Re: [Audyssey] Dead or Alive first impressions

2012-09-29 Thread Clement Chou
Ironically, the game has a bug that defaults it to English voices without 
saving your voice settings. And as I said in my first post, the AI is a 
nightmare... just listen to that first sample. And that was on the normal 
setting. As for the super moves... well, 3d fighters don't have super 
moves... the only exception I can think of is Soul Calibur 5. But this is 
definitely worth getting.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 28, 2012 10:06 PM
Subject: Re: [Audyssey] Dead or Alive first impressions



Two questions.

Do you know how to switch the voices to english? Is it as easy as street 
fighter x tekken?


And second, is there a difficulty on the AI?

This does sound fun, especially the destructible environments. Shame there 
aren't any giant flashy super moves dependant on a gauge or anything like 
that, but I did like Dead or Alive 4 when I had it for the XBox360 and 
this sounds like a vast improvement. I'm willing to at least try playing 
anything with a fully accessible story mode.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Friday, September 28, 2012 10:16 PM
To: Gamers Discussion list gamers@audyssey.org; 
brandonsl...@freelists.org

Subject: [Audyssey] Dead or Alive first impressions

Hi all. Pasted from the audio games forum. This game is available for the 
ps3... and is a mainstream fighting game.


Well, the game's out. First impressions so far?
The game is fantastic. The music is good, perhaps not as good as older 
games, but
good nonetheless. Sounds are great as well, and the voices in Japanese 
are good,
as usual superior to the ones in English which is this time at least 
passable. The
punches and kicks sound like something straight out of a kung fu movie, 
which is

great.
The biggest factor of course? The gameplay. Combos are easy to perform, 
and the timing
is the most lenient I have ever seen in a fighting game. As long as you 
press the
sequence reasonable close together, the combo will come out. There are no 
fireball
type special moves, but there are special throws and moves for caracters, 
but they
amount to much easier commands, usually single directions with button 
presses or
double directions. No quarter circles, dragon punch motions or any other 
2d style
commands. There is a countering system, which is useful for getting out 
of combos.
However, as blind people, this requires some guesswork. Counters are done 
by pressing
certain directions and the block button. Up and back plus block for high 
attacks,
back puls guard for mid punches, forward plus block for mid kicks, and 
down-back
plus block for the low attacks. But the thing is... there are very few 
ways to tell
what the attacks are. However, countering can be done more effectively 
against an
opponent. The best way to do is to learn by memorization what moves hit 
hig mid and
low. You cna counter out of a block, so you can block an opponent's 
oncoming string
them counter an attack. But the fact that the countering system is hard 
is not a

downer. If you strategize right, counters aren't even necessary.
The stages are all awesome, and are very important to the gameplay. There 
are areas
called danger zones, which are interactive parts of the environment. For 
example,
in the scramble zone... there is a ledge you can knock your opponent off 
of. I explained
the cliffhanger earlier in the topic, so if you don't know what that is 
look back
please. In any case, if it's successful, your opponent will fall off a 
ledge and
will be ploughed into by an out of control car. However, cliffhangers 
only appear
in two stages. Another example, if you knock your opponent into a certain 
area in
the war zone stage, your opponent will be hit by an rpg grenade. All of 
these things
cause damage, some more than others. But stage interaction isn't limitted 
to just
these environmental hazards. you can knock your opponents off cliffs, 
over tables,
into columns and pillars and generators. It's amazing stuff! And 
everything breaks,

blows up, or does both. lol
The story mode, as I've said, is an MK style affair with cutseens and 
fights. I'm
going to stop there because I haven't played the game that much yet, so 
those are
all the impressions I got. Here are two samples. One of gameplay just vs 
the cpu,
and another one of the first ten minutes or so of story mode. I will tell 
you...
the AI in this game is not nice! For those who don't play online, if 
you're looking

for a challenging game to beat.. this is it. Enjoy.
https://dl.dropbox.com/u/3394499/dead%2 . yabusa.MP3
https://dl.dropbox.com/u/3394499/dead%2 . inutes.MP3
---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at

Re: [Audyssey] Dead or Alive first impressions

2012-09-29 Thread Clement Chou
You can actually get it online on the xbox market place. They've offered an 
option either for the disc or for you to download the whole thing onto your 
hdd. The game is 60 bucks online, without the taxes.
- Original Message - 
From: lenron brown lenro...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 28, 2012 9:39 PM
Subject: Re: [Audyssey] Dead or Alive first impressions



i must have it now for my x box damn i should have preordered the
awesome package with extras last week

On 9/28/12, Clement Chou chou.clem...@gmail.com wrote:

Hi all. Pasted from the audio games forum. This game is available for the
ps3... and is a mainstream fighting game.

