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Al Cu Ad Solte posted:Playing Aliens Colonial Marines for hoots and hollers and yes yes it's broken and stupid and nothing works and all that poo poo. You know what my biggest issue with this is? Same issue as every other Alien game (with the exception of Isolation). I dunno why every dev is so adamant on replicating the feel of being a marine fighting the xenomorphs when they very explicitly get their asses kicked in the original film. The action sequences of the movie always involve standing ground against overwhelming odds, or retreating, surviving just by the skin of their teeth.
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# ? Jan 31, 2024 04:31 |
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# ? Jun 5, 2024 23:37 |
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My favorite part in Colonial Marines is early on when you come across a power loader perfectly tucked aside and blasted with a big spotlight. Just the most blatant "look, it's the thing, from the movie!!!!" moment I can think of.
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# ? Jan 31, 2024 04:41 |
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Was Colonial Marines the game with AI breaking typo that some modder fixed. Like he didnt even mod anything. He just fixed the typo.
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# ? Jan 31, 2024 06:32 |
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That's pretty funny if true, I just remember it was the game gearbox got sued for because they used the money Sega gave them to make it to instead focus on a real winner: Duke Nukem Forever
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# ? Jan 31, 2024 06:40 |
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WaltherFeng posted:Was Colonial Marines the game with AI breaking typo that some modder fixed. Like he didnt even mod anything. He just fixed the typo. Yes. The typo was what made the enemy AI not work. It remains officially unfixed to this day.
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# ? Jan 31, 2024 06:46 |
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Ah, Colonial Morons, never change
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# ? Jan 31, 2024 06:48 |
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The Lone Badger posted:I liked the original Aliens vs Predator game, possibly because I was a child then and easier to scare. The xenonorphs were fast and dangerous so you needed to be on high alert all the time, but your pulse rifle would tear them apart if you could track a burst on them for even half a second so they needed to surprise you to get you. Got very atmospheric. I've heard really good stuff about these games but I feel compelled to point out the original AVP game was a side scrolling arcade beat em up released in 1994
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# ? Jan 31, 2024 12:12 |
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I'm playing a lot of Ghost Recon: Breakpoint recently, and it's great! Solid click-on-heads-in-a-jungle simulator, but it commits one heinous sin: there are tiny cars strewn about the landscape, usually close to settlements and bases. You can drive cars and helicopters and whatnot, but you cannot drive the little fun electric car! It upsets me.
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# ? Jan 31, 2024 12:20 |
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Al Cu Ad Solte posted:Playing Aliens Colonial Marines for hoots and hollers and yes yes it's broken and stupid and nothing works and all that poo poo. You know what my biggest issue with this is? Same issue as every other Alien game (with the exception of Isolation). I dunno why every dev is so adamant on replicating the feel of being a marine fighting the xenomorphs when they very explicitly get their asses kicked in the original film. The action sequences of the movie always involve standing ground against overwhelming odds, or retreating, surviving just by the skin of their teeth. Have you tried Alien Isolation?
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# ? Jan 31, 2024 12:21 |
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Philippe posted:I'm playing a lot of Ghost Recon: Breakpoint recently, and it's great! Solid click-on-heads-in-a-jungle simulator, but it commits one heinous sin: there are tiny cars strewn about the landscape, usually close to settlements and bases. I've been playing it coop and pretty much every session, one of us forgets that they aren't drivable and get really disappointed after sprinting up to one of them.
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# ? Jan 31, 2024 12:48 |
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Philippe posted:I'm playing a lot of Ghost Recon: Breakpoint recently, and it's great! Solid click-on-heads-in-a-jungle simulator, but it commits one heinous sin: there are tiny cars strewn about the landscape, usually close to settlements and bases.
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# ? Jan 31, 2024 12:48 |
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Hel posted:I've been playing it coop and pretty much every session, one of us forgets that they aren't drivable and get really disappointed after sprinting up to one of them. Especially since I played Watch Dogs Legion awhile back, where you could drive the cute water droplet-like taxis around.
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# ? Jan 31, 2024 13:12 |
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BiggerBoat posted:Have you tried Alien Isolation? Yeah, it's got impecable atmosphere and vibes but I don't find it particularly fun or engaging. It's too bad the devs got stuck making that stupid hero shooter that lasted for 50 seconds, I bet they woulda absolutely killed a sequel to Isolation.
