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Nth Doctor
Sep 7, 2010

Darkrai used Dream Eater!
It's super effective!



At least put some cinematic effort into it
https://www.youtube.com/watch?v=YEMD28MMtNg
https://www.youtube.com/watch?v=9WriurIFyyo
https://www.youtube.com/watch?v=RNtX6jZnDKE
https://www.youtube.com/watch?v=5CrxL4dZwNY

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Agent355
Jul 26, 2011


Breetai posted:

Wait until you see the name of the achievement you get for killing your brother.

Spoilers about the trolley problem and it's relation to the actual ending:

One of the things I really appreciated is that at the end of the game the 'twist' is that you're reliving these human memories but you, the player, are actually a phantom, one of the bad guys of the game. They're trying to find out whether they can get phantoms to feel human emotion and whether this can be used to possible stave off this armageddon scenario they find themselves in. So we have this emotionless horrible murder machine running through a giant trolley problem simulator, and the NPCs all give little diatribes about your actions and what they might mean for the success of their experiment.

The great bit, for me, is that if you elect to murder everybody, they argue about whether you're doing it because you're sacrificing or the greater good, or whether you're doing it because you're a phantom. Phantoms don't feel anything for people, they don't even recognize them as people, so for the phantom it's not even murder. So are you, the player, doing this because you recognize it as a difficult choice that needs to be made, or because you, the player, simply don't care about murdering dudes who are 'just videogame characters' because you are actually thinking like a phantom would and not recognizing them as having any humanity or worth. It's more tangential to the games overall core plot of 'trolley problem' but I always love when games point out that many players don't engage with the material in a meaningful way and are simply doing poo poo because they can and nothing matters

BioEnchanted
Aug 9, 2011

He plays for the dreamers that forgot how to dream, and the lovers that forgot how to love.
Been replaying Anima: Gate of Memories determined to actually get an ending, and see if it has some kind of new game plus so that I can be stronger for the true ending/other final bosses than I was the first time (Last time I turned down all the endings so that I could fight the next final boss but got stonewalled by the last one being really hard.). Either that or just get better at the game :v:

Something I really like is the spike traps in the basement of the Puppet Mansion are timed to the background music, which is a really cute thing and makes the navigation in the basement feel much more elegant than it should. Also after you open the shortcut you only have to contend with a few of them so the main sidequest releasing all the prisoners isn't too bad to return to.

MysticalMachineGun
Apr 5, 2005

Cleretic posted:

On looking into it on a hunch, it just dawned on me what the last regular zone in Sonic Mania did right. It seemed almost anticlimactic to have a game with such a heavy nostalgia focus be original, until I realized what it actually is. I am far from the first person to recognize this, but I still put all the pieces together largely on my own.

Titanic Monarch Zone is a pretty striking level visually, being comparable to some classic zones yet utterly unlike them. It bears the most resemblance to Metropolis Zone, with its heavily colored mechanical setting as well as it being loving huge, but it's pretty unique as a level and visually differentiates itself by being clearly set in a futuristic city, ans well as being a lot more focused on rounded slopes and aerial moves. The name is possibly intentionally ridiculous, being kinda thesaurus-abusey in a way that none of the other zones, new or old, were.

So it's entirely new, but with inspiration from older levels. But then the main ingredients came together.

-Most resembles Metropolis Zone
-High-tech city
-Lot of rounded slopes, aerial play, has some pinball elements
-Ridiculous name
-Big and difficult
-In a game so willing to make esoteric pulls that they built an entire level around a single beta Sonic 2 screenshot

There was a planned single-act zone that became part of Metropolis, that was likely meant to be intimidating and long. The one image we have of it is of Sonic mid-jump off a rounded slope. The visual design of that zone eventually got reused for one of Sonic Spinball's levels, but most people who know anything about it never went beyond its astoundingly insane name, that reportedly came from thesaurus abuse.

Titanic Monarch is Genocide City.


Sonic Mania rules and this poo poo is amazing. Drives me crazy that all the YouTube "10 Easter Eggs" videos are poo poo like "the special stages are from Sonic 3~!~!"

