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Jobbo_Fett posted:gently caress Gat out of Hell The only other stand-alone DLC I've played is Far Cry 3 Blood Dragon and it had the exact same problem, the final boss fight that they spent the entire game hyping up happens in three frames of animation during a cutscene after a rail shooter level and then it ends. Maybe they just shouldn't make these things story driven if they can't afford to have an actual story
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# ? Jan 22, 2015 23:12 |
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# ? Jun 6, 2024 06:05 |
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Resonance of Fate has a weird combat system and for some reason they decided that the tutorial wouldn't be in the starting town. As such when you're traveling to the tutorial you can get attacked by enemies and have no idea how to actually fight them.
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# ? Jan 22, 2015 23:34 |
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Sleeveless posted:The only other stand-alone DLC I've played is Far Cry 3 Blood Dragon and it had the exact same problem, the final boss fight that they spent the entire game hyping up happens in three frames of animation during a cutscene after a rail shooter level and then it ends. At least the cutscene of killing the boss in Blood Dragon was more satisfying than the boss kills in Far Cry 3.
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# ? Jan 22, 2015 23:52 |
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The person who said to try KB+M controls for Gat Out of Hell's Hellblazing was absolutely right, and the controls that way are a lot less poo poo. Doesn't excuse the fact that I can't dress Kinzie up like a barmaid or a luchador though. E: also holy crap Kinzie's damage noises are irritating. gamingCaffeinator has a new favorite as of 03:28 on Jan 23, 2015 |
# ? Jan 23, 2015 03:21 |
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Once you get Resonance of Fate it seems kind of cool and then you realise that since there's very little actual 'abilities' in the game, outside of your equipment loadout gameplay is pretty much the same every single battle.
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# ? Jan 23, 2015 05:39 |
muscles like this? posted:Resonance of Fate has a weird combat system and for some reason they decided that the tutorial wouldn't be in the starting town. As such when you're traveling to the tutorial you can get attacked by enemies and have no idea how to actually fight them. I played Resonance of Fate and it just bewildered me at how hosed it was. But to avoid writing an essay about that game I'll cut it all down to one major complaint that irked me to no end. Enemies aren't limited to the same restrictions you were with the battle system. So here I go trying to figure out the game because it does very little to bother explaining how to actually do anything, when a battle with a bunch of fat men show up. Of course you can only control one character at a time and have limited time to move around and attack. On the other hand the three fat dudes I encountered just wandered around the battle stage freely stunlocking all my dudes with no care to the battle system rules imposed on the player. While I'm aware most games let enemies cheat to some degree, when the AI blatantly doesn't play by the same rules in the least I don't even get the point in bothering.
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# ? Jan 23, 2015 05:53 |
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bewilderment posted:Once you get Resonance of Fate it seems kind of cool and then you realise that since there's very little actual 'abilities' in the game, outside of your equipment loadout gameplay is pretty much the same every single battle. Yeah once the battle system clicks for you it never, ever changes except for incremental stat upgrades and weapon enhancements. More irritatingly at around the point you do understand the games combat you get to play a god-awful multi-part escort quest where at the time the strategy for beating it was "get to the checkpoint then die, you won't beat the boss unless you reset the statues health". It also had some dumb and unexplained "lay colored tiles on the world map to unlock ???" mechanic. Someone post that image of the gun with like 30 magazines and scopes connected to scopes.
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# ? Jan 23, 2015 06:32 |
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Barudak posted:Someone post that image of the gun with like 30 magazines and scopes connected to scopes. You rang? OK, so this one's mostly barrels connected to barrels, but same idea. (I actually had fun with the game, despite its rather grindy nature. I think the only achievement I don't have is for getting Level 200 in Thrown Weapons or something.)
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# ? Jan 23, 2015 06:55 |
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Kugyou no Tenshi posted:You rang? Explain that picture, I've never even heard of that game and I want to know what that ridiculousness accomplishes and why it's broken or whatever.
