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DF Game Club: Brothers: A Tale of Two Sons (part 1)

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Feb 8th, 2014
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  1. (06:57:34) Syd: Hey everyone. I should be ready to start in a few minutes.
  2. (06:57:44) Cheeseness: Hey people
  3. (06:58:10) Taekon: Hello hello!
  4. (06:58:13) Fhqwhgod: Guess who's back!
  5. (06:58:21) Fhqwhgod: I am
  6. (06:58:27) Taekon: backstreetboys
  7. (06:58:27) Sven_Q45 [5791c3d9@hide-BF4D4B18.mibbit.com] entered the room.
  8. (06:58:28) Taekon: wait
  9. (06:58:34) Sven_Q45: Hi.
  10. (06:58:37) frogg: Imma watch a film tonight
  11. (06:58:38) frogg: have fun
  12. (06:58:51) Cheeseness: Hey hey
  13. (06:58:55) Cheeseness: No worries, frogg
  14. (06:58:58) Syd: I'm going to try my best to not cause any anti-climactic deaths, but I can never quite get used to the way you climb stuff in Brothers. :P
  15. (06:59:07) Cheeseness: Hey Fhqwhgod
  16. (06:59:16) Permafry_42 [46469094@hide-6C77D8AA.mibbit.com] entered the room.
  17. (06:59:31) Permafry_42: hey guys
  18. (06:59:38) Cheeseness: Hey Permafry_42
  19. (07:00:15) GameClubFan_151428 [929778b1@hide-B64552F4.mibbit.com] entered the room.
  20. (07:00:19) flesk: Hi everyone.
  21. (07:00:34) The-Mad-Pirate [b5a5e95a@hide-BF4D4B18.mibbit.com] entered the room.
  22. (07:00:34) Cheeseness: Hey flesk
  23. (07:00:39) Cheeseness: Hey The-Mad-Pirate
  24. (07:00:54) The-Mad-Pirate: Hey Josh !
  25. (07:01:12) ***Taekon waves
  26. (07:01:12) Syd: Alright, just doing some final setup stuff, then we can start.
  27. (07:01:13) The-Mad-Pirate: I might be kinda lagging
  28. (07:01:27) Cheeseness: Hey Taekon ^_^
  29. (07:01:50) The-Mad-Pirate: just started generating those MOAI class diagrams in Enterprise Architect and that kinda eats a lot of my CPU
  30. (07:02:01) The-Mad-Pirate: Hey Syd !
  31. (07:02:09) Cheeseness: Sweet
  32. (07:02:10) The-Mad-Pirate: What are you up to girl ?
  33. (07:02:19) Syd: Getting ready to stream Brothers. :P
  34. (07:03:09) Syd: Alright, I'm starting the stream. Let me know when it's going and I'll start the intro up.
  35. (07:03:33) The-Mad-Pirate: Syd Sweet !
  36. (07:03:37) Cheeseness: Syd: Looks good to go :)
  37. (07:03:38) Permafry_42: live
  38. (07:04:19) The-Mad-Pirate: Cheeseness: you didn't get Two Brothers Director to come ?
  39. (07:04:27) Cheeseness: The-Mad-Pirate: Nah, no guests this session
  40. (07:04:53) Cheeseness: (which is a little bit of a relief - it's nice to have something where we just focus on discussing the game rather than hammering a dev with questions :D
  41. (07:04:54) Taekon: This game :(
  42. (07:05:04) Taekon: ^ :D
  43. (07:05:09) The-Mad-Pirate: Cheeseness: LOL !
  44. (07:05:24) Cheeseness: The visual style is really nice
  45. (07:05:53) The-Mad-Pirate: Cheeseness: I heard great things from this game , specially since it's directed by a former film director. So it's very story oriented.
  46. (07:06:19) Cheeseness: The-Mad-Pirate: If you're interested in it, I fully recommend playing through the game before our final session. It will ruin it for you.
  47. (07:06:27) Taekon: Yep
  48. (07:06:43) Taekon: It's one that if you don't play it yourself you literally cannot fully appreciate it
  49. (07:06:45) Cheeseness: Such a bold move to start on a sad note like this, I think
  50. (07:06:56) Fhqwhgod left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  51. (07:07:21) The-Mad-Pirate: Cheeseness: I have issues running most games due to performance andlack of SS2 support. You know , i am poor.