Well, the game's out. First impressions so far?
The game is fantastic. The music is good, perhaps not as good as older
games, but
good nonetheless. Sounds are great as well, and the voices in Japanese 
are

good,
as usual superior to the ones in English which is this time at least
passable. The
punches and kicks sound like something straight out of a kung fu movie,
which is
great.
The biggest factor of course? The gameplay. Combos are easy to perform, 
and

the timing
is the most lenient I have ever seen in a fighting game. As long as you
press the
sequence reasonable close together, the combo will come out. There are no
fireball
type special moves, but there are special throws and moves for caracters,
but they
amount to much easier commands, usually single directions with button
presses or
double directions. No quarter circles, dragon punch motions or any other 
2d

style
commands. There is a countering system, which is useful for getting out 
of

combos.
However, as blind people, this requires some guesswork. Counters are done 
by

pressing
certain directions and the block button. Up and back plus block for high
attacks,
back puls guard for mid punches, forward plus block for mid kicks, and
down-back
plus block for the low attacks. But the thing is... there are very few 
ways

to tell
what the attacks are. However, countering can be done more effectively
against an
opponent. The best way to do is to learn by memorization what moves hit 
hig

mid and
low. You cna counter out of a block, so you can block an opponent's 
oncoming

string
them counter an attack. But the fact that the countering system is hard 
is

not a
downer. If you strategize right, counters aren't even necessary.
The stages are all awesome, and are very important to the gameplay. There
are areas
called danger zones, which are interactive parts of the environment. For
example,
in the scramble zone... there is a ledge you can knock your opponent off 
of.

I explained
the cliffhanger earlier in the topic, so if you don't know what that is 
look

back
please. In any case, if it's successful, your opponent will fall off a 
ledge

and
will be ploughed into by an out of control car. However, cliffhangers 
only

appear
in two stages. Another example, if you knock your opponent into a certain
area in
the war zone stage, your opponent will be hit by an rpg grenade. All of
these things
cause damage, some more than others. But stage interaction isn't limitted 
to

just
these environmental hazards. you can knock your opponents off cliffs, 
over

tables,
into columns and pillars and generators. It's amazing stuff! And 
everything

breaks,
blows up, or does both. lol
The story mode, as I've said, is an MK style affair with cutseens and
fights. I'm
going to stop there because I haven't played the game that much yet, so
those are
all the impressions I got. Here are two samples. One of gameplay just vs 
the

cpu,
and another one of the first ten minutes or so of story mode. I will tell
you...
the AI in this game is not nice! For those who don't play online, if 
you're

looking
for a challenging game to beat.. this is it. Enjoy.
https://dl.dropbox.com/u/3394499/dead%2 . yabusa.MP3
https://dl.dropbox.com/u/3394499/dead%2 . inutes.MP3
---
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If you want to leave the 

[Audyssey] I! am the doctor!

2012-09-29 Thread Eleanor Robinson

YeaDark
Congrats on a really BIG accomplishment.
Eleanor Robinson
7-128 Software

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Re: [Audyssey] Dead or Alive first impressions

2012-09-29 Thread Shadow Dragon
Some do, some don't, just like the 2d ones, from my experience. Still those 
are neat, one of the things that keeps me playing so I can check out all the 
super moves for the characters. This one I'll probably just play the story 
mode on easy and shelve it.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Saturday, September 29, 2012 06:51 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Dead or Alive first impressions

Ironically, the game has a bug that defaults it to English voices without 
saving your voice settings. And as I said in my first post, the AI is a 
nightmare... just listen to that first sample. And that was on the normal 
setting. As for the super moves... well, 3d fighters don't have super 
moves... the only exception I can think of is Soul Calibur 5. But this is 
definitely worth getting.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 28, 2012 10:06 PM
Subject: Re: [Audyssey] Dead or Alive first impressions



Two questions.

Do you know how to switch the voices to english? Is it as easy as street 
fighter x tekken?


And second, is there a difficulty on the AI?

This does sound fun, especially the destructible environments. Shame 
there aren't any giant flashy super moves dependant on a gauge or 
anything like that, but I did like Dead or Alive 4 when I had it for the 
XBox360 and this sounds like a vast improvement. I'm willing to at least 
try playing anything with a fully accessible story mode.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Friday, September 28, 2012 10:16 PM
To: Gamers Discussion list gamers@audyssey.org; 
brandonsl...@freelists.org

Subject: [Audyssey] Dead or Alive first impressions

Hi all. Pasted from the audio games forum. This game is available for 
the ps3... and is a mainstream fighting game.