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# ? Jan 23, 2015 09:08 |
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TheSpiritFox posted:Explain that picture, I've never even heard of that game and I want to know what that ridiculousness accomplishes and why it's broken or whatever. Each modification changes one of the attributes of the gun it's attached to. The primary one being modified (by the barrels) is Charge Acceleration - once your weapon has "charged" (become ready to fire) once, the acceleration makes the additional charges go by faster than the initial one. The scopes, oddly enough, primarily increase Charge Speed - how fast that first charge fills up. The foregrip there increases accuracy (which is usually fairly good to begin with, so you don't have to spend too much weight on increasing it), and the magazine increases capacity - and all of those 23 rounds are fired with every charge. In short, this gun fires a lot of bullets very often, with enough accuracy that the normally close-quarters combat means you're hitting most if not all of the time. And I don't even think this is the most broken layout I've seen for a gun - I've made some fairly horrendous things myself that made some of the optional side bosses go down in a couple rounds.
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# ? Jan 23, 2015 09:20 |
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Although the biggest thing that sucks about that image is that the gun doesn't actually look like that in combat.
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# ? Jan 23, 2015 12:51 |
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muscles like this? posted:Although the biggest thing that sucks about that image is that the gun doesn't actually look like that in combat. Double-edged sword, that. On the one hand, I would love to see my retarded flipperbaby gun rendered lovingly with a character trying to figure out how to wrap his panda-suit hand around any part of it well enough to be called a "grip". On the other hand, with that layout, I would be shooting myself. EDIT: The real thing dragging the game down for me was the near-100% chance of panty shot when doing aerial moves with the one female character. If you had her in a skirt, it was all but guaranteed you were going to spend most of her turn staring at her panties, which got really uncomfortably creepy at times, especially during the Christmas mission when you're doing all these flips and crazy shots around cheering children. Kugyou no Tenshi has a new favorite as of 13:05 on Jan 23, 2015 |
# ? Jan 23, 2015 13:02 |
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Replaying Hotline Miami and the semi-random AI and weapon drops irritates me. It's a game about reflexes and high speed, so when you can be killed in one shot and the same person can react in different ways and drop different stuff it can really throw off the game's otherwise fantastic rhythm.
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# ? Jan 24, 2015 01:35 |
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poptart_fairy posted:Replaying Hotline Miami and the semi-random AI and weapon drops irritates me. It's a game about reflexes and high speed, so when you can be killed in one shot and the same person can react in different ways and drop different stuff it can really throw off the game's otherwise fantastic rhythm. I actually like that, it means you can't just develop the same strategy each time. It's about your reflexes and quick thinking as opposed to route memory.
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# ? Jan 24, 2015 06:41 |
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Austrian mook posted:I actually like that, it means you can't just develop the same strategy each time. It's about your reflexes and quick thinking as opposed to route memory. I really noticed this as it went on. At the beginning, I was too slow to out shoot anyone; but by the end, I could punch out a room of guys with no weapon if I had to.
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# ? Jan 24, 2015 07:17 |
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Captain Lavender posted:I really noticed this as it went on. At the beginning, I was too slow to out shoot anyone; but by the end, I could punch out a room of guys with no weapon if I had to. It really gives you that Psycho Killer feeling, those types of people don't walk in with a detailed plan, they just wing it! E: Honestly, since there's no penalty for dying just go ape poo poo and rush guys, I found it working for me a lot of the time.
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# ? Jan 24, 2015 07:45 |
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Ziggurat is a really cool game, and one of my favorite things about it is that it's one of the few games with randomized elements that also goes so far as to randomize the lore, including the ending. However the reason I'm posting about it in this thread is because it's a blessing and a curse. Ziggurat is a pretty hard game, and you could die 5 times for every one time you win, so it's disappointing when you get one of the several different endings multiple times in a row. Getting one you've already seen makes the journey feel a bit pointless because you've already experienced it.