Inco
Apr 3, 2009

I have been working out! My modem is broken and my phone eats half the posts I try to make, including all the posts I've tried to make here. I'll try this one more time.
Finally got to play Prey, and the game won me over before the first big reveal. I haven't seen too many of the spoilers, so I might sound like a Johnny-Come-Lately, but I was sold on the game the instant I noticed that I could see my character's feet, and that I could see my character's foot bouncing to the beat in the helicopter ride to Transtar, as well as the entire title sequence in general. I just got to Calvino's office and I have to say I'm pretty proud that I figured out the puzzle in there before the solution was handed to me. I love that sort of diegetic puzzle solving.

scarycave
Oct 9, 2012

Dominic Beegan:
Exterminator For Hire

MysticalMachineGun posted:

Sonic Mania rules and this poo poo is amazing. Drives me crazy that all the YouTube "10 Easter Eggs" videos are poo poo like "the special stages are from Sonic 3~!~!"

Speaking of Sonic Mania, I really love the intro animation - like if Sonic came out with a platformer hand drawn like that, I'd buy that in heart beat.

Neito
Feb 18, 2009

😌Finally, an avatar the describes my love of tech❤️‍💻, my love of anime💖🎎, and why I'll never see a real girl 🙆‍♀️naked😭.

Especially considering how much of the game is just references or semi-hidden things or blatant but awesome Easter eggs... The hidden "Welcome To The Next Level", the Puyo Puyo boss, Hydrocity Zone 1 boss....

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


Dying Light is a game that does not get nearly enough credit.

Okay so the combat is just a better version of Dead Island. They start you off with a lead pipe and heaping desire to run the gently caress away from everything.
Soon you're strapping a battery to a hatchet and you've got a little power on your side.
By the end of the game you can make battle axes that ooze fire and poison.
It hot that spot that other open world games miss so often where you find yourself going from a terrified, defenseless idiot into a flying death machine.

The game is PRETTY.

Like FarCry, you sometimes have to climb radio towers because the developers are dying for you to see what they've made.
Unlike FC, the towers are all unique, somewhat difficult to navigate and actually sway as you get higher up.
I found my hands sweating because one wrong jump would be my death and this rickety tower honestly feels like it's about to collapse.

Crane, the protagonist, is not some amazing savior of humanity. He's impatient with sidequest NPCs and even shows utter contempt for them not solving their own problems.
There are a few parts where he needs to masquerade as a member of the evil gang and there's dialogue where he feels remorse for having to be such an rear end in a top hat but happy that it worked.

Ugly In The Morning
Jul 1, 2010
Pillbug
Two of my friends from high school have an email chain in Prey.

Jukebox Hero
Dec 27, 2007
stars in his eyes

Ugly In The Morning posted:

Two of my friends from high school have an email chain in Prey.

Metaphorically or literally they wrote some stuff?

Necrothatcher
Mar 26, 2005




Kane and Lynch: Dead Men is an inarguably lovely game packed with escort missions, instafail stealth sections, awkward sniping missions and just generally crap game mechanics.

HOWEVER

The mission that takes place in a Tokyo nightclub (heavily referencing Collateral) somehow manages to achieve what the developers were trying so hard to achieve.

First, it actually looks as populated as a club, as opposed to a four or five lonely NPCs cutting shapes on a dancefloor.



I mean, sure it's the same character models repeated multiple times but this is a PS3/360 game from 2007 and with the low lighting and fog in the room the effect works.

Second, the soundtrack kicks rear end:

https://www.youtube.com/watch?v=cv6ymZe6-Fo

Third, the mechanics of the level nicely tie into the game's morality. You have to kidnap the owner, then carry her unconscious body through the dancefloor while being hunted by her goons. They're distinguishable only from the dancing NPCs by their flashlights and if they open fire on you, it's pretty much game over. So you're all but forced to start blasting in their direction when you see the flashlight beam, inevitably hitting a bunch of innocent people. Which is fine because Kane and Lynch are loser scum.

Shame about the entire rest of the game though.

Perestroika
Apr 8, 2010

Mr. Flunchy posted:

Kane and Lynch: Dead Men is an inarguably lovely game packed with escort missions, instafail stealth sections, awkward sniping missions and just generally crap game mechanics.

HOWEVER

The mission that takes place in a Tokyo nightclub (heavily referencing Collateral) somehow manages to achieve what the developers were trying so hard to achieve.

First, it actually looks as populated as a club, as opposed to a four or five lonely NPCs cutting shapes on a dancefloor.



I mean, sure it's the same character models repeated multiple times but this is a PS3/360 game from 2007 and with the low lighting and fog in the room the effect works.