Well, the game's out. First impressions so far?
The game is fantastic. The music is good, perhaps not as good as older 
games, but
good nonetheless. Sounds are great as well, and the voices in Japanese 
are good,
as usual superior to the ones in English which is this time at least 
passable. The
punches and kicks sound like something straight out of a kung fu movie, 
which is

great.
The biggest factor of course? The gameplay. Combos are easy to perform, 
and the timing
is the most lenient I have ever seen in a fighting game. As long as you 
press the
sequence reasonable close together, the combo will come out. There are 
no fireball
type special moves, but there are special throws and moves for 
caracters, but they
amount to much easier commands, usually single directions with button 
presses or
double directions. No quarter circles, dragon punch motions or any other 
2d style
commands. There is a countering system, which is useful for getting out 
of combos.
However, as blind people, this requires some guesswork. Counters are 
done by pressing
certain directions and the block button. Up and back plus block for high 
attacks,
back puls guard for mid punches, forward plus block for mid kicks, and 
down-back
plus block for the low attacks. But the thing is... there are very few 
ways to tell
what the attacks are. However, countering can be done more effectively 
against an
opponent. The best way to do is to learn by memorization what moves hit 
hig mid and
low. You cna counter out of a block, so you can block an opponent's 
oncoming string
them counter an attack. But the fact that the countering system is hard 
is not a

downer. If you strategize right, counters aren't even necessary.
The stages are all awesome, and are very important to the gameplay. 
There are areas
called danger zones, which are interactive parts of the environment. For 
example,
in the scramble zone... there is a ledge you can knock your opponent off 
of. I explained
the cliffhanger earlier in the topic, so if you don't know what that is 
look back
please. In any case, if it's successful, your opponent will fall off a 
ledge and
will be ploughed into by an out of control car. However, cliffhangers 
only appear
in two stages. Another example, if you knock your opponent into a 
certain area in
the war zone stage, your opponent will be hit by an rpg grenade. All of 
these things
cause damage, some more than others. But stage interaction isn't 
limitted to just
these environmental hazards. you can knock your opponents off cliffs, 
over tables,
into columns and pillars and generators. It's amazing stuff! And 
everything breaks,

blows up, or does both. lol
The story mode, as I've said, is an MK style affair with cutseens and 
fights. I'm
going to stop there because I haven't played the game that much yet, so 
those are
all the impressions I got. Here are two samples. One of gameplay just vs 
the cpu,
and another one of the first ten minutes or so of story mode. I will 

Re: [Audyssey] Dead or Alive first impressions

2012-09-29 Thread Clement Chou
Which 3d fighters have super moves... like I said the only one I know of is 
Soul Calibur 5. And Dead or Alive 5 has power blows, which are the closest 
you'll get to a super... but I envy you if you have enough money to buy a 
game, give it one run then put it away. This is why I only buy games that I 
can play for a long, long time... don't have money to throw away like that, 
and I never saw sense in only buying a fighting game for the story modes. 
But to each their own, I guess...
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, September 29, 2012 7:40 AM
Subject: Re: [Audyssey] Dead or Alive first impressions


Some do, some don't, just like the 2d ones, from my experience. Still 
those are neat, one of the things that keeps me playing so I can check out 
all the super moves for the characters. This one I'll probably just play 
the story mode on easy and shelve it.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Saturday, September 29, 2012 06:51 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Dead or Alive first impressions

Ironically, the game has a bug that defaults it to English voices without 
saving your voice settings. And as I said in my first post, the AI is a 
nightmare... just listen to that first sample. And that was on the normal 
setting. As for the super moves... well, 3d fighters don't have super 
moves... the only exception I can think of is Soul Calibur 5. But this is 
definitely worth getting.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 28, 2012 10:06 PM
Subject: Re: [Audyssey] Dead or Alive first impressions



Two questions.

Do you know how to switch the voices to english? Is it as easy as street 
fighter x tekken?


And second, is there a difficulty on the AI?

This does sound fun, especially the destructible environments. Shame 
there aren't any giant flashy super moves dependant on a gauge or 
anything like that, but I did like Dead or Alive 4 when I had it for the 
XBox360 and this sounds like a vast improvement. I'm willing to at least 
try playing anything with a fully accessible story mode.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Friday, September 28, 2012 10:16 PM
To: Gamers Discussion list gamers@audyssey.org; 
brandonsl...@freelists.org

Subject: [Audyssey] Dead or Alive first impressions

Hi all. Pasted from the audio games forum. This game is available for 
the ps3... and is a mainstream fighting game.