  52. (07:07:24) Permafry_42: i'll be honest and say i'm still mixed on whether having too be an emphasis on cinematics can interfere with the focus on interesting game mechanics.
  53. (07:07:33) Cheeseness: The-Mad-Pirate: :(
  54. (07:08:14) Cheeseness: Permafry_42: In relation to this game or in general?
  55. (07:08:34) Permafry_42: both
  56. (07:08:36) Cheeseness: I wouldn't say that an intro cutscene is really capable of detracting from interesting mechanics
  57. (07:08:58) Cheeseness: This game does stop for automated sequences frequently, but they're all very short
  58. (07:09:34) The-Mad-Pirate: I would understand that in late 90s when most games turned to heavy FMV game mechanics
  59. (07:09:55) Cheeseness: Having them call to the other brother when pressing use if they aren't near enough to use anything
  60. (07:09:58) Permafry_42: it wasn't really the intro but all the times when the game cut away to a cinematic. it kinda got in the way of the flow for me that the puzzles were trying to create
  61. (07:10:01) Cheeseness: It comes across as an expression of frustration
  62. (07:10:34) Cheeseness: Could the story could have flowed without many of the automated sequences though?
  63. (07:10:56) Cheeseness: It didn't seem really detract from the pacing of the game as a whole
  64. (07:11:24) The-Mad-Pirate: I think in that case it's important to note how the game handles camera movement
  65. (07:11:31) Permafry_42: i think so if they had not taken control of the camera and instead let them occur while you still had control
  66. (07:11:58) The-Mad-Pirate: i.e. it's doesnt violate films law of crossing
  67. (07:12:02) Cheeseness: I don't think that fear of water could have been conveyed as well without the closer camera angle
  68. (07:12:28) Cheeseness: That guy who was guarding the bridge is an arse :D
  69. (07:12:39) Taekon: What a dick
  70. (07:13:09) Taekon: The bench mechanic :D
  71. (07:13:12) Cheeseness: Yeah :D
  72. (07:13:34) Cheeseness: Definitely a point at which it's appropriate for the camera control to be taken away
  73. (07:13:55) Permafry_42: oh i agree, but its the moments like the swimming mechanics where you can to control both the older and younger brother together that i felt did the best job of using game mechanics to emphasize the story and characters
  74. (07:14:26) Permafry_42: i liked the bench mechics though since you were the one inniating that camera movement
  75. (07:14:49) Permafry_42: rather than events in the game iniating it for you
  76. (07:15:12) Permafry_42: plus you didn't even have to use the bench if you wanted to
  77. (07:15:31) Taekon: I love the little interactions that show the brothers' personalities
  78. (07:15:32) flesk: I think I sat down on pretty much every bench in the game.
  79. (07:16:21) The-Mad-Pirate: flesk were you doing benchmarks then ?
  80. (07:16:36) Permafry_42: i did screen shots at every bench
  81. (07:17:33) bouncebounce [60f806be@hide-B64552F4.mibbit.com] entered the room.
  82. (07:17:41) Cheeseness: Poor big brother isn't so good at some things
  83. (07:17:43) Permafry_42: hi bouncebounce
  84. (07:18:57) Cheeseness: The lack of proper language is nice
  85. (07:19:16) flesk: The-Mad-Pirate: Haha. :P
  86. (07:19:21) Cheeseness: It leaves something to the imagination, you know
  87. (07:19:36) flesk: Permafry_42: Yeah, I did too.
  88. (07:19:42) GameClubFan_151428 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  89. (07:19:56) flesk: I think some of it is Arabic?
  90. (07:20:04) flesk: I seem to recall reading that somewhere.
  91. (07:20:27) Cheeseness: I hadn't noticed that ^_^
  92. (07:20:44) GameClubFan_863277 [5997cc58@hide-6C77D8AA.mibbit.com] entered the room.
  93. (07:21:09) Permafry_42: will syd be doing the bunny part
  94. (07:21:10) flesk: And Josef Fares is Lebanese.
  95. (07:21:15) GameClubFan_863277 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  96. (07:21:16) Cheeseness: The introduction of mechanics is nicely paced
  97. (07:21:49) Cheeseness: Hah
  98. (07:22:13) Permafry_42: so i'm guessing i'm not the only one that had bugs when they played?
  99. (07:22:33) Cheeseness: Which bugs were those?
