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GlyphGryph posted:uh... you can freely rotate objects you are holding i am pretty sure you can only deploy them facing in the x y plane loga mira posted:It's too many immediately available similar solutions, use a thing on a thing. It reduces the satisfaction of overcoming an obstacle. i cant tell if youre being serious here
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# ? Jan 27, 2018 22:58 |
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# ? Jun 5, 2024 05:24 |
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I wish there were more games like this. I almost didn't get it after hearing it was a reboot of the original Prey. I only played the original for like an hour many years ago but the two don't seem much alike other than the ethnicity of their protagonists. Am I remembering the other game incorrectly?
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# ? Jan 27, 2018 23:05 |
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...! posted:I wish there were more games like this. I almost didn't get it after hearing it was a reboot of the original Prey. I only played the original for like an hour many years ago but the two don't seem much alike other than the ethnicity of their protagonists. Am I remembering the other game incorrectly? the game has nothing to do with the original but the name and being shooters with aliens. it was never made with the original prey ip in mind. the original prey protagonist was native american, not half-asian, too!
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# ? Jan 27, 2018 23:11 |
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Prey also had space flying, gravity stuff, interactive screens all over the place were a Prey thing. People poo poo on Prey in this thread, better guns, shooting and enemies than this game. The ending was a real ending too, rather than the usual Arkane "gently caress you we're done". Tbh I'm not sure which things are from Prey and which are from SS2, played that back when you had to go to HotU to get it. A magical native siberian getting abducted is also a better premise than the scientists have opened a portal to hell, you have to shut down the generator!
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# ? Jan 28, 2018 00:42 |
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lol I've been playing this game for 35 hours and I only just realised you can "sprint" in space
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# ? Feb 2, 2018 10:33 |
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I thought you had to stay below the red zone so I did the same thing as you, 35 hours in a stately 2001 space glide Even for hours after getting the boost module.
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# ? Feb 2, 2018 10:41 |
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I actually thought it was a really neat touch, the slow space movement - kinda helps give scale to the hugeness of the station, also leaves you with nothing but your thoughts to contemplate your destination as you slowly creep toward it
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# ? Feb 2, 2018 11:17 |
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the funniest thing about "turrets will target you if you have typhon powers" is how many turrets are already broken when you see them later in the game
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# ? Feb 2, 2018 15:25 |
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Feels Villeneuve posted:the funniest thing about "turrets will target you if you have typhon powers" is how many turrets are already broken when you see them later in the game This started to annoy me, but then I had to do a quest where I assembled a bunch of turrets and I suppose that sequence would be harder if those turrets turned on me? Anyway, I got to the bottom of that enormous reactor room and there's really tough enemies stopping me from climbing. I tried to brute force run my way out of the room, but so far no success.
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# ? Feb 2, 2018 15:43 |
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Turrets you hack or make yourself are always friendly to you, no matter how much squid juice you put in your eye.
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# ? Feb 2, 2018 16:14 |
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cuntman.net posted:i cant tell if youre being serious here I agree with the point, if there are too many solutions to a problem, it stops feeling like much of a problem in the first place, and an immersive sim absolutely does not require that the player be able to solve every problem using the tools they have, it’s perfectly fine to have problems only a character with a specific skill can solve, and indeed is a factor in adding to a game’s replayability. The hook of an immersive sim is being able to play the way you want, but that loses its oomph if the impact of your choices are minimised.
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# ? Feb 2, 2018 18:45 |
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the true hard mode is playing this game and not liking it
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# ? Feb 2, 2018 19:19 |
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Reveilled posted:I agree with the point, if there are too many solutions to a problem, it stops feeling like much of a problem in the first place, and an immersive sim absolutely does not require that the player be able to solve every problem using the tools they have, it’s perfectly fine to have problems only a character with a specific skill can solve, and indeed is a factor in adding to a game’s replayability.
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# ? Feb 2, 2018 19:34 |
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im sick and tired of constantly having use a thing on a thing. why cant we have some variety for once
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# ? Feb 2, 2018 19:45 |
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Coolguye posted:the true hard mode is playing this game and not liking it you might want to have a chat with chipcheezum then.
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# ? Feb 2, 2018 19:57 |
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Basic Chunnel posted:Well that is a take I think the point of multiple character builds is that you should have a substantially different experience with different builds, if the only difference is that you can get past a door a slightly different way, it's worth asking what good the system is for.