Well, the game's out. First impressions so far?
The game is fantastic. The music is good, perhaps not as good as older 
games, but
good nonetheless. Sounds are great as well, and the voices in Japanese 
are good,
as usual superior to the ones in English which is this time at least 
passable. The
punches and kicks sound like something straight out of a kung fu movie, 
which is

great.
The biggest factor of course? The gameplay. Combos are easy to perform, 
and the timing
is the most lenient I have ever seen in a fighting game. As long as you 
press the
sequence reasonable close together, the combo will come out. There are 
no fireball
type special moves, but there are special throws and moves for 
caracters, but they
amount to much easier commands, usually single directions with button 
presses or
double directions. No quarter circles, dragon punch motions or any 
other 2d style
commands. There is a countering system, which is useful for getting out 
of combos.
However, as blind people, this requires some guesswork. Counters are 
done by pressing
certain directions and the block button. Up and back plus block for 
high attacks,
back puls guard for mid punches, forward plus block for mid kicks, and 
down-back
plus block for the low attacks. But the thing is... there are very few 
ways to tell
what the attacks are. However, countering can be done more effectively 
against an
opponent. The best way to do is to learn by memorization what moves hit 
hig mid and
low. You cna counter out of a block, so you can block an opponent's 
oncoming string
them counter an attack. But the fact that the countering system is hard 
is not a

downer. If you strategize right, counters aren't even necessary.
The stages are all awesome, and are very important to the gameplay. 
There are areas
called danger zones, which are interactive parts of the environment. 
For example,
in the scramble zone... there is a ledge you can knock your opponent 
off of. I explained
the cliffhanger earlier in the topic, so if you don't know what that is 
look back
please. In any case, if it's successful, your opponent will fall off a 
ledge and
will be ploughed into by an out of control car. However, cliffhangers 
only appear
in two stages. Another example, if you knock your 

Re: [Audyssey] Dead or Alive first impressions

2012-09-29 Thread Yohandy
lol wow. some people just don't like a challenge. haha. I can't do that. Im 
what people call a completionist. almost plat on MK, plat on MK VS DC and 
all street fighter games, plat in rock band etc. I just can't help myself. I 
don't see a game as complete and I sorta get impatient. haha




- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, September 29, 2012 10:40 AM
Subject: Re: [Audyssey] Dead or Alive first impressions


Some do, some don't, just like the 2d ones, from my experience. Still 
those are neat, one of the things that keeps me playing so I can check out 
all the super moves for the characters. This one I'll probably just play 
the story mode on easy and shelve it.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Saturday, September 29, 2012 06:51 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Dead or Alive first impressions

Ironically, the game has a bug that defaults it to English voices without 
saving your voice settings. And as I said in my first post, the AI is a 
nightmare... just listen to that first sample. And that was on the normal 
setting. As for the super moves... well, 3d fighters don't have super 
moves... the only exception I can think of is Soul Calibur 5. But this is 
definitely worth getting.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 28, 2012 10:06 PM
Subject: Re: [Audyssey] Dead or Alive first impressions



Two questions.

Do you know how to switch the voices to english? Is it as easy as street 
fighter x tekken?


And second, is there a difficulty on the AI?

This does sound fun, especially the destructible environments. Shame 
there aren't any giant flashy super moves dependant on a gauge or 
anything like that, but I did like Dead or Alive 4 when I had it for the 
XBox360 and this sounds like a vast improvement. I'm willing to at least 
try playing anything with a fully accessible story mode.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Friday, September 28, 2012 10:16 PM
To: Gamers Discussion list gamers@audyssey.org; 
brandonsl...@freelists.org

Subject: [Audyssey] Dead or Alive first impressions

Hi all. Pasted from the audio games forum. This game is available for 
the ps3... and is a mainstream fighting game.


Well, the game's out. First impressions so far?
The game is fantastic. The music is good, perhaps not as good as older 
games, but
good nonetheless. Sounds are great as well, and the voices in Japanese 
are good,
as usual superior to the ones in English which is this time at least 
passable. The
punches and kicks sound like something straight out of a kung fu movie, 
which is

great.
The biggest factor of course? The gameplay. Combos are easy to perform, 
and the timing
is the most lenient I have ever seen in a fighting game. As long as you 
press the
sequence reasonable close together, the combo will come out. There are 
no fireball
type special moves, but there are special throws and moves for 
caracters, but they
amount to much easier commands, usually single directions with button 
presses or
double directions. No quarter circles, dragon punch motions or any 
other 2d style
commands. There is a countering system, which is useful for getting out 
of combos.
However, as blind people, this requires some guesswork. Counters are 
done by pressing
certain directions and the block button. Up and back plus block for 
high attacks,
back puls guard for mid punches, forward plus block for mid kicks, and 
down-back
plus block for the low attacks. But the thing is... there are very few 
ways to tell
what the attacks are. However, countering can be done more effectively 
against an
opponent. The best way to do is to learn by memorization what moves hit 
hig mid and
low. You cna counter out of a block, so you can block an opponent's 
oncoming string
them counter an attack. But the fact that the countering system is hard 
is not a

downer. If you strategize right, counters aren't even necessary.
The stages are all awesome, and are very important to the gameplay. 
There are areas
called danger zones, which are interactive parts of the environment. 
For example,
in the scramble zone... there is a ledge you can knock your opponent 
off of. I explained
the cliffhanger earlier in the topic, so if you don't know what that is 
look back
please. In any case, if it's successful, your opponent will fall off a 
ledge and
will be ploughed into by an out of control car. However, cliffhangers 
only appear
in two stages. Another example, if you knock your opponent into a 
certain area in
the war zone stage, your opponent will be hit by an rpg grenade. All of 
these things
cause damage, some more than others. But stage interaction isn't 
limitted to 

Re: [Audyssey] Dead or Alive first impressions

2012-09-29 Thread lenron brown
i want the disk i dont like the idea of paying 60 dollars for a copy
that will be downloaded to my hard drive then i cant play it on
another xbox.