  100. (07:22:48) Cheeseness: Hoppy hoppy :3
  101. (07:23:01) GameClubFan_352175 [1fd1e63d@hide-6C77D8AA.mibbit.com] entered the room.
  102. (07:23:03) Cheeseness: Aww
  103. (07:23:13) Cheeseness: I hadn't spotted that bit before
  104. (07:23:13) Permafry_42: for example the cart at the begining prevented me from grabing it for awhile
  105. (07:23:32) Permafry_42: also i didn't like the message the bunny thing sent
  106. (07:24:05) Permafry_42: that conformity in appearance will let you be friends with others
  107. (07:24:09) Cheeseness: I can see how it could have connotations of conformity
  108. (07:24:41) The-Mad-Pirate: flesk: I was missremembering then I dunno why I thougth he was Iranian
  109. (07:24:46) Cheeseness: Sad ogre guy ;_;
  110. (07:24:47) Permafry_42: that noise the first time i heard it sounded like a pig to me
  111. (07:25:02) bouncebounce left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  112. (07:25:59) Cheeseness: flesk: The interwebs says that Josef Fares is Swedish
  113. (07:26:55) AnotherOldGamer [522ee267@hide-50D287EE.mibbit.com] entered the room.
  114. (07:27:03) AnotherOldGamer: Evening all
  115. (07:27:05) Cheeseness: Bad shadow on that rock
  116. (07:27:07) Cheeseness: Hi AnotherOldGamer
  117. (07:27:15) flesk: Cheeseness: Yeah, he's directed a couple of movies that I've watched and thought were hilarious.
  118. (07:27:26) The-Mad-Pirate: he is Lebanese
  119. (07:27:28) Cheeseness: I couldn't help but feel that the ogre guy could have made all of this a bit simpler
  120. (07:27:46) The-Mad-Pirate: but he has been living in Sweeden for a long time now
  121. (07:29:13) GameClubFan_352175 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  122. (07:29:41) AnotherOldGamer left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  123. (07:29:58) AnotherOldGamer [AnotherOld@hide-BC7CA147.cable.virginm.net] entered the room.
  124. (07:30:03) Permafry_42: i like how the controls convey the connectedness of the brothers
  125. (07:30:34) Cheeseness: I felt that at this point in the game, it was the camera limitation and the cooperative nature of the puzzles that conveyed that
  126. (07:32:25) Cheeseness: It might have been nicer at this point if it were made clear that you were helping the ogre guy rather than him helping you get to where you're going (since we see him again later, we can assume he could've taken us to the far side)
  127. (07:33:12) Cheeseness: This was a nice puzzle
  128. (07:33:54) Cheeseness: I think it's the only obstacle navigation one like this?
  129. (07:34:35) Permafry_42: i also love the atmosphere of the steam-punk style machines
  130. (07:34:45) Cheeseness: Yeah, this section is great
  131. (07:37:06) Permafry_42: do the fish do something there?
  132. (07:37:21) Cheeseness: Not that I'm aware of (I expected that they would)
  133. (07:38:22) The-Mad-Pirate: Cheeseness: OoT any chances of doing a Serena run anytime here ?
  134. (07:38:56) Cheeseness: The-Mad-Pirate: No specific plans yet, but pop something in the planning thread if you want :)
  135. (07:40:02) The-Mad-Pirate: Cheeseness: okedokey !
  136. (07:40:15) Cheeseness: With us starting and stopping some of the big machinery, it's a wonder that we haven't been noticed yet
  137. (07:41:18) Taekon: Is this a refinery?