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# ? Jan 31, 2024 13:26 |
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Philippe posted:Especially since I played Watch Dogs Legion awhile back, where you could drive the cute water droplet-like taxis around. https://watchdogs.fandom.com/wiki/Merengue https://watchdogs.fandom.com/wiki/Nudle_Car Sucks that Ubisoft hosed up the Watch Dogs franchise so much
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# ? Jan 31, 2024 13:39 |
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I liked Legion well enough, but it felt more like a spiderbot game than a Ubisoft stealth game. They set a game ostensibly about surveillance in London, one of the most surveilled cities on the planet, and didn't really do anything with it. I also played Cyberpunk just after, and the contrast in how much you could hack stuff was immense.
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# ? Jan 31, 2024 13:49 |
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Philippe posted:I liked Legion well enough, but it felt more like a spiderbot game than a Ubisoft stealth game. They set a game ostensibly about surveillance in London, one of the most surveilled cities on the planet, and didn't really do anything with it. The problem was with the “play as anyone” concept. The people you could recruit only had one or two skills each. In theory, this means you need a deep bench and keep jumping around to different characters to use different skills. In practice it means you’ll use two or three people with gamebreaker abilities and ignore the rest.
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# ? Jan 31, 2024 14:12 |
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Yeah. Hacking was massively underutilized compared to WD2 and there was no (attempt at) balance in your "legion's" abilities. Since they apparently cut skill customization options when they axed the leveling system, there was no way to train or adjust random recruits who didn't have a specific skill you wanted (like, I don't know, carrying a weapon ). The only solution was tracking down the OP archetypes and a handful of specialists for some missions. Being able to recruit the grandma who'd alert every enemy by farting every few steps was funny but not worth it in the longer run.
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# ? Jan 31, 2024 14:26 |
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They should have leaned into the roguelite nature more (so you can't turn off permadeath). If your MI6 agent dies, well that's it. No more silenced gun and gadget car for you.
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# ? Jan 31, 2024 15:36 |
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Ugly In The Morning posted:In practice it means you’ll use two or three people with gamebreaker abilities and ignore the rest. "You could use a character with a special sneaking technique, or one good at hacking" "Nah, I'll just use the guy with an assault rifle, thanks." I started Palworld, and my one big complaint is... why isn't there a basic ponytail hairstyle? If I'm going to be a disheveled shipwrecked hobo, at least let me tie my scraggly-rear end hair back. What's with all these fancy hairstyles or coifed hair, but no basic-rear end simple ponytail? I don't have 3 hours to style my hair each morning, I have
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# ? Jan 31, 2024 15:48 |
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Philippe posted:They should have leaned into the roguelite nature more (so you can't turn off permadeath). If your MI6 agent dies, well that's it. No more silenced gun and gadget car for you. IMO that would have just made it worse, since you'd spend even more time farming for good agents. Ironically I think playing with permadeath off had me using the subpar characters more, because a death meant the good ones were locked away rather than lost and so I wouldn't just break off and farm some more. Instead I would think "oh it's just for 20 min, let's try with the other characters. ". I do think it would have benefited copying the PS2 Scarface game, where you had a defined character for the plot but generic dudes for some side missions.
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# ? Jan 31, 2024 15:53 |
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Randalor posted:"You could use a character with a special sneaking technique, or one good at hacking" I think a big part was that a lot of the talents for sneaking/hacking/whatever wouldn’t be guaranteed to be usable on any given mission. When their power is Gun it’s general purpose enough that you know you can take them anywhere instead of needing to find a vent or a scissor lift.
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# ? Jan 31, 2024 16:09 |
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Hel posted:IMO that would have just made it worse, since you'd spend even more time farming for good agents.
orcane has a new favorite as of 16:19 on Jan 31, 2024 |
# ? Jan 31, 2024 16:16 |
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Yeah it needed some missions where you dragged extra crew along. You'll need someone to hack the door to the secret lab. - So you had to bring a tech person. You'll need someone else to act as muscle while they're doing it. - Your GUN person you get run about as. You need a third person for your escape. Your Heavy Worker with a drone or those people who's skill was OWNING A CAR.
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# ? Jan 31, 2024 16:39 |
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Al Cu Ad Solte posted:Yeah, it's got impecable atmosphere and vibes but I don't find it particularly fun or engaging. It's too bad the devs got stuck making that stupid hero shooter that lasted for 50 seconds, I bet they woulda absolutely killed a sequel to Isolation. what about Alien Infestation? have you tried that? if youre great at metroidvanias it is still too easy albeit fun and very atmospheric, but if you struggle with the mechanics, the tension ratchets up!
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# ? Jan 31, 2024 16:44 |
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Legionchat: Basically, what if your Ghost Recon buddies were more specialised?
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# ? Jan 31, 2024 17:33 |
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Ugly In The Morning posted:What we game designer decided that (in the old ones at least) level ups should have random stats so you save scum the final hits is a loving idiot monster who should have never, ever made a game. I hate them. Ms Adequate posted:The solution to that is to roll a seed number well before the final hit, such as when you start the level or maybe even when you press New Game I'm pretty sure the more recent Fire Emblem games do roll level up seeds when you start the level for exactly this reason, at least.
