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Tiggum
Oct 24, 2007

Your life and your quest end here.


GIANT OUIJA BOARD posted:

Wasn't really planning on it. Also holy gently caress what is the point of playing an archer if all of the enemies just focus in on the archer.

What's the point of playing anything other than a mage? Mages are just the best. Do the mage tower ASAP and get yourself a three-mage party. Do the elf one next so you can specialise one as an arcane warrior. The fourth member should be a rogue so you can open locks.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


Going on a rampage in Saints Row IV just isn't as fun as it should be. Your notoriety goes up way too fast and the enemies who show up at higher notoriety levels are kind of a pain to deal with. The police are the most fun to fight since they just have ordinary cars and guns and can really only rely on outnumbering you, which means that you can take out groups of them together. But you barely notice they exist because they almost instantly get replaced by aliens, and the on-foot and ground-vehicle aliens don't last long either. As soon as the portals start showing up you start getting smaller numbers of more powerful enemies and a whole lot of flying vehicles. And even if you're enjoying that, it takes hardly any time for a warden to show up. During actual quests it all works very nicely and the different enemy types add some variety, but outside of them they just don't work very well.

Tiggum has a new favorite as of 18:28 on May 18, 2014

Tiggum
Oct 24, 2007

Your life and your quest end here.


ChaosArgate posted:

If they just had the police show up for like 3-4 notoriety levels instead of the first one or two, maybe it'd feel a little more satisfying. Also Marauders are the worst things to fight and they kind of kill any rampage momentum for me the minute they show up.

I've levelled up enough that I can just ignore them, but yeah, unless you have the abduction gun those things are just tiresome to deal with.


ChaosArgate posted:

It might just be my rig (I doubt it), but Sleeping Dogs has been a nightmare for me to run. It started off crashing without any kind of message after the introductory level and the fix for that is running in Win 98/ME compatibility mode, and now it's incredibly stuttery whenever I'm driving or even walking through town sometimes.

I haven't had this problem myself but some people on the Steam forums suggest creating a shortcut to the exe file and running it that way solved it for them.


WEEDLORD CHEETO posted:

Jedi Outcast. You're about to board the big evil dude's capital spaceship to stop him before he destroys... whatever it is he wants to do! You fight swarms of dark Jedi side-by-side with Luke Skywalker himself! You get ready to storm the craft...

And spend an hour sneaking through the clunkiest and most frustrating stealth section this side of Ocarina of Time.

If that's the bit I'm thinking of, there is a super easy way to get past that bit, which is to place proximity mines at certain locations, then get spotted. Because what actually happens when you get spotted is that NPCs will go for the alarms, you only lose when the alarm is triggered. If they get blown up on their way to the alarm then you're in the clear. I only got through that bit by looking up a walkthrough that told me where to put the mines.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Celery Face posted:

Another thing I don't like about Mass Effect 2: Miranda is terrible and I hate her. She's kind of like Morrigan from Dragon Age in that there is nothing to like about her and if you bring her along, she'll just bitch at you for helping people. But at least Morrigan actually had a pretty crappy past. Miranda's tragic backstory, from what I can remember, is "Oh boo-hoo, my dad genetically engineered me to be perfect!"

I liked Morrigan, but that may just be because I like Claudia Black. It was kind of annoying that she complained about helping people though, because it's not like I was even really being altruistic. I was helping people so they'd give me stuff. On the other hand, it is pretty ridiculous that with the world in danger you can safely take time out to help every random person you meet with some trivial task and she does kind of have a point in saying that you have better things to do.

Tiggum
Oct 24, 2007

Your life and your quest end here.


RBA Starblade posted:

On the other hand I agreed with her in the mage tower without really paying attention and ended up killing the healer npc, so you should probably only occasionally agree with her. :v:
In terms of how things actually play out in the game, she is absolutely wrong almost all the time. But she would be right quite a lot if it were more realistic. Like, in the game you actually have unlimited time so you can do every side-quest. If there were an actual invasion of monsters imminent, you wouldn't have time to gently caress around with all that bullshit.

Also, that conversation in the mage tower is terrible. I had to reload a save and do it again because I was tying to go for the middle option of "Well, let's not decide what to do until we actually see what the situation is." but that doesn't seem to be an option. You're either with Wynne or against her, and once you pass a certain point in the conversation, even though the argument continues, you seem to be locked into whichever choice it thinks you made.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Trine 2 is mostly pretty fun, even if a lot of it is made fairly trivial by just using the wizard to build towers and bridges, but there are parts where it just gets incredibly frustrating. I just got past a section where there's an icy slope (so you can't stop or slow down on it) with several bottomless pits in it, and stalactites falling in seemingly at random. As far as I can tell, there is no puzzle to solve, not even any timing to learn (since you can only see the first section of it until you start moving and then you can't stop), you just have to keep repeating it until you get lucky. And then when you get to the other side, before the checkpoint, a bunch of goblins spawn, so I died and had to do it again. :argh:

Tiggum
Oct 24, 2007

Your life and your quest end here.


Henchman of Santa posted:

This reminds me of the playlist feature in the Saint's Row series. You can customize your radio station, but you have to manually adjust the order that the songs play in, which is annoying. I just want to listen to my music on shuffle, Saint's Row! (maybe they fixed this in IV. I haven't played it.)