  138. (07:41:42) Cheeseness: I'm not sure. It feels that way though
  139. (07:41:56) Taekon: Also who's cleaning up the mess these brothers are leaving behind them :P
  140. (07:42:00) Cheeseness: The dilapidation suggests that the ogre guys didn't build it
  141. (07:42:14) Taekon: Hmm yeah
  142. (07:42:34) Taekon: I guess it's one of those things you're supposed to fill in yourself
  143. (07:42:44) Cheeseness: Yeah
  144. (07:42:51) Cheeseness: Although everything seems ogre sized
  145. (07:44:03) Taekon: IN this part I intentionally stepped onto the bones just to see what happens
  146. (07:44:15) Cheeseness: :D
  147. (07:44:26) Cheeseness: Whoops ^_^
  148. (07:45:28) Cheeseness: That puzzle was fun
  149. (07:47:21) Taekon: Haha yeah especially how it close the little bro's escape seemed
  150. (07:48:13) Taekon: This bit seemed really brutal to me
  151. (07:48:23) Cheeseness: Yeah
  152. (07:48:31) Taekon: They just flat out murder that dude
  153. (07:48:34) Cheeseness: They both seemed to be able to get clear
  154. (07:49:49) Cheeseness: There are a few objects in here which look like they're missing textures too
  155. (07:50:00) Cheeseness: Can't recall if I noticed that before or not
  156. (07:50:58) Taekon: I think this moment kinda of slowly set the atmosphere for the rest of the game now that I look back on it
  157. (07:51:07) Taekon: Because from that bit things get really dark
  158. (07:51:24) Cheeseness: Killing that ogre guy wasn't dark already? :D
  159. (07:51:32) yoyobro [44701293@hide-BF4D4B18.mibbit.com] entered the room.
  160. (07:51:33) Taekon: It was :P
  161. (07:51:37) Cheeseness: But yeah
  162. (07:51:44) Taekon: This bit is so confusing and creepy
  163. (07:51:49) Cheeseness: It does feel like there's a tonal shift here
  164. (07:51:58) Cheeseness: Hi yoyobro
  165. (07:52:17) Taekon: especially the way the hanged bodies get closer to the screen
  166. (07:52:21) Cheeseness: I thought there was going to be some big creepy graveyard sequence here
  167. (07:52:58) Taekon: Yeah
  168. (07:53:38) Cheeseness: Good work on not keeping the torch
  169. (07:54:01) Permafry_42: i love the music here
  170. (07:54:02) SirSlade_ left the room (quit: No route to host).
  171. (07:54:03) Cheeseness: I want to know who's been dropping lanterns here :D
  172. (07:54:23) Cheeseness: The whole score is great, but that had some nice urgency
  173. (07:54:36) The-Mad-Pirate: AFAIK Josef said in several interviews this game is based in his childhood and his experiences with war in Lebon
  174. (07:55:01) The-Mad-Pirate: so, I don't think it's actually surprising there is a dark tone here and there
  175. (07:55:47) Cheeseness: I wish this supported more platforms
  176. (07:56:30) Taekon: Unsure how it's going to translate the controls though
  177. (07:56:52) Cheeseness: Why's that?
  178. (07:57:04) Cheeseness: The same keyboard and gamepad controls could work on any PC platform
  179. (07:57:28) The-Mad-Pirate: Cheeseness: ISn't supported on LInux ?
  180. (07:57:29) Cheeseness: And the engine has vendor provided support for Mac OS
  181. (07:57:43) Taekon: Oh I was thinking like mobile phones and such
  182. (07:57:49) Cheeseness: The-Mad-Pirate: Nah, Windows only :(
  183. (07:58:10) Taekon: Since you need to control movement for both brothers plus interactions
  184. (07:58:18) Taekon: That's a lot of screen-touching
  185. (07:58:19) The-Mad-Pirate: Cheeseness: Is this Engine Unreal 3 ?
  186. (07:58:24) Cheeseness: Yeah, I have no idea if it work on mobile devces
  187. (07:58:27) Cheeseness: The-Mad-Pirate: Yeah
  188. (07:58:39) Cheeseness: At least, I'm pretty sure it is
  189. (07:59:00) The-Mad-Pirate: Cheeseness: You said Icculus did a port of UE3 to Linux , right ?
  190. (07:59:52) Cheeseness: The-Mad-Pirate: There've been three separate people who've done Linux ports of UE3 titles, but without vendor provided support, everybody has to start again pretty much
  191. (08:00:48) Taekon: This bit startled me
  192. (08:00:51) Cheeseness: Yeah
  193. (08:01:01) Taekon: If you don't do anything or react too slow does he actually die?
  194. (08:01:07) The-Mad-Pirate: Cheeseness: Not to mention potential legal issues like the guys that did "Too Human" had
  195. (08:01:16) Cheeseness: Really highlights that the game isn't afraid to throw stuff like that at you
  196. (08:01:25) Cheeseness: The-Mad-Pirate: Oh? I'm not aware of this
  197. (08:01:32) Taekon: Because I had the older brother help the guy but my brain broke and couldn't control the lil bro properly haha
  198. (08:01:59) Taekon: And yeah, it's so bold and effective
  199. (08:02:14) Syd: Kind of a depressing note to stop on, but I'm stopping there
  200. (08:02:18) Olucho [4239160a@hide-50D287EE.mibbit.com] entered the room.
