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Oh man that reminds me, KT might actually be announcing concrete info about DW9 in a week or so.
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# ? Dec 9, 2016 21:31 |
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# ? May 29, 2024 19:50 |
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LawfulWaffle posted:gently caress it, just give Agent 47 a wrist blade in the next season. Problem solved. Quick Agent 47- blend with that random tightly-packed group of bald investment bankers before you're discovered! I remember in AC2 they introduced this sort of "crowd stealth" mechanic where you could sort of hop between moving groups of people and it would be harder to notice you but it was kinda limited. Would be neat if that was expanded upon a little more.
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# ? Dec 9, 2016 21:33 |
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Harrow posted:
Yeah, like, ideally a game about an assassin should involve a lot of stealth, planning, and utilizing the environment to take out foes.
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# ? Dec 9, 2016 21:33 |
I really don't get why MGS5 has so many cool non-stealth toys and made stealth so difficult to do, yet still penalizes me if I play the way it obviously wants me to.
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# ? Dec 9, 2016 21:33 |
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If you mean that it punishes you for not using stealth then that's not really the case. The scoring system is weighted so heavily on time that you can earn an S rank doing basically anything, as long as you do it fast.
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# ? Dec 9, 2016 21:35 |
That's so weird.
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# ? Dec 9, 2016 21:36 |
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That's so (Vulcan) Raven
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# ? Dec 9, 2016 21:38 |
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It is a bit counter intuitive, but its overall a decent design for a game with so many options. My favorite is the mission where the easiest way to earn an S rank is to just shoot everything with the helicopter minigun, then leave.
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# ? Dec 9, 2016 21:38 |
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IIRC there's an MGS5 mission where you can pop the guy with a sniper rifle from three hundred yards out and it doesn't even raise an alarm.Monkey Fracas posted:Quick Agent 47- blend with that random tightly-packed group of bald investment bankers before you're discovered! It was present in AC1 too, in an unrefined form (just like everything in AC1). You could only join certain crowds and they would only move on fixed routes, they were like little streetcars that took you past guard posts and into secure areas. In AC2 they changed it so you could join any group of more than 3 or so people, and those groups could form or dissolve at random as the NPCs wandered around, so you had to hop between them to stay stealthy and keep going in the same direction. Never got an explanation as to why your ridiculous assassin outfits didn't stand out, though.
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# ? Dec 9, 2016 21:38 |
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Yeah, MGSV's scoring system doesn't really give too much of a poo poo if you're sneaky. The closest thing to a penalty for not being stealthy is that you can't extract dead soldiers, and even then, nobody said that you had to go 100% lethal to go non-stealthy. Well, that, and if you kill lots and lots of dudes your clothes get all covered in blood and your horn gets huge but that could be a bonus depending on how metal you want to be.
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# ? Dec 9, 2016 21:39 |
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Monkey Fracas posted:Kind of reminds me of something- what games have a mechanic where enemies react to you doing something brutal to one of their comrades? I remember in Sleeping Dogs there were a few moves that would cause enemies to wince and go "oh man what the gently caress" for a second and just kinda back off momentarily because they just watched you break a guy's arm or whatever
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# ? Dec 9, 2016 21:39 |
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A game that expanded on the Dark Brotherhood quest from Oblivion, where you're in a locked house with a group of people you need to stealthy kill (or not, the game doesn't care), might be pretty cool. So you're on a river boat and everyone needs to die. You go around the perimeter taking care of guards and individuals, maybe making the survivors more nervous as they can't find their friend or the place seems more and more empty. If you get spotted the whole place goes on alert but they can't really go anywhere. Sounds like an indie game with a few levels of potentia- nope, I'm basically describing Commandos. Nevermind.
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# ? Dec 9, 2016 21:39 |
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haveblue posted:It was present in AC1 too, in an unrefined form (just like everything in AC1). You could only join certain crowds and they would only move on fixed routes, they were like little streetcars that took you past guard posts and into secure areas. In AC2 they changed it so you could join any group of more than 3 or so people, and those groups could form or dissolve at random as the NPCs wandered around, so you had to hop between them to stay stealthy and keep going in the same direction. The assassin outfit makes sense in the first AC because, well, most everyone was wearing a robe with a hood, so you really don't stand out. It promptly stops making sense after that. The later games do an okay of just blending assassin-y elements (like a hood) into otherwise roughly appropriate clothes instead though I have no idea where Jacob stores his top hat when he puts his hood up in Syndicate
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# ? Dec 9, 2016 21:41 |
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I remember MGS4 giving you an absurd amount of ways to noisily murder people Nothing will be as good as Snake in MGS3 just yelling at the top of his lungs whenever you fired the M60 though. The ultimate expression of "gently caress stealth".