On 9/29/12, Clement Chou chou.clem...@gmail.com wrote:
 Which 3d fighters have super moves... like I said the only one I know of is

 Soul Calibur 5. And Dead or Alive 5 has power blows, which are the closest
 you'll get to a super... but I envy you if you have enough money to buy a
 game, give it one run then put it away. This is why I only buy games that I

 can play for a long, long time... don't have money to throw away like that,

 and I never saw sense in only buying a fighting game for the story modes.
 But to each their own, I guess...
 - Original Message -
 From: Shadow Dragon elementalult...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, September 29, 2012 7:40 AM
 Subject: Re: [Audyssey] Dead or Alive first impressions


 Some do, some don't, just like the 2d ones, from my experience. Still
 those are neat, one of the things that keeps me playing so I can check out

 all the super moves for the characters. This one I'll probably just play
 the story mode on easy and shelve it.

 --
 From: Clement Chou chou.clem...@gmail.com
 Sent: Saturday, September 29, 2012 06:51 AM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Dead or Alive first impressions

 Ironically, the game has a bug that defaults it to English voices without

 saving your voice settings. And as I said in my first post, the AI is a
 nightmare... just listen to that first sample. And that was on the normal

 setting. As for the super moves... well, 3d fighters don't have super
 moves... the only exception I can think of is Soul Calibur 5. But this is

 definitely worth getting.
 - Original Message -
 From: Shadow Dragon elementalult...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, September 28, 2012 10:06 PM
 Subject: Re: [Audyssey] Dead or Alive first impressions


 Two questions.

 Do you know how to switch the voices to english? Is it as easy as street

 fighter x tekken?

 And second, is there a difficulty on the AI?

 This does sound fun, especially the destructible environments. Shame
 there aren't any giant flashy super moves dependant on a gauge or
 anything like that, but I did like Dead or Alive 4 when I had it for the

 XBox360 and this sounds like a vast improvement. I'm willing to at least

 try playing anything with a fully accessible story mode.

 --
 From: Clement Chou chou.clem...@gmail.com
 Sent: Friday, September 28, 2012 10:16 PM
 To: Gamers Discussion list gamers@audyssey.org;
 brandonsl...@freelists.org
 Subject: [Audyssey] Dead or Alive first impressions

 Hi all. Pasted from the audio games forum. This game is available for
 the ps3... and is a mainstream fighting game.

 Well, the game's out. First impressions so far?
 The game is fantastic. The music is good, perhaps not as good as older

 games, but
 good nonetheless. Sounds are great as well, and the voices in Japanese

 are good,
 as usual superior to the ones in English which is this time at least
 passable. The
 punches and kicks sound like something straight out of a kung fu movie,

 which is
 great.
 The biggest factor of course? The gameplay. Combos are easy to perform,

 and the timing
 is the most lenient I have ever seen in a fighting game. As long as you

 press the
 sequence reasonable close together, the combo will come out. There are

 no fireball
 type special moves, but there are special throws and moves for
 caracters, but they
 amount to much easier commands, usually single directions with button
 presses or
 double directions. No quarter circles, dragon punch motions or any
 other 2d style
 commands. There is a countering system, which is useful for getting out

 of combos.
 However, as blind people, this requires some guesswork. Counters are
 done by pressing
 certain directions and the block button. Up and back plus block for
 high attacks,
 back puls guard for mid punches, forward plus block for mid kicks, and

 down-back
 plus block for the low attacks. But the thing is... there are very few

 ways to tell
 what the attacks are. However, countering can be done more effectively

 against an
 opponent. The best way to do is to learn by memorization what moves hit

 hig mid and
 low. You cna counter out of a block, so you can block an opponent's
 oncoming string
 them counter an attack. But the fact that the countering system is hard

 is not a
 downer. If you strategize right, counters aren't even necessary.
 The stages are all awesome, and are very important to the gameplay.
 There are areas
 called danger zones, which are interactive parts of the environment.
 For example,
 in the scramble zone... there is a ledge you can knock your opponent
 off of. I explained
 the cliffhanger earlier in the 

Re: [Audyssey] Dead or Alive first impressions

2012-09-29 Thread Shadow Dragon
I'm a completionist if the rewards mean something, like unlocking characters 
in games or if you actually get something for your trophies, etc. But 
unlocking things simply for bragging rights isn't my style. I also don't 
mind a challenge as long as it's not annoying, but I never took the time nor 
had the patience to get good at fighting games so I just turn it down to 
easy, play the content I want and toss it.


