I replayed Neverwinter Nights base campaigns again not too long ago. Replayability used to be the standard, and for $20. I’m not paying $60+ for a 30hr game that lacks the compulsion to turn around and start up another play through. Granted, D&D 3.5 character builds are compelling on their own, but I digress.
Halo4 is really weird. Forerunner design became all busy and plastickey (the plastic aspect is due to the material/shader and the business comes from stark changes in the design language). The new enemies are not interesting in terms of behaviour and the new weapons are literally the old ones with a slightly different appearance. Also for some reason the game starves you of ammo and weapons dropped to the ground disappear after a few seconds, which makes legendary… a legendary slog.
Yet they did something really cool with Cortana and Chief. But that’s not nearly enough for me to ever want to replay it again, which is a terrible thing to say about a Halo game…
You kinda need to play it with bandanna to enjoy it. But even then, anytime you die after you’ve gotten some nice weapons from enemies, you have about 10 seconds to run over and pick them up before they’re gone.
I don’t mind the loadout system for Spartan Ops, but I can see why they’d be a pain in the ass to deal with in multiplayer.
The updated Forerunner architecture designs seem directly lifted out of Tron. I can’t imagine it’s a coincidence that Halo 4 released just 2 years after Tron Legacy.
Speaking of the weapons. I absolutely despise using the forerunner weapons. Like. The UNSC Weapons and majority of the covenant weapons control fine, hell, I’d say a few of them control really well. But then the Forerunner weapons feel like they have no impact. It’s some sort of combo of how the Forerunner enemies are and the lack of any sort of haptic feedback.
Maybe it’s just a me thing. It did take me a while to figure out the needler actually needed the shields to be down to explode. So maybe I’m missing something
I’m not gonna lie the old peace kinda threw me off in terms of what the lore is, feels like I’ve missed something between the hex quest and the old peace
After so many years of development drama and criticism surrounding Hypixel themselves even before they actively worked on this… I think I‘m good. Playable doesn‘t mean you will get the full experience for a one time payment. Hypixel live and breathe live service.
I fear that early access will kill this. Sure it will provide some money that might pay for the rest of the development, but streamers will play it now - der that it is literally work in progress in vast parts and maybe take another look once it finally releases, but the hype will be gone at the release.
When you’re watching a dramatic cutscene, but then someone needs your attention, so you hit esc… which skips the cutscenes instead of pausing?! What the actual fuck? The button that pauses the game in every other context now (surprise!) skips the cutscene? Why would you do that?!
The fun thing about the flood is that if you spun around and fired off the shitty little assault rifle for about one second, that whole crowd would pop into brown dust
It’s a minor pet peeve but I’ve disliked it when games have multiple weapons that share ammo, especially when the game doesn’t explicitly tell you this. Some examples of games that do this are Doom and Half-Life. The reason I dislike this, is mainly because of how I play shooters in general. I always try to preserve my ammo by prioritizing my weakest weapons but in games that do this, I’m actually potentially wasting ammo because I’ll either have less ammo for the other, usually more powerful, weapon(s), or I might not even get to use that better weapon because I had no idea it shared ammo with a weaker weapon.
Totally agree with this one. I just posted about Quake Brutalist Jam 3, but it still annoys me that any use of the multi-missile launcher cuts into my time with the grenade launcher, and so on.
Dead Space 3 gave me an aneurysm because they just have one resource: “aMmO”.
I don’t even mind the oft-irritating “Ammo full for Pufferfish Launcher” notification, because it’s at least a reminder I should use the Pufferfish Launcher more often.
I love when a game makes me think. To figure out how to progress, or just how to beat an enemy or solve a puzzle.
What I don’t like is when you do the thing and it doesn’t click. Like you do it a second too fast or slow. Like come on, I did the thing, now let me move onto the next thing.
I once played a game that let you skip a mission after failing it so many times. Seriously, why should the game just end because you don’t have perfect timing? That’s not entertaining for me. Keep the thing moving, somehow.
I really don’t like when games intermix tutorial with story. Unless the story is the main attraction, I cannot get myself to care for it. And then having to click through tons of story texts to pick out the tutorial parts, that is just cumbersome.
I also have to say, though, that it really doesn’t help my immersion when the fairy, that just told me she’s from the clan Uhgaloogah, then tells me to press the X button on my controller.
If you put in a lot of effort, you can make it credible that the controller is part of the game world and the fairy would know the buttons. But most games do not put in that effort. And then, IMHO it is a lot less immersion-breaking when the game just shows an info box, where we both know that it isn’t part of the game world.
Speaking for myself, the average game got way better when the industry figured out it was better to mix the tutorial with the story. Bespoke tutorials felt like homework, and a lot of people are inclined to skip them, never figure out how the game works, and then come away with a negative opinion of the game. In general, and I’m curious to hear your perspective on this, you can make it exciting by starting the story en media res, so your character is using all of their usual verbs; then you can sidestep that immersion breaking moment by having the button prompts exist in a freeze frame thing, outside of the context of the story, that highlights the action it wants you to do. Do you prefer the bespoke tutorials that we got in the likes of 90s PC games? Do you like the way Gears of War does it, where it still keeps it contextual in the course of the story, but they very clearly give you an option to say that you know what you’re doing?
I think, you’re perhaps conflating story with gameplay here? I do think, it’s good to incorporate the tutorial into normal gameplay. So, you start playing the actual game right away and get told the controls as you need them. And sure, if it is a story-driven game, that probably means there has to be a story segment before all that to explain why you’re starting on this journey to begin with. So, I’m not saying I want the tutorial to be an entirely separate thing, like it typically was in the 90s.
I’m mainly just complaining about when it’s too intermixed, because I’d like to be able to skip all the text boxes where they’re rambling about the story. If they switch mid-sentence to explaining what you’re supposed to do and what buttons to press, then I’m likely to miss that while skipping through the story bits.
Preferably, there’s a separate info box on screen after the dialogue ends (which is a good idea for several reasons), but it could also just be highlighted, if they want it to be within the dialogue.
Happened with me in FFVII back in the day… Doing well, had to take a 2 week business trip, got back… “Wait, did I just GET to this town or was I LEAVING this town?” No clue what I was doing, I may have just started over…
I have the same issue with any of those long games that I’ve stepped away from for a while. I usually go back in, wander around aimlessly, accidentally mess up what I was working on before, and then realize why I quit playing it way back when.
bin.pol.social
Ważne