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# ? Dec 9, 2016 21:42 |
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LawfulWaffle posted:A game that expanded on the Dark Brotherhood quest from Oblivion, where you're in a locked house with a group of people you need to stealthy kill (or not, the game doesn't care), might be pretty cool. So you're on a river boat and everyone needs to die. You go around the perimeter taking care of guards and individuals, maybe making the survivors more nervous as they can't find their friend or the place seems more and more empty. If you get spotted the whole place goes on alert but they can't really go anywhere. Sounds like an indie game with a few levels of potentia- nope, I'm basically describing Commandos. Nevermind. Have you not played Hitman: Blood Money?
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# ? Dec 9, 2016 21:47 |
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Harrow posted:though I have no idea where Jacob stores his top hat when he puts his hood up in Syndicate Sometimes I think I want a game with a more realistic inventory system, like one that actually tracks where people are putting things instead of just having slots and weight, but I think Link's Magic Bag o' Hookshots and poo poo is probably best most of the time.
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# ? Dec 9, 2016 21:49 |
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50 Cent: Bulletproof had a pretty great weapon management system. You had two hands, and two holster for pistol-sized weapons, and a large holster for a longarm on your back. You could fill these however you wanted and it was just visible in the game.
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# ? Dec 9, 2016 21:56 |
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Bicyclops posted:Sometimes I think I want a game with a more realistic inventory system, like one that actually tracks where people are putting things instead of just having slots and weight, but I think Link's Magic Bag o' Hookshots and poo poo is probably best most of the time. There's a tabletop game called Blades in the Dark that I think handles it well, and how it handles it could actually translate to an Assassin's Creed-style video game pretty well. It uses an abstracted "load" stat to account for both size and weight, and the consequences for carrying a lot of stuff aren't "you move slower," but "you can't conceal all this poo poo, so it's obvious you're loaded up with weapons and armor." A couple of small blades is 1 load, as is a pistol; armor is 1 load, but heavy armor is 3; a weapon larger than a knife is 2 load. If you're carrying 3 or less load worth of equipment, you're inconspicuous, you can conceal it. If you're carrying 4 or 5, you're obviously someone rough-and-tumble, a "scoundrel" as the game says. If you're carrying 6 (which is the max), you look like an operative on a mission and it's obvious to anyone that you're not just some street tough carrying weapons around, but someone loaded down with gear to do some breaking and entering, or have a serious fight. In a video game like Assassin's Creed, that could just manifest as making more noise when you move around, and how people react to you when they see you. If you're carrying a light load, your weapons are all concealed and you look like anyone else. Medium load, you're clearly a badass, random people in the street might try to get out of your way instead of letting you blend with them (depending on the group), guards pay more attention to you as you walk by. Heavy load, you're clearly outfitted for battle or other crime, guards might try to stop you on the street, you can't blend in, etc.
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# ? Dec 9, 2016 22:04 |
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MMF Freeway posted:It is a bit counter intuitive, but its overall a decent design for a game with so many options. My favorite is the mission where the easiest way to earn an S rank is to just shoot everything with the helicopter minigun, then leave. it's especially funny because it's a subsistence mission
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# ? Dec 9, 2016 22:06 |
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Snak posted:Have you not played Hitman: Blood Money? Nope! Hitman never clicked for my until the newest incarnation, and for all the praise I hear about Blood Money I was satisfied watching a speed run during a GDQ and calling it a day.
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# ? Dec 9, 2016 22:17 |
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Random Hajile posted:Mark of the Ninja. There are a few ways to trigger a panic, like dropping a corpse to land right in front of an enemy that isn't aware of your presence, but it can cause them to freak the gently caress out and fire wildly in the direction of whatever startled them. Which can be used to cause friendly fire chain reactions. Mark of the Ninja is a super fun game to play but imo they should have done something different with the artstyle because all of the characters have a really saturday morning kids cartoon vibe to them (I'm pretty sure its because the art director also did the designs for that Star Wars: Clone Wars tv show years and years ago) which doesn't really mesh well with the level of violence in the game. Like you're killing these soldiers and dropping their corpses in front of other soldiers and they all look like they could be Kim Possible's dad, and likewise the guy you're playing is very kinda clean-cut kids show hero for a fella that's killing people and not "defeating" them or sending them to the "dark zone".
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# ? Dec 9, 2016 22:24 |
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Kim Possible's Dad Murder Simulator
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# ? Dec 9, 2016 22:25 |
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LawfulWaffle posted:Nope! Hitman never clicked for my until the newest incarnation, and for all the praise I hear about Blood Money I was satisfied watching a speed run during a GDQ and calling it a day. Bloode Money has a riverboat mission. It's dope.
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# ? Dec 9, 2016 22:28 |
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Hitman Blood Money would hold up pretty well if someone played it for the first time today I think
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# ? Dec 9, 2016 22:30 |
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corn in the bible posted:getting a used copy of SHCD is probably cheapest if you do it through the bgg used market https://boardgamegeek.com/boardgame/2511/sherlock-holmes-consulting-detective I've been meaning to grab SHCD forever, but I haven't thought of checking BGG's used market so that should make things easier. Thanks! Lurdiak posted:I don't care if it "makes sense with this new take on the character" or whatever. The take itself is lame. It's like if they rebooted Duke Nukem into a noodly-armed guy who's constantly screaming in terror at the aliens attacking him. This would be great, especially if the noodly arms were like actual noodly arms and you have to control them like Octodad.