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# ? Jan 31, 2024 17:34 |
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I loved Legion for just wandering about seeing London landmarks but yeah it was pretty under baked. London isn't used as a setting enough, I need a big budget remake of The Getaway, complete with "lean against a wall for a minute to heal multiple bullet wounds" feature.
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# ? Jan 31, 2024 21:02 |
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Playing XCOM 2 right after Enemy Within and two things are dragging it down for me: First, the art direction isn't nearly as fun in 2. The unit and enemy designs drop the chunky 90s action figure rogues gallery look in favor of 50% normal guys in space armor and 50% aliens/robots that range from good and interesting to just a human made of weird alien poo poo. Most of the B-movie charm is gone, and it's more self-serious in tone. There's an increased level of detail in every model, but from 50 feet in the air it's mostly just busy, and some of the silhouettes have suffered. Also, in stark contrast to Enemy Within, unit models get lost in the background. I have failed to notice enemy troopers standing right next to my units because their appearance isn't sufficiently distinct from my own guys, nor do they stand out from the background. That dip in visual clarity is mitigated in part by having a rock solid UI, but it's a drag. The second thing might exist entirely in my imagination, but the enemy AI feels like it's overly optimized and lacks character. In Enemy Within, I felt like different units had different priorities and engagement strategies (aside from charge into melee or take cover and shoot at you). They took suboptimal actions like prioritizing nearby units over further ones, or spreading their team's attacks across several opponents. In XCOM two they all seem to be running off the same principle: Calculate the attack pattern that has the greatest chance of inflicting kills and focus on it as a team to the exclusion of all other actions, even self preservation or the mission objective. It's each individual alien has an intimate understanding of the strategic situation and have discarded any tactical considerations in favor of wearing down XCOM in the long term with causalities. It's predictable to the degree that it's exploitable, but it gives me the feeling that I'm playing chess against a computer and succeeding because I brought 5 extra queens. For a game that arguably made a lot of mechanical improvements over the first, XCOM 2 just feels less appealing to play. And I'm completely split on the modular map system. It provides a functionally infinite number of maps to play on vs EW's ~120 bespoke battlegrounds, and I think the procedural maps are generally better balanced than in 1. Where it falters for me is how samey and generic the maps in 2 wind up being anyhow. I have distinct memories of dozens of individual EW maps while, aside from one or two exceptions, XCOM 2's maps only elicit blurry memories of 5 or 6 distinct biomes.
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# ? Jan 31, 2024 21:34 |
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I don't think my computer can run Legion lol
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# ? Jan 31, 2024 22:47 |
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Bogmonster posted:"lean against a wall for a minute to heal multiple bullet wounds" feature. NHS waiting times
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# ? Feb 1, 2024 00:29 |
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The Map in REVillage is awful. The village itself mostly. Areas that have passages between aren't marked, blocked areas aren't marked, areas that look like they connect frequently don't. It makes navigating a nightmare. No joke I'd rate the game a star higher if they had made the design of the village more open and the map less poo poo.
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# ? Feb 1, 2024 06:08 |
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Village is just kind of a bad game in general deep down
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# ? Feb 1, 2024 06:48 |
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drat, just got the fifth sage in TotK. Pretty drat underwhelming
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# ? Feb 1, 2024 06:55 |
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Meowywitch posted:Village is just kind of a bad game in general deep down I've been saying this. Soulless game.