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# ? Jan 24, 2015 08:31 |
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I've beaten ziggurat 12 times and have only seen two endings, and one of them only happened a single time. How many possibilities are there?
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# ? Jan 24, 2015 10:09 |
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There are supposedly at least four, I have been told this by a friend who, thinking about it more, might have been loving with me because he is kind of a dick. But from your post it sounds like it's not true. In the event that he was loving with me then I take back the above post because the basis for the complaint is non-existent. edit: Ah ha. I did some more quick research and according to the devs there ARE more than 2 endings, but it's based on the number of rooms you clear over your whole playthrough. The ending you get on your first playthrough where it turns out the Ziggurat was a trap all along and the final boss escapes to the real world always happens but after that it is based on how much of a completionist you are, according to posts like this from the dev: If you go middle-of-the-road 'clear most things but not everything' you'll almost always end up with the ending where you are teleported to a totally different realm full of monsters which is how I play so I assumed I was just unlucky. So okay never mind, it's no longer a thing dragging the game down and belongs in the other thread instead because that's pretty cool. I guess the thing dragging it down is that this is never mentioned anywhere but that's not really a big deal. CJacobs has a new favorite as of 10:20 on Jan 24, 2015 |
# ? Jan 24, 2015 10:16 |
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In watch_dogs, I hit a mission where I'm escorting a dude from a junkyard bunker, there's what's noted as an uncommon scripting bug where the dude goes into a crouch, and never comes out of it when all the threats are gone. The recommended fix is to either restart from the last checkpoint, or restart the mission. I spent an hour loving with that last night.
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# ? Jan 24, 2015 23:28 |
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"This game mechanic sure is cliched and/or lovely, huh?" says Drakengard 3 right before using said mechanic. Also not being able to view move lists in the Equip menu is really dumb, especially since those changes as you level the weapons up, so ideally you'd know if the moveset is actually any different, which is not always the case, it seems. Szurumbur has a new favorite as of 11:16 on Jan 26, 2015 |
# ? Jan 25, 2015 16:57 |
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Metal Gear Solid Ground Zeroes defaults in borderless windowed mode! That's good. It also seems to be hosed up since my task bar was vertically aligned the first time I loaded the game. That's bad. First time I've ever seen a game default to borderless windowed and I have to change it to fullscreen.
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# ? Jan 26, 2015 05:14 |
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The little thing dragging Persona Q down for me is the third dungeon. So you've got the Persona 3 and Persona 4 cast stuck in a version of the Persona 4 school, and they have to explore labyrinths based on twisted versions of culture fair projects in order to unlock the seals keeping them in and restore the memories of a guy who is totally not the last boss you guys. The third dungeon is based on a haunted house, and most of the female cast, and some of the male cast, spend the entire thing freaking out about ghosts and spooky stories and look out that drape is moving. You know, in between murdering living cat dolls; twins bound together by rods through their necks, wrists, and ankles; and deformed giant babies with bags bound over their heads with collars. No one in the cast points out how weird it is that they're freaking out over something that, if they did encounter it, would probably be instantly killed by a basic Hama spell. I get that, in some ways, the game is turning the cast personalities up to 11 (I don't think Teddie was that obnoxious in Persona 4), but the dissonance between story and gameplay is jarring.
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# ? Jan 26, 2015 23:56 |
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Planetside 2: The game really likes to not show your friendlies on the map in the bigger fights. It seems to be fine with showing the 80+ enemies on your map, but you might see maybe 1 or 2 friendly arrows even when there is more. Not only that, it'll show enemies on the other side of the map but wont show any friendly arrows that are 10 meters away from you. Am I rushing the point alone? Are all the fuckers still in the spawn room (huge possibility)? Were they wiped out? Are they taking a different path? I don't loving know cause I can't see them on my map, and asking in chat wont work cause often enough the faction specific region chat breaks as well.