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# ? Feb 2, 2018 20:03 |
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EDIT: What feels said, basically
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# ? Feb 2, 2018 20:06 |
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Gotta sage this thread to banish the Sword Coast Stratagems vibes creeping in today
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# ? Feb 2, 2018 20:28 |
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the point is that we all need to play the quest for glory series again
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# ? Feb 2, 2018 21:07 |
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Feels Villeneuve posted:I think the point of multiple character builds is that you should have a substantially different experience with different builds, if the only difference is that you can get past a door a slightly different way, it's worth asking what good the system is for. That's not the only difference though? Playstyle varies widely between Typhon builds and human builds, not to mention a no needles run. Every skill has unique benefits. The example of having tons of ways to get past the electrical hazards is accurate but that's not meant to be a satisfying puzzle, it's a common environmental hazard. There are a lot of areas and items that require one specific skill to access, and a lot of stuff that can be bypassed by using gloo in clever ways. If the game is boring, it's because you're playing it like a boring game, which the devs support because a lot of people are boring.
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# ? Feb 2, 2018 21:10 |
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I didn't say the game was boring. The big fan in the tunnels is where I actually noticed that, but I couldn't remember if shooting it also disabled it. Either way it's not a big deal. I think there's a difference in player attitudes here, some players want to be rewarded for figuring things out and being proactive with skills and other choices, others are happy to see a variety of solutions, the more the better. If the devs could come up with a plausible way of hacking computers with a banana peel, the first group would feel bad about wasting resources on upgrading hacking, the second group would be delighted. I mean, these are the extremes. So it's about balance, and to balance my complaining I'll say that the recycling economy seemed to me extremely well, balanced. Despite obsessively exploring and recycling every useless item I still felt resource scarcity in the final act. If I hadn't decided to sneak and run past most enemies earlier, rather than waste ammo, I would've probably ran out of ammo just fending off those end game things.
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# ? Feb 3, 2018 00:34 |
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Getting kinda bored with this game suddenly. I'm at the bit where the Dahl guy comes and sends his military operators after you . How far am I from the end?
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# ? Feb 4, 2018 22:37 |
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Last 10%.
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# ? Feb 4, 2018 22:40 |
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Does anyone else get the sense that Dahl's Military operator assault was supposed to feature actual new scary enemies instead of a palette-swapped version of the same nonthreatening robot you've been dealing with the whole game? I loved the game but that sequence felt a little funny and cheap. I think they ran out of budget.
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# ? Feb 4, 2018 22:43 |
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Yeah I assumed there would have been human enemies but they'd require new and entirely different AI routines. You can fight humans now, of course, but they're generally fish in a barrel (even Dahl himself). What we get is far more logically consistent with the story as told (If you sent humans to eliminate all witnesses then you'd have to deal with those humans, who are now witnesses themselves, robots are more versatile / thorough, and while they can be dominated they can't be used to birth new mimics)
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# ? Feb 4, 2018 22:51 |
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the military operators are real fucken annoying
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# ? Feb 4, 2018 23:00 |
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It would have been hype as gently caress to have a ship full of goggle-laden operators jump into the fray and immediately start making GBS threads themselves as you descend on them. Like they could have really pushed the Human vs Typhon thing where you get different reactions based on your neuromodding and if you go full Typhon they act like you’re the Xenomorph from Alien, literally crawling around in the vents above them and then bursting out of the wall, throwing a couch at them and making their heads explode. Why no Prey modding community? Why don’t I have 30 hours of DLC for this game!!!
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# ? Feb 4, 2018 23:08 |
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fridge corn posted:the military operators are real fucken annoying Stun gun. Stun everything, everywhere, all day.
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# ? Feb 5, 2018 02:14 |
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Gadzuko posted:Stun gun. Stun everything, everywhere, all day. I like copying them and flying about murdering the other drones.
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# ? Feb 5, 2018 02:22 |
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hemale in pain posted:I like copying them and flying about murdering the other drones. Why did I never think of that?
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# ? Feb 5, 2018 02:33 |
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Basic Chunnel posted:Yeah I assumed there would have been human enemies but they'd require new and entirely different AI routines. You can fight humans now, of course, but they're generally fish in a barrel (even Dahl himself). What we get is far more logically consistent with the story as told (If you sent humans to eliminate all witnesses then you'd have to deal with those humans, who are now witnesses themselves, robots are more versatile / thorough, and while they can be dominated they can't be used to birth new mimics) I dunno, it seriously took me out of the story to think that an elite killer mercenary on earth used the same exact robot as a bunch of scientists/doctors on a space station. It would be like strapping a machine gun and wheels onto a fridge. Robots make sense, but operators should have been a Talos only thing.. It made the world feel really "small". I'm just nitpicking though.
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# ? Feb 5, 2018 03:21 |
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the black husserl posted:I dunno, it seriously took me out of the story to think that an elite killer mercenary on earth used the same exact robot as a bunch of scientists/doctors on a space station. It would be like strapping a machine gun and wheels onto a fridge. Robots make sense, but operators should have been a Talos only thing.. It made the world feel really "small". I'm just nitpicking though.