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# ? Feb 1, 2024 09:54 |
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If you're into linear adventures it's one of the better ones out there along the lines of something like Dead Space in my opinion. Everything is put right in your path, and you're pointed toward the goal, and simply allowed to miss it and continue if you don't mind exploring. It's pure flow. The issue imo is RE Village portends to be open As Max Payne put it, it's a linear sequence of scares. edit: The Iron Insignia Key, which opens barred gates around the village, is the example I feel. You are allowed to explore the village and come across all these gates. The key is found within Castle Dimitrescu after you're locked in. When you return to the village later, all of the insignia gates are immediately accessible. But if you missed the key, there's no way to go back into the castle and get it. It's just oddly robotic design. CJacobs has a new favorite as of 14:05 on Feb 1, 2024 |
# ? Feb 1, 2024 13:49 |
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Dandywalken posted:drat, just got the fifth sage in TotK. Pretty drat underwhelming I don’t think I used it once after getting it
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# ? Feb 1, 2024 14:15 |
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So, Baldur's Gate 3 has been getting a lot of praise, and I think it's mostly pretty deserved. I've been enjoying it a lot. But I've got some complaints. It follows a lot of genre conventions that have existed in "cRPGs" for a long, long time. And by "conventions" what I really mean is "bad habits": (1) Changing who's in your party is a pain in the rear end. It's a convention of the genre that you do this diegetically; in BG3 you go to one character, say "gently caress off back to camp plz," you go to camp to find another character, say "come with me plz," and then leave camp. Well, that means 2 loading screens, 2 dialogue screens, and a walk around camp, and that's annoying as hell, especially since my video card is pretty old and loading in and out of camp takes about 5-10 seconds each way. I want to grab the character that's good at athletics to do this check, let me just waste thirty seconds getting them, spend five seconds doing the check, and then another thirty seconds switching them back out of the party. Ugh, just give me a loving "change party" interface! Final Fantasy games solved this thirty loving years ago! There's no point in making it diegetic when you're dealing with the immersion breaking arbitrary four character party limit. (2) Locations are chock full of empty/useless containers to be searched. One small area (e.g. a house in an abandoned/monster-infested village) will have like 30 containers, random boxes, burlap sacks, baskets, etc., most of which are empty or contain only useless (sell for 1 gold) items like rotten vegetables. But the game still incentivizes that you search them all because occasionally they have useful things (food/"camp supplies", potions, gold, stuff that sells for reasonable amounts like silverware and jewelry), even ones that aren't, like, "chests". And there's a button you can press to highlight items and containers, except it doesn't highlight everything. So searching them comprehensively means hunting around for pixels like you're playing an old-school point-and-click adventure game except your reward for finding things is a little inventory screen with a rotten carrot in it. My hot take is that if you're a game designer and you're decorating a room with 3D models of boxes and bookshelves and stuff, don't make them searchable objects unless you're actually going to put something worthwhile in them. And once you do that and 95% of the containers are gone from the game, leaving only the 5% of useful ones, you can afford to make the "highlight items and containers" button actually do what it's supposed to do without flooding the screen. Or, I'll meet you halfway - let the player search empty boxes if they want, but actually highlight all the containers with useful items in them instead of making it a complete loving crapshoot whether important stuff gets highlighted or not. And lastly, don't make "rotten carrot" or "rags" be an item that I can pick up. All that does is force me to go into my inventory and drop poo poo after I accidentally click "take all" on a container with them in it. Or, alternately, make all trash items weigh 0, so that I can let them fill up my inventory and not give a poo poo about encumbrance. This poo poo is so annoying. (3) This one isn't a bad genre habit, just a flaw with my lovely video card, but every time I talk to an NPC it takes like 1-3 seconds to go from the normal overhead view to the "zoomed in on NPC's head" screen. That's fine most of the time but when you're in an area with a lot of NPCs, most of whom just have a single line with no dialogue tree, it gets really loving annoying. I would love it if an NPC just has a single line, it wouldn't waste time showing me their loving face - just play the voice line and put the words floating above their head, same as the game already does for stuff like reading tombstones or plaques. And it's impossible to tell the generic one-line NPCs apart from important story characters because even the generic NPCs have names and unique character models. This problem gets worse as the game progresses and your character goes to more and more populous locations. (4) Lastly, an extremely petty complaint: there is an item called a "silver glass", the icon clearly being that of an opaque metal cup. Larian, if a cup is made out of silver, it's not a glass, is it!? Bothers me every time I see one.
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# ? Feb 1, 2024 20:32 |
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There being lots of hidden things makes for gameplay for people who like finding little things being rewarded for it. Don't do it if you don't like it, it's completely optional. It's been optimized out of videogames and is done here on purpose. Old GPU aside, switching party members in and out just to pass a random check is a pretty bad way of engaging with a game built around multiple approaches to problems including failure being an option.
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# ? Feb 1, 2024 20:49 |
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Vic posted:There being lots of hidden things makes for gameplay for people who like finding little things being rewarded for it. Don't do it if you don't like it, it's completely optional. It's been optimized out of videogames and is done here on purpose. Idk, I guess I don't like the feeling of missing out. It feels dumb to have a challenge in front of me and know that one of my 8 friends is really good at that kind of challenge and then just. . . not get them to do it and decide to fail instead. Also although I used that as an example, it's equally egregious when you want to swap party members for story reasons, which also happens a lot.
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# ? Feb 1, 2024 21:02 |
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# ? Jun 5, 2024 23:37 |
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I feel like the hoops to go through for swapping out party members are intentional. If it was as easy as swapping spells then even the 10-turn duration of lots of beneficial magic wouldn't be a limiting factor so you could rotate the whole gang plus hirelings into the party to buff your team like mad just before initiating combat.
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# ? Feb 1, 2024 21:09 |