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# ? Jan 27, 2015 04:34 |
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FredMSloniker posted:No one in the cast points out how weird it is that they're freaking out over something that, if they did encounter it, would probably be instantly killed by a basic Hama spell. I get that, in some ways, the game is turning the cast personalities up to 11 (I don't think Teddie was that obnoxious in Persona 4), but the dissonance between story and gameplay is jarring. I think it's that, because to them Shadows simply aren't supernatural. They're weird loving creatures, but creatures that can be stabbed and cut and defeated. Ghosts and spooky poo poo aren't necessarily something that can be fought off with their repertoire of abilities. I mean, why are we scared of ghosts and werewolves and poo poo? We have guns, we have weaponry, we have kitchen knives that kill everything else we stick them into. The cast personalities are really annoying though, all their most cliched traits are turned up to max - I think this is just because there's no real room for character development, so everyone is just a parody of themselves, whether it's Teddy's creepsterism, or Akihiko's absolute obsession with protein, or Misturu's bitchiness. Anyway, my little annoyance with Earth Defense Force 2014 (the one on the 360, anyway), not so much 'dragging this game down', is how the first thing that humanity does when they find an alien race is call them The Ravagers. Like, the aliens haven't done poo poo yet. Just bugs me, even though this is obviously because the game is a sequel (not chronologically though). I would've just waited until after they attack, which is literally the first mission, to call them that.
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# ? Jan 27, 2015 15:53 |
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dynasty warriors 8 you're fuckin rad but your story mode stages are really fuckin long sometimes and lack any form of checkpoints so if you eat an unlucky musou attack from the wrong officer you're starting RIGHT BACK FROM THE START unless you made an interim save
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# ? Jan 27, 2015 16:11 |
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Something that annoys me about Sonic Generations is a problem that has plagued the series even all the way back to Sonic and the Secret Rings on the Wii, ever since they adopted the Sonic-is-a-race-car gameplay style. During the 2D platforming segments, the camera is locked to the 2D perspective but Sonic himself is not; he still controls 3-dimensionally meaning he takes a second to turn around from right to left. This can lead to annoying situations where you do the spin ball immediately after turning around but Sonic is actually facing toward the background instead of the direction you wanted, because for some reason he can still face forward and backwards even though you can only move left and right. The controls are just sloppy in a bunch of little ways the culminate in the game not really feeling great to play.
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# ? Jan 27, 2015 16:18 |
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I love XCOM: Enemy Unkown/Within and had it on PC before it stopped running, so I got it on PS3 a few months back. My problem is with the PS3 version. When moving soldiers in the PC version you have a clear grid and selector of where that soldier will move. For some reason they made it invisible it in the PS3 version but the soldiers still move in the same way. It can cause some imprecision at critical times in a very unforgiving game. Images of what I mean vs
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# ? Jan 28, 2015 01:47 |
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EmmyOk posted:I love XCOM: Enemy Unkown/Within and had it on PC before it stopped running, so I got it on PS3 a few months back. My problem is with the PS3 version. When moving soldiers in the PC version you have a clear grid and selector of where that soldier will move. For some reason they made it invisible it in the PS3 version but the soldiers still move in the same way. It can cause some imprecision at critical times in a very unforgiving game. My PC version looks like the top picture. You might want to check in settings because I'm pretty sure the movement grid can be turned on or off (I prefer it off)
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# ? Jan 28, 2015 01:52 |
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TheSpiritFox posted:My PC version looks like the top picture. You might want to check in settings because I'm pretty sure the movement grid can be turned on or off (I prefer it off) Maybe the default settings are different on the versions, I'll look into it. Thanks for the info
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# ? Jan 28, 2015 02:16 |
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TheSpiritFox posted:My PC version looks like the top picture. You might want to check in settings because I'm pretty sure the movement grid can be turned on or off (I prefer it off) Are you playing with a controller? Mine looks like the top picture when I use one, the bottom when I use mouse+KB
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# ? Jan 28, 2015 02:28 |
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Ugly In The Morning posted:Are you playing with a controller? Mine looks like the top picture when I use one, the bottom when I use mouse+KB No I've only ever used mouse KB. I can't find it in my options so I dunno, I know I've seen the full grid and I didn't like it, but I haven't touched xcom in forever and there's nothing in the options. Maybe there's an unlabeled hotkey?
