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Lunchmeat Larry
Nov 3, 2012

Nuebot posted:

Then again I also don't make the dog wear any of his armor or anything because I think it looks dumb.
if you don't think the dog field medic outfit is the most insanely cool thing ever, you're insane as hell.

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RareAcumen
Dec 28, 2012




Cleretic posted:

She doesn't, although one of the harder unlockables in the game is for her.

I like Quiet a lot, and part of it's that I think all of her costumes are pretty fantastic.

I'm basically saying that it'd be great if she had a model swap with the two of them that was just big muscly dude in a bikini

I'm talking about stupid poo poo so here's some content: Crysis was the free Xbox Live gold game a while back and it feels off. The view feels really tight and terrible. I keep feeling like I should be able to see around myself better the more I play it.

Also it's a new game and I'm bad at it and that makes me sad. :smith:

RareAcumen has a new favorite as of 04:39 on Oct 4, 2015

Action Tortoise
Feb 18, 2012

A wolf howls.
I know how he feels.

Lunchmeat Larry posted:

if you don't think the dog field medic outfit is the most insanely cool thing ever, you're insane as hell.

i find the knife and stun outfits goofy, but yeah the medic one is good. reminds me of how bloodhounds in cartoons were shown carrying casks of whiskey.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money

Lunchmeat Larry posted:

if you don't think the dog field medic outfit is the most insanely cool thing ever, you're insane as hell.

I don't have it, how do you unlock it? I only have like knife, stun knife and battle dress.

muscles like this!
Jan 17, 2005


Nuebot posted:

I don't have it, how do you unlock it? I only have like knife, stun knife and battle dress.

You have to get the first aid thing from the mission where you first meet Eli.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money
Oh okay. I completely forgot to grab that so I'll pop in and do that again. Beating the poo poo out of him is fun. I never get tired of seeing everyone just slap his poo poo around.

Leal
Oct 2, 2009

Nuebot posted:

On the subject of dragging MGSV down with quiet. There's a scene where you shower with her and a bunch of dudes watch and make comments. It was awkward to say the least. Also Ocelot stands on the side Big Boss is on, while everyone else crowds around Quiet which amused me.

Deep down we know what Ocelot likes.

Alaois
Feb 7, 2012

Leal posted:

Deep down we know what Ocelot likes.

ocelot's never been particularly secretive about his preference

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money

Alaois posted:

ocelot's never been particularly secretive about his preference

High voltage beefcake?

princecoo
Sep 3, 2009
I'm playing and really enjoying Mad Max at the moment, but damnit there is this one little thing that makes my eye twitch - Dinky Di.

In the game, you can replenish health by eating cans of dog food you find around the wasteland. The dog food is labelled "Dinky Di Meat and Vegies". At the start of the game, you get a dog (who can detect land mines) and it gets named "Dinky Di.".

Here is the thing. Dinky Di is an Australian thing. It's slang that is similar in meaning to "True blue", "Dead set" or "Fair dinkum". In other words, Really/true/truth.

This fits with the overall "Australianess" I guess of the game (and films) which feature a lot of Australian actors/VAs.

It's pronounced "Dinkee Die (or Dye)".

Chum, your mechanic friend, constantly says it like "Dinkee Dee".

Every time he does, I get a twitch.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
What drives me nuts about Dinky Di mechanics wise though is those terrible mine missions. They're not hard, you just wait for the dog to bark and drive in that direction until you find it. The problem is the dog is only in one (pretty lovely) car and it's the only time the game makes you drag out something other than the Magnum Opus (You can steal and store vehicles from enemies but in a practical sense this is more just to say you can do it since not having weapons kinda sucks).

kazil
Jul 24, 2005

Derpmph trial star reporter!

princecoo posted:

I'm playing and really enjoying Mad Max at the moment, but damnit there is this one little thing that makes my eye twitch - Dinky Di.

In the game, you can replenish health by eating cans of dog food you find around the wasteland. The dog food is labelled "Dinky Di Meat and Vegies". At the start of the game, you get a dog (who can detect land mines) and it gets named "Dinky Di.".

Here is the thing. Dinky Di is an Australian thing. It's slang that is similar in meaning to "True blue", "Dead set" or "Fair dinkum". In other words, Really/true/truth.

This fits with the overall "Australianess" I guess of the game (and films) which feature a lot of Australian actors/VAs.

It's pronounced "Dinkee Die (or Dye)".