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# ? Dec 9, 2016 22:31 |
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Phantasium posted:Can we call games like Metroid Closed World games? I like the term better than Metroidvania at least.
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# ? Dec 9, 2016 22:33 |
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Help Im Alive posted:Hitman Blood Money would hold up pretty well if someone played it for the first time today I think I'm not so great at PC third-person 3D action games. They always feel floaty or hard to control, or have just a certain amount of jank that trips me up. I think I tried Blood Money if the first tutorial stage gives you some coins and you're on a pier(?), but I couldn't figure out how to know if someone was looking at me when I threw the coin or if I was being spotted or not and I moved on. Admittedly I did not try very hard to like it but I'm not passing judgement on it one way or another. Just a Like, it didn't have a minimap and I'll admit I kind of need a minimap for something like that. Give me my Soliton Radar or give me death. LawfulWaffle fucked around with this message at 22:37 on Dec 9, 2016 |
# ? Dec 9, 2016 22:34 |
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I want an assasin game to have a mission that plays out like Franz Ferdinand's death. You meet a buddy at a bar to plan it out and suddenly the person walks or drives right by you so it's just this chaotic moment of opportunity that escalates into figuring out how to escape in all the chaos.
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# ? Dec 9, 2016 22:35 |
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Metroid and Castlevania don't even seem that similar to me.
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# ? Dec 9, 2016 22:37 |
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Bicyclops posted:Yeah, it seems more and more likely I am getting a Playstation 4 for my birthday and FFXV is definitely one of the games I'll be playing, and I skipped over 13, even though I could have played it on Steam now for awhile. Nobody ever seemed excited enough about it. Look like its time for the monthly post of mine that says I love XIII
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# ? Dec 9, 2016 22:39 |
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It's funny that if they had continued iterating on the drat first Assassin's Creed game we'd basically have what you guys are describing by now. That was the only one where you could actually like uncover weaknesses and inside info, plan an attack with (possibly) fallible information, and execute a precisely timed kill with a planned escape route. It was rudimentary and it wasn't mandatory (you could always opt to just HULK SMASH your way through an encounter instead), but it was there. If they had built on that foundation we'd have some super hot real assassinations by now. Instead every single title became less and less about any kind of planning/technique, and more about just being a Randian Captain of
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# ? Dec 9, 2016 22:39 |
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MGSV is awesome because it's as hard as you want it to be. I had a lot of fun trying to go for no trace and such. I wish the leaderboards weren't buried behind 3 layers of menus because I bet they would be more actively competitive if people knew about them
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# ? Dec 9, 2016 22:41 |
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Bicyclops posted:Metroid and Castlevania don't even seem that similar to me. The Castlevania part of the term Metroidvania originates with Symphony of the Night. The earlier games really have no similarity to Metroid.
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# ? Dec 9, 2016 22:45 |
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Chomp8645 posted:It's funny that if they had continued iterating on the drat first Assassin's Creed game we'd basically have what you guys are describing by now. That was the only one where you could actually like uncover weaknesses and inside info, plan an attack with (possibly) fallible information, and execute a precisely timed kill with a planned escape route. It was rudimentary and it wasn't mandatory (you could always opt to just HULK SMASH your way through an encounter instead), but it was there. If they had built on that foundation we'd have some super hot real assassinations by now. First AC game was kinda janky and boring but I'll admit that the "oh gently caress you just murdered That Guy and the entire city is after you" sequences are pretty memorable
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# ? Dec 9, 2016 22:46 |
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Olive Garden tonight! posted:The Castlevania part of the term Metroidvania originates with Symphony of the Night. The earlier games really have no similarity to Metroid. Symphony doesn't really either other than they have a similar style of map
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# ? Dec 9, 2016 22:47 |
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Olive Garden tonight! posted:The Castlevania part of the term Metroidvania originates with Symphony of the Night. The earlier games really have no similarity to Metroid. Ah, okay.
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# ? Dec 9, 2016 22:47 |
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metroidvania is a term for games with whips/grapple beams i think
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# ? Dec 9, 2016 22:48 |
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Bicyclops posted:Metroid and Castlevania don't even seem that similar to me. Play a pre-SotN Castlevania game. Play a Metroid game. Now play SotN
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# ? Dec 9, 2016 22:49 |
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Should have just called them supercastles
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# ? Dec 9, 2016 22:49 |
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# ? May 29, 2024 19:50 |
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SOTN and Super Metroid are at like polar opposites of 2D exploratory game design though
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# ? Dec 9, 2016 22:51 |