This is nothing more than original AGA graphics with a a custom 4xSL-like filter that swashes the colors making the illusion of more colors with a bit of custom 'bling' in some areas. Recoded impact colors and explosions. I bet emulator is some form of UAE with those filter shader(s) applied.
WinUAE can do the almost the same, out of the box
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Old 06 July 2013, 18:14   #33
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dont forget the 'bloom' effect applied automatically to any pixels over a certain value makes it all worth, oh, err...

*powers up 1200*
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Old 07 July 2013, 10:49   #34
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Hmmm just seen the video. Is this any different from emulation, if anything the video looks worse in my eyes as I can get better image using WinUAE! :s
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Old 07 July 2013, 15:44   #35
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For the regular emulator users this is no big deal, but keep in mind that this re-release will make the game available for a lot of people that just want to play it without any kind of emulation programs, adf images, etc.
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Old 07 July 2013, 21:17   #36
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So it's pretty much what ainc has been doing with Amiga games for BlackBerry?
"The save system is now "less brutal", adding mid-stage checkpoints and saving progress at the end of each level, as opposed to every four levels."

A polite way of saying it's been dumbed down. Yeah, lets resell the old game basically unchanged.... but lets take away all the challenge, because we think today's gamers are too retarded to handle it!
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Old 07 July 2013, 22:21   #37
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Originally Posted by MaW View Post
So it's pretty much what ainc has been doing with Amiga games for BlackBerry?
"The save system is now "less brutal", adding mid-stage checkpoints and saving progress at the end of each level, as opposed to every four levels."

A polite way of saying it's been dumbed down. Yeah, lets resell the old game basically unchanged.... but lets take away all the challenge, because we think today's gamers are too retarded to handle it!
Could they have kept it as it was though? There was a point to Amiga games being very challenging - it was so a player got his or her monies worth, a different era when the punters were willing to put their time into it.

Nowadays such a game, even one as epic as this might be considered a cheap novelty and throw-away to the uninitiated.

I agree though, and it also misses much of the fun of the game, the tension of getting to the last stage of each world as perfectly as possible... It might genuinely help other titles, but just isn't the same experience if you're given more saves with this game.
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Old 08 July 2013, 09:54   #38
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Quote:
Originally Posted by MaW View Post
So it's pretty much what ainc has been doing with Amiga games for BlackBerry?
"The save system is now "less brutal", adding mid-stage checkpoints and saving progress at the end of each level, as opposed to every four levels."

A polite way of saying it's been dumbed down. Yeah, lets resell the old game basically unchanged.... but lets take away all the challenge, because we think today's gamers are too retarded to handle it!
I have to say that when I played the game with a friend of mine recently we just couldn't get through World 2-1 because the game was so freaking hard, way harder than I remembered it from my youth. We tried it at least 4 times, but to no avail. It's a good thing they "dumb it down" a little.
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Old 08 July 2013, 09:58   #39
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Just shoot when you can hear enemies, not when you see them And use controller with good diagonals.
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Old 08 July 2013, 10:04   #40
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If level 2-1 is too hard, then it's a good idea to replay world 1 A 'good' dumbed down variant would be to give passwords every 2 level instead of 4. World 4 can be a nasty piece of work if you didn't 'beep up' enough in world 1 & 2, so it could be a nice change if the health of the enemies (slightly) adjusts to the strength of the players weapon.

Once there are custom level available I might consider to spend the 8 €, but certainly not for the Bloom effect
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