Second, the soundtrack kicks rear end:

https://www.youtube.com/watch?v=cv6ymZe6-Fo

Third, the mechanics of the level nicely tie into the game's morality. You have to kidnap the owner, then carry her unconscious body through the dancefloor while being hunted by her goons. They're distinguishable only from the dancing NPCs by their flashlights and if they open fire on you, it's pretty much game over. So you're all but forced to start blasting in their direction when you see the flashlight beam, inevitably hitting a bunch of innocent people. Which is fine because Kane and Lynch are loser scum.

Shame about the entire rest of the game though.


K&L also had a really interesting multiplayer mode, and to this day I wish it would have been attached to a better game or had otherwise taken off. Basically, it's a pseudo co-op deal where all players are a crime squad going on a series heists together against NPC cops and security. You go in guns blazing, stuff your bags with money (the longer you stay the more money you get) and then try to make it to a getaway car.

By default, all players who make it to the getaway car pool all the money they carry and it's split evenly among the survivors. However, the actual goal of the game is for you personally to come out with the greatest amount of money of all players, and splitting fairly doesn't help much with that. So you can also try to kill one or several of your accomplices, take the money they're carrying, and not have to worry about splitting. But doing that flags you as a traitor, so all the other players can murder you right back with no repercussions, and of course everyone will remember it in the subsequent rounds. So if you're feeling a little less murderous and more passive-aggressive, you can also bribe the driver of the getaway car to drive off prematurely, leaving the rest of your group to fend for themselves for several minutes until the getaway comes back. With a bit of luck some or all of them get killed by the police, so you don't have to share your hard-earned money with as many accomplices or even at all.

It's a really fun and interesting dynamic, and I hope some other actually good game will pick it up again eventually.

Perestroika has a new favorite as of 12:30 on Sep 14, 2017

poptart_fairy
Apr 8, 2009

by R. Guyovich
The second game, Dog Days, had an even more fleshed out multiplayer and it was amazing. One variant had a random played be assigned as an undercover police officer - they couldn't kill NPCs without blowing their cover, but players didn't get death notifications for anyone the undercover dude murdered. It was this pleasing mix of looking like you were firing on the NPCs, while also moving to systematically kill off other players.

Its best touch was cutting off voice chat when a player died, though.

"THE COP IS MOTHERFUCKING POP-"

:allears:

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
Actually speaking of voice chat fuckery, I'll always remember when Left 4 Dead 2's story mode would make voice chat harder to hear as the hurricane winds picked up on one level, until evantually you couldn't hear your friends at all.

Any other games do anything like that?

Mierenneuker
Apr 28, 2010


We're all going to experience changes in our life but only the best of us will qualify for front row seats.

I played through both Kane & Lynch games this year and I was amazed at how good #2 was in comparison to the first one. I'm also glad that you could play the multiplayer modes offline with some AI partners, so you could still get a taste of them (because they are indeed great).

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

RagnarokAngel posted:

Actually speaking of voice chat fuckery, I'll always remember when Left 4 Dead 2's story mode would make voice chat harder to hear as the hurricane winds picked up on one level, until evantually you couldn't hear your friends at all.

Any other games do anything like that?

I know the new Friday the 13th game has limiting voice chat as an actual game mechanic. If you don't have a walkie-talkie, you can only speak to and hear people within a certain range of you (people with walke-talkies can hear other people with walkie-talkies anywhere). And of course, Jason can hear you in that same range, so you have to be careful what you communicate.

poptart_fairy
Apr 8, 2009

by R. Guyovich

RagnarokAngel posted:

Actually speaking of voice chat fuckery, I'll always remember when Left 4 Dead 2's story mode would make voice chat harder to hear as the hurricane winds picked up on one level, until evantually you couldn't hear your friends at all.

Any other games do anything like that?

If I remember right one of the Splinter Cell games that put mercenaries (rifles and traps) versus spies (stealth and gadgets) allowed the latter to grab the former, muffling the mercenary's team communication but allowing the spy to talk to grabbed individual.

Agents are GO!
Dec 29, 2004

yeah in CHaos Theory's online MP, the only time a spy could talk to a merc was when you had them in a headlock. I'd usually sa something incredibly creepy before putting them down.

Perestroika
Apr 8, 2010

poptart_fairy posted:

If I remember right one of the Splinter Cell games that put mercenaries (rifles and traps) versus spies (stealth and gadgets) allowed the latter to grab the former, muffling the mercenary's team communication but allowing the spy to talk to grabbed individual.

If a merc managed to knock a spy down to the ground with a melee attack, they could also return the favour during the execution. In some iterations of spies vs. mercs there were also gadgets that allowed you to covertly listen in on the enemy's voice chat, too.