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# ? Feb 5, 2018 03:34 |
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Basic Chunnel posted:Yeah I assumed there would have been human enemies but they'd require new and entirely different AI routines. You can fight humans now, of course, but they're generally fish in a barrel (even Dahl himself). What we get is far more logically consistent with the story as told (If you sent humans to eliminate all witnesses then you'd have to deal with those humans, who are now witnesses themselves, robots are more versatile / thorough, and while they can be dominated they can't be used to birth new mimics) yeah it's not like there's a major memory-affecting mechanic in the setting that could be used on military personnel i would have preferred that dahl had to bring an actual spaceship with military personnel on it so we get an entirely new set of areas when he arrives, like with the von braun/rickenbakker in ss2. human enemies, as others have said, would also have been cool, even though the ai requirements would've made it expensive for arkane
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# ? Feb 5, 2018 03:48 |
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In Greek mythology Argus was a many eyed giant who guarded Io. He's also referred to as panoptes, which means all seeing, because he had so many eyes on his head that they were never all closed at once. The title panoptes was also applied to Helios, the sun, who the Cretan people called Talos. It's also worth noting that in modern usage the word panopticon, in reference to Argus's many eyes, is the concept of a prison where the warden can see any of his charges at any moment, but the charges have no way of knowing who the warden is looking at themselves. The main mode of communication on board Talos 1 is called a Looking Glass, which can allow for two way video communication. Its inventor has dreams of a shadowy figure on the other side of the screen, prepared to step onto the station at any moment. The game references a dark station/spacecraft near Talos 1. This is almost certainly Argus platform, where Dahl is stationed, and is probably located at L2. The Looking Glass screens and ID bracelets form his panopticon, from which he can see anything on Talos 1 at any given moment. Interestingly, the entire premise of the game is very similar to a panopticon, with the key difference being that there is one prisoner who doesn't know that they are being watched by multiple jailers, with their actions being tested and recorded indefinitely until deemed adequate. This is pretty solidly into post-panopticonism, which includes synopticon (multiple watching one) and predictive simulation removing the need for surveillance. This game's writers had a lot of fun. It feels like almost every element of the writing has some kind of dual meaning or element going, except for the Typhon, which is the best part. turn off the TV fucked around with this message at 04:49 on Feb 5, 2018 |
# ? Feb 5, 2018 04:47 |
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Welp, finished the game. Really cool. Did mostly human powers run so I'm half tempted to do a typhon killing spree playthrough but I doubt I will. Too many other games to play. Anyway, well worth the price (£10) of admission
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# ? Feb 7, 2018 09:46 |
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the black husserl posted:I dunno, it seriously took me out of the story to think that an elite killer mercenary on earth used the same exact robot as a bunch of scientists/doctors on a space station. It would be like strapping a machine gun and wheels onto a fridge. Robots make sense, but operators should have been a Talos only thing.. It made the world feel really "small". I'm just nitpicking though. Uh... why wouldn't the guy who works for your company be using tech developed by your company? And he's not on earth, he's on Talos and comes from another station owned by the same company using the same tech. I'm not seeing the disconnect here. The military operators were developed explicitly for anti-personnel purposes, Talos is specifically equipped to produce them en masse, and he's using Talos to produce them because he has full access to the station.
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# ? Feb 7, 2018 12:46 |
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I had no thematic problem with the operators, they were just boring as hell gameplay wise. That was actually one of the only major problems I had with the game was there were only really 4 enemy-types: spider Typhon, phantom typhons, big floatie-mass typhons, and operators. E. Yea, I was kind of hoping that Dahl was going to have some Typhon powers or something to give you a "taste of your own medicine" kind of fight. Would have been really cool if, when you opened the door (or crawled thru the vent ), he force blasted you back and then slowed down time and started shooting lightning or something. Brother Tadger fucked around with this message at 16:32 on Feb 7, 2018 |
# ? Feb 7, 2018 16:05 |
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Game needed 3-4 more enemies and a boss fight to be sure
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# ? Feb 7, 2018 16:06 |
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If you gave him Typhon powers it'd probably feel a bit too much like the daud fight in Dishonored. Not that it's be bad but a little strange to go right back to that well.
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# ? Feb 7, 2018 17:46 |
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# ? Jun 5, 2024 05:24 |
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I was also thinking immediately of the Daud fight, except I was thinking it with an optimistic tone like "Yeah that'd be awesome!" But then again Daud is a much cooler character than Dahl.
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# ? Feb 7, 2018 21:36 |