Chum, your mechanic friend, constantly says it like "Dinkee Dee".

Every time he does, I get a twitch.

Chumbucket might be one of the worst sidekicks in the history of video games.

muscles like this!
Jan 17, 2005


Speaking of Chumbucket, it's kind of bizarre how the end of the game just kind of unceremoniously kills him off and destroys the Magnum Opus. You spend the entire game upgrading and customizing it and then they have Max just go, nah.

Der Kyhe
Jun 25, 2008

kazil posted:

Chumbucket might be one of the worst sidekicks in the history of video games.

In French, the "h" is silent. That would be worse.

...And considering how batshit Hideo Kojima seems to be, featured in his next project.

MrAptronym
Jan 4, 2007

"...And then there was Bitcoin."
On the topic of MGSV, a lot has been said about its faults. The thing that really disappointed me though was a lack of wacky boss-fights. I still like the game for a lot of reasons, but over the top bosses have been a staple of the series and MGSV was lacking.

Quiet was fine, a simple bossfight that really did have tense moments. The man on fire was ridiculously disappointing, completely anti-climactic and then just never spoken about again. Eli didn't have anything interesting going on gameplay wise, but it was fun punching him. I feel like I must have missed something with Sahelanthropus because I literally just ran around in circles around a small ledge and shot rockets at it for 20 minutes. The skulls fights are all pretty boring and came down to a lot of bullets, with the exception of the sniper fight which was kind of like battling 4 quiets with a buddy.

Action Tortoise
Feb 18, 2012

A wolf howls.
I know how he feels.

MrAptronym posted:

On the topic of MGSV, a lot has been said about its faults. The thing that really disappointed me though was a lack of wacky boss-fights. I still like the game for a lot of reasons, but over the top bosses have been a staple of the series and MGSV was lacking.

Quiet was fine, a simple bossfight that really did have tense moments. The man on fire was ridiculously disappointing, completely anti-climactic and then just never spoken about again. Eli didn't have anything interesting going on gameplay wise, but it was fun punching him. I feel like I must have missed something with Sahelanthropus because I literally just ran around in circles around a small ledge and shot rockets at it for 20 minutes. The skulls fights are all pretty boring and came down to a lot of bullets, with the exception of the sniper fight which was kind of like battling 4 quiets with a buddy.

Not having Battle Gear for the Sehalanthropus fight was such a missed opportunity.

muscles like this!
Jan 17, 2005


It kind of sucks that after finishing the game you can no longer use Quiet.

Inspector Gesicht
Oct 26, 2012

500 Zeus a body.


Having seen the ending to Mad Max in a middling-to-positive review by Noah Gervais I can't say I'd want to play the game as a result. It seems like such a huge gently caress-you and lacking in any humanity or meaningful commentary unlike Fury Road.

Dear Esther: What's the point of having a randomly generated narrative if there's no reason to play more than once? The plot doesn't attain any sense on any level and it's hard to care about someone if you only hear about them second-hand from some guy's poetic ramblings. Gone Home, for all its flaws, gave us a feel for its characters as we could root around their stuff.

GIANT OUIJA BOARD
Aug 22, 2011

177 Years of Your Dick
All
Night
Non
Stop

princecoo posted:

I'm playing and really enjoying Mad Max at the moment, but damnit there is this one little thing that makes my eye twitch - Dinky Di.

In the game, you can replenish health by eating cans of dog food you find around the wasteland. The dog food is labelled "Dinky Di Meat and Vegies". At the start of the game, you get a dog (who can detect land mines) and it gets named "Dinky Di.".

Here is the thing. Dinky Di is an Australian thing. It's slang that is similar in meaning to "True blue", "Dead set" or "Fair dinkum". In other words, Really/true/truth.

This fits with the overall "Australianess" I guess of the game (and films) which feature a lot of Australian actors/VAs.

It's pronounced "Dinkee Die (or Dye)".

Chum, your mechanic friend, constantly says it like "Dinkee Dee".

Every time he does, I get a twitch.

And the word is "gasoline" not "guzzoline." The characters have obviously had some linguistic shifts since the end of the world.

Horrible Smutbeast
Sep 2, 2011

Inspector Gesicht posted:

Having seen the ending to Mad Max in a middling-to-positive review by Noah Gervais I can't say I'd want to play the game as a result. It seems like such a huge gently caress-you and lacking in any humanity or meaningful commentary unlike Fury Road.