--
From: Yohandy yohand...@gmail.com
Sent: Saturday, September 29, 2012 09:40 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Dead or Alive first impressions

lol wow. some people just don't like a challenge. haha. I can't do that. 
Im what people call a completionist. almost plat on MK, plat on MK VS DC 
and all street fighter games, plat in rock band etc. I just can't help 
myself. I don't see a game as complete and I sorta get impatient. haha




- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, September 29, 2012 10:40 AM
Subject: Re: [Audyssey] Dead or Alive first impressions


Some do, some don't, just like the 2d ones, from my experience. Still 
those are neat, one of the things that keeps me playing so I can check 
out all the super moves for the characters. This one I'll probably just 
play the story mode on easy and shelve it.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Saturday, September 29, 2012 06:51 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Dead or Alive first impressions

Ironically, the game has a bug that defaults it to English voices 
without saving your voice settings. And as I said in my first post, the 
AI is a nightmare... just listen to that first sample. And that was on 
the normal setting. As for the super moves... well, 3d fighters don't 
have super moves... the only exception I can think of is Soul Calibur 5. 
But this is definitely worth getting.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 28, 2012 10:06 PM
Subject: Re: [Audyssey] Dead or Alive first impressions



Two questions.

Do you know how to switch the voices to english? Is it as easy as 
street fighter x tekken?


And second, is there a difficulty on the AI?

This does sound fun, especially the destructible environments. Shame 
there aren't any giant flashy super moves dependant on a gauge or 
anything like that, but I did like Dead or Alive 4 when I had it for 
the XBox360 and this sounds like a vast improvement. I'm willing to at 
least try playing anything with a fully accessible story mode.


--
From: Clement Chou chou.clem...@gmail.com
Sent: Friday, September 28, 2012 10:16 PM
To: Gamers Discussion list gamers@audyssey.org; 
brandonsl...@freelists.org

Subject: [Audyssey] Dead or Alive first impressions

Hi all. Pasted from the audio games forum. This game is available for 
the ps3... and is a mainstream fighting game.


Well, the game's out. First impressions so far?
The game is fantastic. The music is good, perhaps not as good as older 
games, but
good nonetheless. Sounds are great as well, and the voices in Japanese 
are good,
as usual superior to the ones in English which is this time at least 
passable. The
punches and kicks sound like something straight out of a kung fu 
movie, which is

great.
The biggest factor of course? The gameplay. Combos are easy to 
perform, and the timing
is the most lenient I have ever seen in a fighting game. As long as 
you press the
sequence reasonable close together, the combo will come out. There are 
no fireball
type special moves, but there are special throws and moves for 
caracters, but they
amount to much easier commands, usually single directions with button 
presses or
double directions. No quarter circles, dragon punch motions or any 
other 2d style
commands. There is a countering system, which is useful for getting 
out of combos.
However, as blind people, this requires some guesswork. Counters are 
done by pressing
certain directions and the block button. Up and back plus block for 
high attacks,
back puls guard for mid punches, forward plus block for mid kicks, and 
down-back
plus block for the low attacks. But the thing is... there are very few 
ways to tell
what the attacks are. However, countering can be done more effectively 
against an
opponent. The best way to do is to learn by memorization what moves 
hit hig mid and
low. You cna counter out of a block, so you can block an opponent's 
oncoming string
them counter an attack. But the fact that the countering system is 
hard is not a

downer. If you strategize right, counters aren't even necessary.
The stages are all awesome, and are very important to the gameplay. 
There are areas
called danger 

Re: [Audyssey] Mush client help

2012-09-29 Thread john
That depends on what you want to do. If you just want to trigger 
on a line of text to do something, then the following should 
help:


Basically, in the trigger dialog (control shift eight) there are
four important fields. The first is the trigger box, where you 
paste in the line of text you want the client to trigger on. The
second is the send box, where you enter the text you want sent 
the match. The third important element is the send to list. Here, 
you select where you want to send whatever you have in the send 
box. You could use this to send to the mud, or a plugin, for 
example. The last important item is the omit from output 
checkbox. I'll explain in more detail below:
When you create a trigger, you are telling your client that when 
it recieves a certain line of text it needs to do something. That 
something could be send a command to the mud you're playing, send 
something to a scrip file, or just stop the line from showing up 
on your screen. The trigger box (the edit field you are in when 
you hit add) is where you tell the client what line of text you 
want it to trigger on. Usually, you'll want to copy and paste in 
a line of text from the mud. If your text contains variables (a 
name, a gender or an object) you can replace that portion of the 
string with * (asterisk). For example:

