The helicopter is a helicopter. After about a week, it arrives and if it spots you, it follows/observes you for nonspecific reasons.
The helicopter is also extremely loud, drawing zombies from a huge distance to you. The best way to deal with it is by being inside, so it doesn’t spot you. Then it’ll just fly around and not do much.
it's a random event that happens sometime in the beginning of any new game — in story, it's a military black hawk helicopter flying over the Knox County area looking for survivors.
The effect in-game is that the zombies in the world all gather around to follow the noise source, which controls and drives a gigantic crowd of zombies around where you're at. It can be very overwhelming, especially when you're just starting out and don't have much by way of structures built.
It’s a random event that spawns. I believe in lore it’s scientists or reporters or something. The only effect really is that if you’re outside the Helicopter follows you and all the noise calls Zombies to your location. I’ve seen a few mods that add different helicopter types though
Karateka, along with everything else Jordan Meschner did following it, starting the Prince of Persia series.
It’s a nice evolution of personal style.
I’ve more or less dropped out of mainstream gaming so have no idea how the more recent Prince of Persia games play, nor if he has any involvement… but anyone who knew the original games should understand that these games did something foundational with movement and interface, helping the player to feel involved in the action.
the last prince of persia Meschner directly worked on was Sands of Time, which is imho well worth playing.
the other 3d Prince of Persias by ubisoft upto two thrones are still good games, but they lost a bit of the 1001 nights feel. The darker parts where there in sands of time, but warrior within goes all in on dark and edgy and just loses a bit of that timeless flair and is very much a mid 2000s game.
can’t talk about ubisofts prince output after two thrones, they never found their way into my collection.
So I did a class on the art of the video game and MoMA (museum of modern art) has a number of them in their collection. There is even a Wikipedia article on it. Wikipedia Article
Eve Online and The Sims are excellent additions. But they are not RPGs.
I would personally include VTMB or Deus Ex, but from a broader perspective probably one of the Ultimas (6 or 7 are considered the best I believe) would be more appropriate.
Don’t play jRPGs, but from my understanding FF7 is considered the “best in genre” release.
Of course they are role-playing games, you completely assume the role of a character in another world, even with stat sheets. What kind of role-playing game is Deus Ex, where you play a pre-defined character in a pre-defined plot? The Masquarade is certainly a janky fan favourite, but hardly revolutionary. CRPGs made a shift, from being tabletop simulators and dungeon crawlers (with MOMA contenders like Rogue, Wizardry, or as you suggested Ultima) to games about narrative manifolds. Disco Elysium would be my pick.
With Deus Ex you definitely can play very different characters with a broad spectrum of personalities and narrative decisions. Although I do agree that an argument can be made it’s not an RPG.
Eve is a sandbox MMO and The Sims is lifeim, don’t really see how they are RPGs.
Very few RPGs execute the role playing component so well as VTMB IMO.
EVE is described by its publisher as an MMORPG and yeah, you have stats and individual ressources and interact with the world and other players. You play a character, a role, the very definition of a role-playing game. Same with The Sims, but offline for yourself and less geopolitical. RPGs are not only games where you directly control a single character or a group of characters and kill stuff, and sometimes pick a lock or something.
My current favorite is Tetris Plus, the versus mode with the little professor guy trying to get the treasure while a spiked ceiling keeps falling is fun. When one player fills 2 or more lines it adds random junk to the other player’s board.
They’re gone. No mascots. No background worlds. Just the “elemental” machine skins.
Tetris Worlds had eye monsters because THQ wanted a console-friendly mascot game.
Tetris Elements has industrial pipes because ValuSoft (THQ’s budget imprint) wanted a cheap, self-contained PC release that didn’t require any cross-project asset wrangling.
I do at some point. I’ll probably pick it up on sale at some point. I’ve heard mixed things about it but what i’m gathering it’s just a different vibe than the first one.
Yeah, the vibe is different, but both are excellent in their own way. Part 2 is a more complex piece of story telling. It does some things that I had not expected from a game and that make it more (emotionally) challenging but also unique in terms of the experience. I personally found it really impressive.
That’s definitely the vibe i’m getting from people’s descriptions. I was planning to pick the game up next sale, though with the different vibes i’m wondering if maybe putting some space between the games would be good
Most games require killing the end boss to finish the game, how exactly would you play around that? Or do you mean don’t kill anyone who doesn’t try to kill you?
Ideally, games where you kill nobody at all. Even avoiding killing creatures for a “true pacifist” run.
I’m just going to spoil a bunch of things, because why markdown?
There’s quite a few games where you have alternatives when it comes to main bosses - in the original Fallout ::: you can talk the Master into suicide by proving that the supermutants are infertile :::
in Planescape Torment there are multiple ways of ::: convincing your mortality to merge back with you :::,
New Vegas lets you talk down
:::Legate Lanius, at least on the NCR route:::
Jade Empire will give you a bad ending
:::where you surrender to the Glorious Strategist in exchanged for being fêted as a hero:::
even Fallout 3 will let you
:::talk Colonel Autumn into surrender for like no reason at all:::.
I’d really like that to expand into video games having killing “mooks”/generic enemies be more of an action with consequences. Undertale does a good job of that -
:::if you kill any monsters, even if you spare all bosses, the ending still mentions that there are some hard feelings towards you.:::
Spec Ops has no “pacifist option” but also makes you realize that
:::you were slaughtering American soldiers and innocent civilians because you were going insane:::.
The default problem solving strategy in most games seems to be violence, and that breaks my immersion. The last time I was in a physical confrontation with anyone was fighting my sister in high school - I’ve certainly never killed anyone.
All those games you listed are violence centric, so I imagine the non-violent route isn’t as satisfying. I tried to finish Dishonored (not really an RPG) without violence, but most of abilities involve violence and getting caught just meant waiting for them to kill me instead of fighting back. The gameplay just isn’t optimized for it like something like Thief is.
There are games designed for non-violence where violence simply isn’t an option, such as Disco Elysium or WanderHome. Searching specifically for games without violence is probably a better option than finding games where nonviolence is an option, unless you’re specifically looking to find clever ways to play games non-traditionally.
I mean, the whole point of the game is that you could have not killed anyone, you could have stopped playing, you choose to keep playing, you choose to kill all those NPCs, the game never forced you, turning off the game was always an option.
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