Dear Esther: What's the point of having a randomly generated narrative if there's no reason to play more than once? The plot doesn't attain any sense on any level and it's hard to care about someone if you only hear about them second-hand from some guy's poetic ramblings. Gone Home, for all its flaws, gave us a feel for its characters as we could root around their stuff.

Gone Home disappointed me so much. They set up the story in a really neat way and then you spend most of the game just picking up the same model of a mug or a highlighter and spinning it around, then occasionally finding small notes. The story pans out the same way with the original owner of the house basically getting no explanation or real closure except for the stupid safe you find. Pull out all the items and spin them I guess, that's the only interaction you're gonna get!

I'm not expecting excessive adventure game style puzzles or weird tonal shifts, but it needed something more if they were going to try to expand on Dear Esther's style...Especially for double the price.

princecoo
Sep 3, 2009

GIANT OUIJA BOARD posted:

And the word is "gasoline" not "guzzoline." The characters have obviously had some linguistic shifts since the end of the world.

Actually in Australia we call it "Petrol".

But yeah, everything else (including guzzoline) gets a pass from me, because they also call sniper rifles long shooters or lead slingers, as well as a few other things that are clearly renamed due to no-one knowing their "old world" names.

Which reminds me - how old is Max? Because he seems to remember the events that made the world how it is, but other people who appear the same age (or older) have no idea. What is with that?

SpookyLizard
Feb 17, 2009
Mad max is eternal

Krinkle
Feb 9, 2003

Ah do believe Ah've got the vapors...
Ah mean the farts


I hated gone home for completely irrational reasons. I was led to believe it was survival horror so I'm crawling around this dumb house flinching at every goddamn shadow looking at the disaster reports on the news talking about evacuations all while waiting for the zombies to break out wondering which of these bullshit items you pick up and spin can be my crowbar to defend myself and all this annoying plot is shoved in my face. So I spend the entire game taut as piano wire bracing for spooks and scares while I go "yeah yeah yeah I get it it's so sad parents don't understand are you alive or dead goddamn it?"

The last two minutes made me think "oh, here is where the poo poo kicks off. That was a long and boring prologue" but no it just ends with a gotcha and I did not appreciate it, from that state of mind.

Everyone else loves it, and I can't even remember who or what misled me. it's just my problem.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

I am apparently too stupid for Armikrog.

Tardcore
Jan 24, 2011

Not cool enough for the Spider-man club.

Ryoshi posted:

I am apparently too stupid for Armikrog.

From what I've heard it's more likely the other way around.

Sleeveless
Dec 25, 2014

by Pragmatica
Gone Home works a lot better if you think of it as a spiritual successor to Myst, right down to the feeling of menace and dread despite taking place in empty levels with no danger or way to lose and the fact that you can beat it in like a minute if you know eactly where to go and what hidden doohickeys to click on.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money
Two things I'm getting really tired of in MGSV are wild dogs and child soldiers. The child soldiers are just like any other mission except you can't hurt them and you can't fulton them. I'm pretty sure at least one other game I've played has done a similar thing where you had to escort a guy who had brittle bone disease or something so you couldn't use any of your regular poo poo and had to take the long rear end way to get him out. It's like that, basically. For no reason at all a game that's thus far been completely open just decides "Nope, this way or nothing" and having to stun one kid and drag him all the way to a helicopter spot that's always on the furthest loving corner of the mission map drives me up the wall.

Dogs are just annoying. They're the only animals as far as I can tell that respawn, and they respawn as soon as you walk, say, far enough a way to throw a kid into a helicopter. They just growl at you and pounce on you and don't do anything but annoy you. But you can't kill them either or you get bad points.

kazil
Jul 24, 2005

Derpmph trial star reporter!

There are child soldiers in like 3 main missions and you can absolutely develop a fulton for them.

You can also put them in a jeep and fulton out the jeep if you haven't developed the child balloons yet.

Also, I've had very few wild animals anywhere near mission areas. What are you doing?

SpookyLizard
Feb 17, 2009
please dont try and extract ALL THE KIDS without the child fulton

Somfin
Oct 25, 2010

In my🦚 experience🛠️ the big things🌑 don't teach you anything🤷‍♀️.

Nap Ghost

princecoo posted:

Which reminds me - how old is Max? Because he seems to remember the events that made the world how it is, but other people who appear the same age (or older) have no idea. What is with that?

