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
It’s crazy to think where we’ve gotten so far. I know there’s a lot of points to be made about how we need upscaling and stuff to reach some of these highs, but damn, they still do look really impressive
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.
This is one of the few times I’m ok with a game releasing early. It was in Dev hell for a long ass time only to get nearly canned until it was reacquired. If it can get the support it needs to achieve the dev’s vision, I’m ok with that.
And they have made it extremely clear what kind of state the game is in.
From what I’ve gleaned from the history of this project, the original creator of the game sold the IP to a publisher in order to secure money and resources for further development, where they promptly started interfering with development to the point that it was delayed and ultimately cancelled.
The creator bought the rights back from them and released it into Early Access so that they can fund its development.
I personally have nothing against early access games after playing other EA games like Factorio, Rimworld, and Satisfactory that were known for being incredible experiences long before they launched into 1.0.
But Minecraft - even in the Beta days - worked as a complete game. They have been improving (depending on how you like the changes) on it since, but it wasn’t ever filled with literal work in progress signs like Hytale is…
The first purchasable version of Minecraft I remember didn’t even have a working health bar.
Notch sold the game to Microsoft long before it was ever a complete game. Why program something when you can sell players on an idea and then sell that idea to Microsoft?
Notch sold the game to Microsoft long before it was ever a complete game.
I know it’s a bit fuzzy with Minecraft since it’s constantly getting updates, but I find the claim that Minecraft was “incomplete” before selling it to Microsoft is a big stretch.
Version “1.0” came out 3 years before the Microsoft sale, and at least to me, the game felt “complete” long before 1.0
Yes, but Minecraft was on sale for a year before it ever went into “Beta,” back before it was in Alpha even. In fact, it wasn’t until one of the last Alpha updates that the earliest semblance of “Minecraft” as we know it really began to appear. The Beta updates added a lot of core features we take for granted in the game, like beds for sleeping, tall grass for seeds, redstone repeaters, pistons, sprinting, hunger, etc.
And they were a lot simpler, and there was a lot less competition. Nowadays, games are everywhere and hype doesn’t last long. No hype, less sales, even though the game is great and released in the final version
I’m typically not a fan of what the masses flock too. it’s usually bland, shallow and meme-esq. the more people that use a thing, the less quality is put into it I find. this goes for anything from travel destinations, to frying pans to games to restaurants.
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.
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