Bob tells Joe to go to the movies.
If you wanted the client to trigger on that line, but make sure 
that the name bob could change, you would use:

* tells Joe to go to the movies.
Once you have the trigger on text set up, you need to tell your 
client what to do with it.
Press alt s to move to the send box, and type out what you want 
to have the client send.
Let's say you wanted to make a trigger to cast a heal spell on a 
person when they asked. Your trigger would look like:

Trigger on: * asks for a heal.
Send: cast heal %1
The %1 in the send box references the * you put in your trigger 
on text. The number after the % tells the client which asterisk 
to look at. In this case, you wanted the name of the person 
asking for a heal, so you would use %1. If you had multiple 
asterisks in your trigger on text, the number after the % goes in 
order.
Next, press tab twice to move to the send to list. Here is where 
you specify where the data in the send box goes.
There are several different options, but the two I'm going to 
cover are world and script. World is the first option in the 
list, and it tells the client to send something to the mud. If 
you were to use the above example of a heal trigger, you would 
want to set the send to box to world, so that the mud gets the 
line

cast heal %1
Note that the %1 will have transformed into whatever was in the
asterisk in your trigger on text. The other option I'm going to 
discuss is script. This tells the mud to send your information in 
the send box to a plugin. I'm not sure exactly how it works, so 
you'll have to experiment with that part.
The last thing I want to go over is the omit from output 
checkbox. This, in my opinion, is one of the best features of the 
client. If you put a line of text in the trigger on field, and 
check this box, the line you specified will not show up on your 
screen and  will not be processed by plugins. This is really good 
for spam management.


Hope this rather lengthy message helps,
John.

From: Mike Maslo mmaslo1...@swbell.net
Subject: [Audyssey] Mush client help

Hi list

Does anyone know a good place I can learn how to create triggers 
or such in mush client? I was hoping to find a tutorial which may 
help learn it.



Any help would be appreciated.

Sent from my iPhone
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Re: [Audyssey] miriani playerbase

2012-09-29 Thread Darren Harris
You can rp with core exiles too if you wanted too. this is the thing, you
don't need the pvp crap like that in order to have a good rp environment.
The point is that the option for rp is there if you wana go down that road.
Some people do which is ok.

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 28 September 2012 21:22
To: Gamers Discussion list
Subject: Re: [Audyssey] miriani playerbase

Well James, call it roleplay or whatever you want, --- -though to me 
roleplay doesn't mean beating the snot out of whoever you wish without fear 
or favor, which is rpetty much what happens on miriani by all accounts.

All i can say is I'm dam sorry such a great sounding game is so badly 
spoilt, and obviously I'm not the only person that thinks this.

That's exactly why i suggest opt in instead, so that those who wish 
pvp,  or roleplay if you prefer can do that, and those who do not 
cannot, it's about choice, which obviously the miriani admins don't care 
about in this matter.

it's just a shame though, sinse nearly every space game takes this line, 
which is exactly why core exiles is so unique.

Beware the grue!

DArk. 


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Re: [Audyssey] Mush client help

2012-09-29 Thread Mike Maslo
John

Thank you so much for this

Two questions please

1 how do I create a sound trigger

2 is there a way to substitute text? Example a boy threw a ball and out of all 
it just have it say ball or boy ball?

Thanks so much

Sent from my iPhone

On Sep 29, 2012, at 12:24 PM, john jpcarnemo...@comcast.net wrote:

 That depends on what you want to do. If you just want to trigger on a line of 
 text to do something, then the following should help:
 