Mad Max takes place in a really strange future world. Time is sorta... flexible, as is human mortality.

Trippy 80s spec fic had a lot of immortals wandering around.

Sleeveless
Dec 25, 2014

by Pragmatica

princecoo posted:

Which reminds me - how old is Max? Because he seems to remember the events that made the world how it is, but other people who appear the same age (or older) have no idea. What is with that?

Geroge Miller is actively antagonistic to the idea of canon and timelines connecting his movies, trying to figure out the year Mad Max was born is like trying to figure out what city Babe 2 takes in place in.

Screaming Idiot
Nov 26, 2007

JUST POSTING WHILE JERKIN' MY GHERKIN SITTIN' IN A PERKINS!

BEATS SELLING MERKINS.

Sleeveless posted:

Geroge Miller is actively antagonistic to the idea of canon and timelines connecting his movies, trying to figure out the year Mad Max was born is like trying to figure out what city Babe 2 takes in place in.



New Pork

Tiggum
Oct 24, 2007

Your life and your quest end here.


Inspector Gesicht posted:

Dear Esther: What's the point of having a randomly generated narrative if there's no reason to play more than once? The plot doesn't attain any sense on any level and it's hard to care about someone if you only hear about them second-hand from some guy's poetic ramblings.
I didn't get the point of Dear Esther at all. For one thing, there would be literally no difference between playing it yourself and watching a video of someone else play it. Nothing is interactive. So presumably the draw is supposed to be the story and scenery, but neither is notably better than in games where they aren't even the focus, let alone when compared with good books or movies.

Horrible Smutbeast posted:

Gone Home disappointed me so much. They set up the story in a really neat way and then you spend most of the game just picking up the same model of a mug or a highlighter and spinning it around, then occasionally finding small notes. The story pans out the same way with the original owner of the house basically getting no explanation or real closure except for the stupid safe you find. Pull out all the items and spin them I guess, that's the only interaction you're gonna get!

I'm not expecting excessive adventure game style puzzles or weird tonal shifts, but it needed something more if they were going to try to expand on Dear Esther's style...Especially for double the price.
The two main issues I had with Gone Home were that the protagonists actions make no sense. What reason does she have for exploring the house right now once she's found the note (on the fridge I think?) that explains why the house is empty? Just go to bed. That's what a normal person would do. Then there's the fact that you figure everything out way before you reach the actual end of the game, so you're just following this trail of clues that tells you stuff you already know. And it's not like it's even a particularly good or interesting story, so there's no real pay-off at the end.

And it felt like way too much effort was put into making everything interactable for no reason, so you end up with this really detailed location to explore, but no reason to actually want to explore it. It wasn't bad, it just felt like it dragged on a bit and had the majority of the developers' attention paid to the wrong things.

Sleeveless posted:

Gone Home works a lot better if you think of it as a spiritual successor to Myst
I feel like the key difference is that Myst is a puzzle game. The exploration and story exist to give context to the puzzles. Gone Home doesn't really have puzzles, the focus is the story. Neither game really has much story, but Myst's works a little better because most of the time you're just trying to figure out how to turn on this machine or whatever, if you enjoy that sort of thing then you'd probably do it even without the story to give you a reason.

Anil Dikshit
Apr 11, 2007

Goddamn.

StealthArcher
Jan 10, 2010




Sleeveless posted:

Geroge Miller is actively antagonistic to the idea of canon and timelines connecting his movies, trying to figure out the year Mad Max was born is like trying to figure out what city Babe 2 takes in place in.




Well that's obvious, its Las Vegas post climate change.

bawk
Mar 31, 2013

Tiggum posted:

The two main issues I had with Gone Home were that the protagonists actions make no sense. What reason does she have for exploring the house right now once she's found the note (on the fridge I think?) that explains why the house is empty? Just go to bed.

W-what? Tiggum what the gently caress?

your dead and/or gay sister posted:


Katie,
I'm sorry I can't be there to see you, but it is impossible. Please, please don't go digging around trying to find out where I am. I don't want mom and dad anyone to know.

We'll see each other again some day. Don't be worried. I love you.

-Sam

Then you walk into a completely empty house, half the place is locked up, and there's a creepy voice message with a girl crying and begging for Sam to still be there. All this after your character has been gone in Europe for a year, and is just getting back home.