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# ? Jan 28, 2015 03:38 |
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According to a quick Google, on the PC, where you use the right mouse button to move soldiers, holding the button will make the grid visible. (Presumably you then have to put the cursor somewhere 'safe' before letting go to avoid actually moving.) Is there an analogous control on the PS3 version?
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# ? Jan 28, 2015 05:08 |
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I love Ground Zeroes, but the cover and interrogation prompts are a little finicky. The interrogation prompt especially pops in and out in a split second depending on your relation to the enemy. Sometimes I'll press L1 and I wind up radioing Kaz over and over. This really sucks when holding enemies up from the front because they can go into alert if you aren't quick enough.
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# ? Jan 28, 2015 21:46 |
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EmmyOk posted:I love XCOM: Enemy Unkown/Within I love the game too but there are a lot of little things that drag it down, and most of them are fixable problems if the developer just gave half a poo poo. Most notably I think is the way the game steals control from you all the time. The biggest offender is the first time you encounter intact UFO components and you have to sit through 30 goddamn seconds of Dr. Scientist and Dr. Engineer without being able to skip the dialogue, move your camera, or do anything else. Every game. Game: Sometimes I want to play you on a very hard difficulty, which means I will be restarting a lot. I know to be careful with flight computers and ufo power sources after 100 times hearing about it. gently caress. Off. The NPC escort/rescue missions are awful for this too. Maybe it wouldn't be so bad if they had more than 3 repeating lines but sometimes I need to spend a half dozen turns or more slowly advancing and suppressing so that your impatient rear end doesn't get liquefied the moment I get near you. The other way it steals control is that you can't open the goddamn menu when the aliens are having a turn. I'm sorry, I didn't know X-Com was supposed to be a JRPG complete with unskippable cutscenes every 5 minutes. Because that's what the enemy turns are. I don't really care if it's a turn-based game and I don't need to pause ever, sometimes I just want to quit and I don't want to wait for a whole turn to play out. Double the fun if everyone on your squad panics at once. I know I'm toast, game, just let me loving quit and start a new one.
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# ? Jan 29, 2015 00:49 |
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Che Delilas posted:
Perheps ve should try to avoid zoze tentacles
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# ? Jan 29, 2015 01:20 |
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Aren't those the "tutorial messages" that you can toggle off in options?
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# ? Jan 29, 2015 10:07 |
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In Mass Effect 2 Shepard is forcibly recruited by Cerberus, an avowed human supremacist terrorist organization. The Illusive Man provides you with your own personal assistant, Kelly Chambers. Her reason for joining Cerberus is something along the lines of "Well, my sister runs a dog shelter, but that doesn't mean she hates cats." I feel like a more appropriate analogy would be "My sister thinks dogs should run everything and blows up cat shelters." In fact, all the Cerberus employees on the ship are portrayed as pretty decent people who think Cerberus is better than the Alliance just because they "get things done." I wouldn't mind it so much if the game ever gave you the option of calling them on their bullshit logic.
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# ? Jan 29, 2015 10:36 |
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I figured they were more isolationist-oriented than straight up supremacist. "These aliens can exist or whatever but humanity's affairs should be governed by humans"-type.
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# ? Jan 29, 2015 10:39 |
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# ? Jun 6, 2024 06:05 |
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It mentions in 3 that all the employees on Normandy 2 were specifically chosen as people Shep wouldn't find too crazy and insane, rather than typical members of Cerberus who'd nuke aliens just to be on the safe side.
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# ? Jan 29, 2015 11:31 |