  201. (08:02:23) Syd: So there'll be enough left for next week
  202. (08:02:23) Cheeseness: Alrighty
  203. (08:02:28) Permafry_42: thanks for streaming syd!
  204. (08:02:32) Cheeseness: Thanks for streaming :D
  205. (08:02:38) Syd: Let me know when it's safe to end the stream. :P
  206. (08:02:41) yoyobro left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  207. (08:02:44) Syd: Don't wanna cut off the outro
  208. (08:02:45) Cheeseness: I'm too happy for this game :D
  209. (08:02:51) Cheeseness: OK, you're right now, Syd
  210. (08:03:11) Syd: One of my favorite sequences is right after this, so there'll be some fun stuff in the next session
  211. (08:03:12) The-Mad-Pirate: Thanks Syd !
  212. (08:03:12) Taekon: Game's great :D
  213. (08:03:29) Taekon: Thanks for streaming Syd!
  214. (08:03:38) Taekon: Nice relaxing session this week
  215. (08:03:42) Syd: And yeah, if you can play the game yourself before then, do so. It's best to experience the second half of the game yourself as a player, I think.
  216. (08:03:45) yama: Hi, everyone.
  217. (08:03:48) The-Mad-Pirate: Cheeseness: The guys mixed UE3 code with their in-house Engine
  218. (08:03:51) Cheeseness: It has a surprisingly low metacritic score
  219. (08:03:54) yama: So I'm late to the party, huh? *cry cry*
  220. (08:03:57) Taekon: What really?
  221. (08:04:05) Olucho left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  222. (08:04:06) Cheeseness: Aww, yama
  223. (08:04:19) Taekon: Hey yama, bit late :(
  224. (08:04:26) The-Mad-Pirate: Cheeseness: things got ugly when this studio tried to sue Epic because of there delays in "Too Human"
  225. (08:04:38) yama: Been assembling lamps and furniture since I came home from IKEA earlier this evening and just now remembered about the game club. >.<
  226. (08:04:39) Cheeseness: The story cited on Wikipedia frames it a bit differently http://en.wikipedia.org/wiki/Too_Human#Unreal_Engine_dispute
  227. (08:04:56) The-Mad-Pirate: Cheeseness: So Epic conter sued by claiming this guys breached UE3 License
  228. (08:05:21) The-Mad-Pirate: Cheeseness: In the end , Epic has to receive 9.2 MIll from this guys
  229. (08:05:51) The-Mad-Pirate: yama: Syd just stopped streaming a few minutes ago
  230. (08:07:03) Cheeseness: The claim was apparently that they'd used UE3 source that wasn't made available to them and had removed licencing information?
  231. (08:07:19) Syd: Also, I don't know if the occasional graphical quirk in Brothers is because of the game itself or because Unreal Engine sometimes does weird things on AMD hardware.
  232. (08:07:23) Cheeseness: (when Epic counter sued)
  233. (08:07:31) Permafry_42: alright i have to get going now nice chatting everyone!
  234. (08:07:31) The-Mad-Pirate: Cheeseness: As far as I know
  235. (08:07:38) Cheeseness: Thanks for coming, Permafry_42
  236. (08:08:00) Permafry_42 left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  237. (08:08:20) The-Mad-Pirate: Cheeseness: Well , i.e. PhysX provides sources in it's SDK but you are not allowed to modified them.
  238. (08:08:50) Cheeseness: That's not Epic owned stuff though
  239. (08:09:25) The-Mad-Pirate: Cheeseness: I was just mentioning it because of sometimes licence's weirdness
  240. (08:09:32) Cheeseness: "Consistent with Epic's counterclaims, the presiding judge stated that Silicon Knights had "deliberately and repeatedly copied thousands of lines of Epic Games’ copyrighted code, and then attempted to conceal its wrongdoing by removing Epic Games’ copyright notices and by disguising Epic Games’ copyrighted code as Silicon Knights’ own.""
  241. (08:09:49) Cheeseness: One imagines that they were subpoenaed for the games' source
  242. (08:10:22) The-Mad-Pirate: Cheeseness: Man , that's such a wrong way to do things !