 Basically, in the trigger dialog (control shift eight) there are
 four important fields. The first is the trigger box, where you paste in the 
 line of text you want the client to trigger on. The
 second is the send box, where you enter the text you want sent the match. The 
 third important element is the send to list. Here, you select where you want 
 to send whatever you have in the send box. You could use this to send to the 
 mud, or a plugin, for example. The last important item is the omit from 
 output checkbox. I'll explain in more detail below:
 When you create a trigger, you are telling your client that when it recieves 
 a certain line of text it needs to do something. That something could be send 
 a command to the mud you're playing, send something to a scrip file, or just 
 stop the line from showing up on your screen. The trigger box (the edit field 
 you are in when you hit add) is where you tell the client what line of text 
 you want it to trigger on. Usually, you'll want to copy and paste in a line 
 of text from the mud. If your text contains variables (a name, a gender or an 
 object) you can replace that portion of the string with * (asterisk). For 
 example:
 Bob tells Joe to go to the movies.
 If you wanted the client to trigger on that line, but make sure that the name 
 bob could change, you would use:
 * tells Joe to go to the movies.
 Once you have the trigger on text set up, you need to tell your client what 
 to do with it.
 Press alt s to move to the send box, and type out what you want to have the 
 client send.
 Let's say you wanted to make a trigger to cast a heal spell on a person when 
 they asked. Your trigger would look like:
 Trigger on: * asks for a heal.
 Send: cast heal %1
 The %1 in the send box references the * you put in your trigger on text. The 
 number after the % tells the client which asterisk to look at. In this case, 
 you wanted the name of the person asking for a heal, so you would use %1. If 
 you had multiple asterisks in your trigger on text, the number after the % 
 goes in order.
 Next, press tab twice to move to the send to list. Here is where you specify 
 where the data in the send box goes.
 There are several different options, but the two I'm going to cover are world 
 and script. World is the first option in the list, and it tells the client to 
 send something to the mud. If you were to use the above example of a heal 
 trigger, you would want to set the send to box to world, so that the mud gets 
 the line
 cast heal %1
 Note that the %1 will have transformed into whatever was in the
 asterisk in your trigger on text. The other option I'm going to discuss is 
 script. This tells the mud to send your information in the send box to a 
 plugin. I'm not sure exactly how it works, so you'll have to experiment with 
 that part.
 The last thing I want to go over is the omit from output checkbox. This, in 
 my opinion, is one of the best features of the client. If you put a line of 
 text in the trigger on field, and check this box, the line you specified will 
 not show up on your screen and  will not be processed by plugins. This is 
 really good for spam management.
 
 Hope this rather lengthy message helps,
 John.
 
 From: Mike Maslo mmaslo1...@swbell.net
 Subject: [Audyssey] Mush client help
 
 Hi list
 
 Does anyone know a good place I can learn how to create triggers or such in 
 mush client? I was hoping to find a tutorial which may help learn it.
 
 
 Any help would be appreciated.
 
 Sent from my iPhone
 ---
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Re: [Audyssey] I! am the doctor!

2012-09-29 Thread dark
Hi Eleanor. 

Thanks, it's not been easy, but I'm glad it's done. 

Hopefully I won't have to rewrite the thing later. 

BEware the grue! 


Dark.

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[Audyssey] FW: Finally!: An Audio Action/Adventure Game on the Mac!; BlindSide

2012-09-29 Thread Reinhard Stebner


-Original Message-
From: macvisionar...@googlegroups.com
[mailto:macvisionar...@googlegroups.com] On Behalf Of Teresa Cochran
Sent: Thursday, September 27, 2012 5:35 PM
To: macvisionar...@googlegroups.com
Subject: Finally!: An Audio Action/Adventure Game on the Mac!; BlindSide

Hi, guys,

I just played this on the Mac, because I have an IPod Touch 4 and it is very
sluggish. On the Mac, the game window stays on top and VO is automatically
disabled. you just use the arrow keys to navigate, and the spacebar to
shoot.

It's not available on the Mac app store. It's on the Desura game portal.

This game reminds me a lot of Terraformers, as far as the interface is
concerned. However, it's a horror game with shades of Day of the Triffids.
The game is $2.99 US, and it is apparently Episode 1, which leads me to
believe there will be more episodes to come. In that sense I'd say it's
similar to Soul Trapper.

Here's the home page, which has download links and info:
http://www.blindsidegame.com

Have fun. I did. :)

Teresa

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[Audyssey] Info about Blindside.

2012-09-29 Thread michael barnes
Hello, Does the company of Blindside makes other accessible games for 
the blind?

How much does the game cost for the Mac?
Thanks!

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Re: [Audyssey] I! am the doctor!

2012-09-29 Thread Tim Kilgore
   Hey Congradulations on your accomplishment. I have a friend who went 
through the same greuling process.


Tim Kilgore
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, September 28, 2012 10:51 AM
Subject: [Audyssey] I! am the doctor!


This is just to say that this morning I submitted the final draught of my 
phd thesis, the one I've been working on for the past five years! (it was 
supposed to be three, but ended up as five due to illness).


The title, if anyone was wondering is

Disability, desire and society: the establishment of a new individualistic 
definition of disability and  its practical uses in everyday life.




Hopefully, assuming that my viva, aka, my spoken examination goes okay and 
the external examiner doesn't tell me to rewrite the hole thing, this 
means that it will be completed and I should offically graduate next June, 
where upon I can legitimately say,  as many great timelords have said 
before me I! am! the doctor!




Now, my general plan is to do bugger all, play games and catch up on work 
for audiogames.net for a bit, while taking a qualification in voice. I'll 
then be applying to do a post graduate deploma in voice and trying to 
start a career as a professional tenor,  but for right now, I'm 
watching original starwars and eating pizza!




hurrah!



Oh, and btw, Raul, Tom, damien and anyone else is quite free to chuck 
rocks at me for ot messages on list. There are however a very few 
occasions when the tencile strength of rules needs a little straining 
though, and methinks this be one of them.




All the best,



Dark.
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