I think one of the later Splinter Cell games also had a coop mode where the ingame voice chat could be heard by the enemy NPCs, alerting them to your presence. So you always had to whisper when sneaking close to enemies. Or alternatively you could should "OI, FUCKER!" to lure them closer to you. :haw:

Guy Mann
Mar 28, 2016

by Lowtax

Mr. Flunchy posted:

Kane and Lynch: Dead Men is an inarguably lovely game packed with escort missions, instafail stealth sections, awkward sniping missions and just generally crap game mechanics.

HOWEVER

The mission that takes place in a Tokyo nightclub (heavily referencing Collateral) somehow manages to achieve what the developers were trying so hard to achieve.

First, it actually looks as populated as a club, as opposed to a four or five lonely NPCs cutting shapes on a dancefloor.



I mean, sure it's the same character models repeated multiple times but this is a PS3/360 game from 2007 and with the low lighting and fog in the room the effect works.

Even more incredible is that Hitman Blood Money had an early version of this crowd tech in the Mardi Gras level running on goddamned PS2.

Glagha
Oct 13, 2008

AAAAAAAAAAAAAAAAAAAA
AAAAAAaaAAAaaAAaAA
AAAAAAAaAAAAAaaAAA
AAAA
AaAAaaA
AAaaAAAAaaaAAAAAAA
AaaAaaAAAaaaaaAA

So my favorite thing from Kane and Lynch was something I still haven't seen much of in multiplayer games is the bit where Lynch goes off his meds. In the game, Lynch is on medication to handle some unspecified mental issues. Later in the game he starts having a psychotic break and starts gunning down hostages. This happens during gameplay and not during a cutscene though, where the Lynch player starts seeing enemies that Kane can't so the player starts shooting the hostages in self defense while the Kane player is just confused. Works really well for a plot/gameplay crossover.

Neito
Feb 18, 2009

😌Finally, an avatar the describes my love of tech❤️‍💻, my love of anime💖🎎, and why I'll never see a real girl 🙆‍♀️naked😭.

Manhunt was also another game where your coms were kinda weird. The hunters could hear your breathing, but you got advice or secrets or something by having the producer whisper in your ear, so you had to do things like hold your breath when going in for a kill.

IIRC it was a pretty lovely game, but that was a neat mechanic.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Glagha posted:

So my favorite thing from Kane and Lynch was something I still haven't seen much of in multiplayer games is the bit where Lynch goes off his meds. In the game, Lynch is on medication to handle some unspecified mental issues. Later in the game he starts having a psychotic break and starts gunning down hostages. This happens during gameplay and not during a cutscene though, where the Lynch player starts seeing enemies that Kane can't so the player starts shooting the hostages in self defense while the Kane player is just confused. Works really well for a plot/gameplay crossover.

Dead Space 3 does something kinda-sorta similar with the co-op-exclusive side missions. Carver starts bugging out and having mental trips in them while Isaac's player is stuck keeping them safe from Necromorphs.

Rangpur
Dec 31, 2008

In Prey, the collapsible turrets you can carry around get snippy when you drop or throw them.

"Attitude adjustment requested."

Drunken Baker
Feb 3, 2015

VODKA STYLE DRINK
I still wish we would have got the Kane & Lynch game IO were originally planning. The whole co-op aspect was forced on them and Lynch was, in earlier builds, solely an AI partner and one you had to "babysit" for want of a better word. His psychosis medicine would be an item you'd either have to force him to take or withhold on purpose if you wanted him to go mental. Naturally in something like the club level you'd want him more level headed for instance.

Gameplay wise it DOES sound like a bit of a nightmare. But storywise I think it would have helped the game a lot. It sucked so bad wanting to play as Lynch to get the full story because you only got clips of his past when you played as him in 2 player mode.

Plus the crazy hallucinations, as mentioned, where hostages grow pigheads and pull out shotguns and chase you.

Rangpur posted:

In Prey, the collapsible turrets you can carry around get snippy when you drop or throw them.

"Attitude adjustment requested."

Best Prey moment I had was when I forgot I placed a turret and smashed it to bits out of fear.

Olive!
Mar 16, 2015

It's not a ghost, but probably a 'living corpse'. The 'living dead' with a hell of a lot of bloodlust...

Rangpur posted:

In Prey, the collapsible turrets you can carry around get snippy when you drop or throw them.

"Attitude adjustment requested."

You're sure they're not using the avionics definition of attitude?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Olive Garden tonight! posted:

You're sure they're not using the avionics definition of attitude?