  243. (08:10:53) Cheeseness: Yeah, although if Epic were late with providing a working engine, then that's pretty awful too
  244. (08:11:17) Syd: Does anyone plan on playing through Brothers before next week's session? Some pretty big story stuff happens from here on out.
  245. (08:11:23) The-Mad-Pirate: Cheeseness: So I guess Epic guys are fine if you keep their Copyrigth if someone does a port
  246. (08:11:41) Cheeseness: Yeah, anybody who thinks they'll have the opportunity to play it really should
  247. (08:11:51) Cheeseness: The impact of the game will be dramatically lessened
  248. (08:12:22) Cheeseness: The-Mad-Pirate: I think it's more that you do your own work instead of copying anybody else's (I have no love for Epic though)
  249. (08:12:29) Syd: The way the controls play into it, it really is best experiences as a player rather than a viewer.
  250. (08:12:37) Syd: *experienced
  251. (08:13:03) Cheeseness: The control stuff playing into the plot is impressively executed
  252. (08:13:21) Syd: And those without controllers, despite the warning on the Steam page, it DOES have keyboard support. I've checked myself.
  253. (08:13:31) Cheeseness: It's weird that they haven't updated that
  254. (08:13:33) Syd: Fully rebindable keyboard controls, too
  255. (08:14:09) The-Mad-Pirate: Cheeseness: People should make Licences easy to read and understand though.
  256. (08:15:11) Cheeseness: Definitely. In this case, I don't think that was the problem since they were already making cranky about the engine being late before any of that came out
  257. (08:16:25) Syd: I hope Brothers eventually finds its way to Linux and Mac, but I know that porting UE3 can be tricky.
  258. (08:16:32) Cheeseness: Yeah
  259. (08:16:37) Cheeseness: Mac at least seems like a no brainer
  260. (08:17:05) Cheeseness: Although from what I understand you have to licence it separately from Windows, so there are probably some hoops to jump through
  261. (08:17:13) Syd: It seems to take its time moving from platform to platform. I know that Brothers spent a while as a console-exclusive.
  262. (08:18:00) Syd: Wait, it was actually only a month going from 360 to Windows, so it wasn't as long as I thought.
  263. (08:18:30) Syd: And the PS3 version came out on the same day as the Windows version.
  264. (08:19:26) Cheeseness: It's been out for what, 6 months now?
  265. (08:19:49) Syd: It released August on 360, September on Windows/PS3
  266. (08:19:59) Babar [Miranda@98911BCE.C50D05F2.83382450.IP] entered the room.
  267. (08:20:42) Syd: Would be nice to see it as a Humble Bundle headliner someday. Just have to wait and see, I guess.
  268. (08:22:05) Cheeseness: Mmm
  269. (08:22:21) The-Mad-Pirate: Most games are developed concurrently
  270. (08:22:36) Fireflower [51aae22a@hide-6C77D8AA.mibbit.com] entered the room.
  271. (08:22:43) Fireflower: I missed it. :(
  272. (08:22:46) The-Mad-Pirate: although , AFAIK is easier to develop it first on XBox360 and then port it to PS3
  273. (08:23:01) Syd: Fireflower: The archive has been saved, if you want to catch up.
  274. (08:23:09) Fireflower: Cool
  275. (08:23:19) Syd: If you can't play through Brothers yourself, I'd recommend watching the archive before next week.
  276. (08:23:21) The-Mad-Pirate: I think it has to do with a common denominator since XBox 360 had more memory limitations than PS3 and PCs
  277. (08:23:36) MJD left the room (quit: Ping timeout: 186 seconds).
  278. (08:25:12) Syd: Fireflower: If you can play through Brothers, I highly recommend doing so. Much better to experience it as a player, especially the ending.
  279. (08:25:17) Sven_Q45: Dito. I was a little bit distracted the last two times (with today). The graphics seems nice. No retail yet I see.
  280. (08:25:41) Syd: It's hard to see how the controls play into some of the most powerful moments in Brothers just from watching it.
  281. (08:26:19) Cheeseness: The-Mad-Pirate: No way. Most games are ported later
  282. (08:26:27) Syd: I'll have to depend on Cheeseness explaining one of those moments when I get to it. :P
  283. (08:26:35) Cheeseness: o7
  284. (08:26:39) Syd: Since I'd have to tab out to chat myself.
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