In what world is your first thought, at this point, "welp, guess my sister ran away or killed herself in the attic I can't get into, my parents are nowhere to be found, all three of which have been out for so long that they didn't even listen to my "hey I'm coming home see you soon" voicemail" so I may as well call it a night "

Action Tortoise
Feb 18, 2012

A wolf howls.
I know how he feels.

SpookyLizard posted:

please dont try and extract ALL THE KIDS without the child fulton

no child left behind, lizard. :colbert:

Horrible Smutbeast
Sep 2, 2011
See, that was a really good setup and made me want to actually explore, and the atmosphere was pretty drat cool when you first get into it. Then it turned out that the plot was basically an afterschool special episode of some teen drama. Back when it came out if you didn't like it you'd get eviscerated if you said that because ughhhh you just hate it because it has a GAY WOMAN in it don't you!? completely missing the point.

bawk
Mar 31, 2013

Horrible Smutbeast posted:

See, that was a really good setup and made me want to actually explore, and the atmosphere was pretty drat cool when you first get into it. Then it turned out that the plot was basically an afterschool special episode of some teen drama. Back when it came out if you didn't like it you'd get eviscerated if you said that because ughhhh you just hate it because it has a GAY WOMAN in it don't you!? completely missing the point.

A lot of the backlash toward negativity about the game came from a lot of people trying to objectively handwave it away as not being a good game (or game or a game at all) by some metrics they'd lay out as requirements to be A Good Game. They'd usually be things that would demand traditionally structured aspects of what games always have been, with none of them making a lot of sense and some of them even already being in the game (reward for deeper exploration being one that gets brought up, which in Gone Home is the story behind Katie/Sam's Mom, Dad, and whatever older relative was involved.) It ended up being two groups of people repeating the same points to talk past each other on what constitutes objectivity in game quality, with a lot of legitimate dogwhistle homophobia/misogyny going on, and arguably equal baseless accusations of homophobia/misogyny hurled toward people who really did just dislike that it was Walking Simulator 2k13 with christmas ducks, podcasts, and riot grrrl music.

A lot of this next stuff is just gonna have blatant spoilers for Gone Home in it so if you somehow are a person that hasn't played it but still really wants to, may wanna just skip it.

One thing that really dragged down Gone Home for me was that initial thunderstorm/old house opening. It sets an oppressive tone for the first half of the game, or however long it takes you to get over the expectation of jump scares or monsters. It has a few twists on this expectation that go nowhere, while opening up possibilities as to why your sister is missing. Did she kill herself? Did she run away because she was scared? Was she killed by that neighbor boy who is obsessed with her and wants to carry a printer over to her placeplay video games with her? Is there a ghost/burglar/monster in the house? Nope! Just hitched a bus to Vermont with her jROTC dodging girlfriend.

A lot of those above questions get toyed with, but nothing gets toyed with to a degree that they matter. There's supposed to be 4 storylines going on in Gone Home: Sam's disappearance, Dad's writing and traumatic childhood, Mom's feelings of neglect and potential affair, and Katie's motivations for searching the house for her family. Mom and Dad's stories take place purely in side content, which made it great to replay the game because I didn't even know or think about their stories, but there's just no sense of urgency after a certain point to look for Sam. It becomes a stroll from voice clip to voice clip while loving around with physics objects instead of a mad dash to find your sister.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


Painkiller has some really weird pacing. It's got these action sections where you're killing a bunch of dudes, and you could just go from one of those to the next and it would be fine, but you're encouraged to hang around and go over the place with a fine tooth comb to smash all the things and collect all the coins and stuff.

death .cab for qt posted:

Then you walk into a completely empty house, half the place is locked up, and there's a creepy voice message with a girl crying and begging for Sam to still be there. All this after your character has been gone in Europe for a year, and is just getting back home.

In what world is your first thought, at this point, "welp, guess my sister ran away or killed herself in the attic I can't get into, my parents are nowhere to be found, all three of which have been out for so long that they didn't even listen to my "hey I'm coming home see you soon" voicemail" so I may as well call it a night "
I guess I forgot about that. I know it's a short game, but it really didn't hold my attention, plus I was exploring in video-game style (examine everything in a methodical fashion) rather than real-life style (go to the most obvious place first), so by the time I started uncovering the plot I'd sort of forgotten what started it (other than arriving home from a holiday to an empty house). But in that case, you wouldn't explore the house and find all that stuff, you'd call the police, right? It's still not how a real person would react.

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