Considering they're generally grateful for upgrades and assistance in being righted after falling over, it's both.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
Theres an audio file where some engineers complain about Morgan changing a cooking bot to be cheeky. S/he probably did that too.

Guy Mann
Mar 28, 2016

by Lowtax
Tom Kenny does the medical bot voices too which is just too perfect.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Commissioner Gordon has a massive flip phone in the Telltale Batman series, and it never fails to make me laugh like an idiot when he makes a call on it.

Ugly In The Morning
Jul 1, 2010
Pillbug

Jukebox Hero posted:

Metaphorically or literally they wrote some stuff?

One of them is friends with Shawn Elliot and he put them in the game. They're the ones talking about combat robots in the reactor area.

Nuebot
Feb 18, 2013

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

Ugly In The Morning posted:

One of them is friends with Shawn Elliot and he put them in the game. They're the ones talking about combat robots in the reactor area.

The secret robot fight club?

Ugly In The Morning
Jul 1, 2010
Pillbug

Nuebot posted:

The secret robot fight club?

Yep

Caufman
May 7, 2007

Perestroika posted:

K&L also had a really interesting multiplayer mode, and to this day I wish it would have been attached to a better game or had otherwise taken off. Basically, it's a pseudo co-op deal where all players are a crime squad going on a series heists together against NPC cops and security. You go in guns blazing, stuff your bags with money (the longer you stay the more money you get) and then try to make it to a getaway car.

By default, all players who make it to the getaway car pool all the money they carry and it's split evenly among the survivors. However, the actual goal of the game is for you personally to come out with the greatest amount of money of all players, and splitting fairly doesn't help much with that. So you can also try to kill one or several of your accomplices, take the money they're carrying, and not have to worry about splitting. But doing that flags you as a traitor, so all the other players can murder you right back with no repercussions, and of course everyone will remember it in the subsequent rounds. So if you're feeling a little less murderous and more passive-aggressive, you can also bribe the driver of the getaway car to drive off prematurely, leaving the rest of your group to fend for themselves for several minutes until the getaway comes back. With a bit of luck some or all of them get killed by the police, so you don't have to share your hard-earned money with as many accomplices or even at all.

It's a really fun and interesting dynamic, and I hope some other actually good game will pick it up again eventually.

Holy cow. I've never played Kane and Lynch, but I have played a lot of Payday, and what you described just blew Payday out the water.

RyokoTK
Feb 12, 2012

I am cool.
Just started playing Tales of Berseria this morning and got through some of the early game. I love how teenage edgelord the main character is, you know there's 15-year-olds that think Velvet is so badass and I hope it never changes.

Although I've only played one other Tales game (Symphonia) this one seems like it could be good trashy fun.

Johnny Aztec
Jan 30, 2005

by Hand Knit
Honestly, I haven't seen a fun Tales of game past Tales of Destiny for the PS1.
Symphonia was just... did they go out of their way to make everyone so goddamn annoying?

RyokoTK
Feb 12, 2012

I am cool.
I forgot that I did also play a little bit of Tales of the Abyss, and hoooo boy those are some bad characters. I had to stop playing that one because of how unlikable the entire cast was.

Berseria's aren't great either but at least the MC and the first other party member have tolerable VA.

Colette in Symphonia was pretty awful though.

Nuebot
Feb 18, 2013

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

RyokoTK posted:

I forgot that I did also play a little bit of Tales of the Abyss, and hoooo boy those are some bad characters. I had to stop playing that one because of how unlikable the entire cast was.

Berseria's aren't great either but at least the MC and the first other party member have tolerable VA.

Colette in Symphonia was pretty awful though.

I played the 3DS version of abyss because everyone kept saying it was THE BEST tales game and it's pretty bad. Not only are the characters insufferable, and that weird mascot thing just super obnoxious. But the controls are really awkward and stiff while enemies just stunlock you if they so much as glance your way.

Novum
May 26, 2012

That's how we roll
Vesperia was great because I co opped the whole thing w a friend

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Double Punctuation
Dec 30, 2009

Ships were made for sinking;
Whiskey made for drinking;
If we were made of cellophane
We'd all get stinking drunk much faster!

Novum posted:

Vesperia was great because I co opped the whole thing w a friend

Sadly, my understanding is Microsoft bankrolled the English dub and Sony bankrolled the enhanced edition, so we'll never see a proper re-release in the West with Flynn playable unless Sony pulls an FF7 and pays for a redub.

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