The radio in SR4 feels very repetitive anyway because it's no longer limited to vehicles, since vehicles are much less important when you have super powers. I generally play with the radio off, just because I've heard it all so many times.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Just Offscreen posted:

God, that was by far the unfun-est part of SR4.

It was super easy though, so it could have been worse.

Tiggum
Oct 24, 2007

Your life and your quest end here.


...of SCIENCE! posted:

Open world games in general seem to have a problem with in-game economies. Even Just Cause 2, which avoids a lot of bullshit that other open-world games fall to, still has weapon drops and vehicle deliveries that cost more than most missions pay out.

The cache (money) in Saints Row IV is really annoying because of how little of it you get compared with what upgrades cost. Experience points (unlocking higher level upgrades) and clusters (upgrading super powers) are fine, but there are a lot of weapons and they're all basically useless without upgrades, so if you want to try out a variety of them (which you do) then you're stuck waiting for cache.

Tiggum
Oct 24, 2007

Your life and your quest end here.


SpookyLizard posted:

Why are you guys using guns? You have super powers. I never remember ammo ever being a concern in that game. Because literal super powers.

And the dubstep gun. Why arent you using the dubstep gun?
I like using all the cool weapons; Dubstep gun is just one of many. As well as the awesome stuff like the black-hole gun, the abduction gun, the knife gun, etc. even the more "normal" weapons are pretty awesome. Dual-wielding tommy guns with acid bullets, pistols with explosive bullets you can use to juggle people in the air, the shotgun that sends cars flying... I never had any problem with ammunition, but absolutely none of the weapons is worth using without upgrading.

Action Tortoise posted:

Worst thing about SR4 is that you can't fire your weapons while in mid-air. That and that Death From Above is kinda redundant when you can do Stomp in mid-air. I know that DFA can clear the area if you do it high enough, but why not just make that a secondary effect for Stomp?
The last two powers, DFA and shield, are obviously just upgrades for existing powers (stomp and sprint) and I've never understood why they're treated as separate like that. But the powers in general, although fun, are just slightly irritating in several ways. There's the no guns in mid-air thing you mention, there's the fact that super sprint makes it kind of difficult to enter vehicles or do super-attacks because you just run into things and send them flying (especially with the tornado upgrade), the cooldown timers on the blast and stomp powers are annoyingly long, it's impossible to do small jumps, like to just clear a small fence or fallen object, and having to switch to a power before using it is irritating. I'd have it like Jedi Outcast and Jedi Academy, with each power assigned to a different key or button rather than having a single button for "use currently selected power".

Tiggum
Oct 24, 2007

Your life and your quest end here.


Action Tortoise posted:

The other thing I didn't like was how the alerts spike from cops to aliens after like two levels. It should either go gang members (a random pool between all the gangs from past games) > cops > aliens or cops > gangs > aliens.
My ideal version of the game would have had different amalgamations of various gangs from past games in different locations around the city and aliens only showing up at notoriety level 4, and no wardens outside of scripted events. Like, maybe the eastern island is patrolled by Carnales, Brotherhood and Morningstar and at level 3 they're joined by the cops, then at level four all antagonists turn into aliens, and aliens in flying vehicles, marauders and murderbots only show up at level 5. You could have special zones, like, Arapice Island is still full of zombies and the island where the Saints' penthouse used to be has FBI and STAG instead of gangs and cops.

Tiggum
Oct 24, 2007

Your life and your quest end here.


SpookyLizard posted:

I would've really liked for the Wardens to be either new gangs or take on the personas of the old gang/bosses and/or an amalgamation of both.

The wardens are really the one thing in the game that I think didn't work at all, in both a gameplay and a story sense. In gameplay they're tedious and don't even present a real challenge. Even on the highest difficulty they're hard to beat maybe the first couple of times you see them, but after that you've upgraded enough to be able to blow them away with ease. In story terms, Zinyak tells them "The world is yours to toy with. Ravage it, indulge in your basest desire, it makes no difference to me... just leave the prisoner alive." but literally the only thing they do is try to kill you.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Alteisen posted:

This is a very minor nitpick and I wouldn't say its dragging the game down for me but, the x-rays in Mortal Kombat sometimes seem more brutal and violent than fatalities.

I just had someone violently snap my trachea and vertebra, how am I not dead? :stare:

Every Mortal Kombat game has had stuff like this though. Scorpion regularly throws a harpoon through his opponent's chests mid-fight, Sub-Zero freezes people solid, Rain causes people to be struck by lightning, Stryker shoots people with his gun, Nightwolf hits people with an axe. Mortal Kombat is just not very realistic.

Tiggum
Oct 24, 2007

Your life and your quest end here.


muscles like this? posted:

I think the point about the recharging was just how effective the melee was kind of makes the game super easy if you just abuse that.

I was amazed when I discovered that those heavily armoured dudes that can take a million bullets to the face are knocked out cold by one punch, just like everyone else.

Tiggum
Oct 24, 2007

Your life and your quest end here.


I've been replaying Saints Row IV lately, and I've reached Asha's rescue mission and just lost all desire to continue. The best parts of the game are mostly done, and though there are some good bits after that I just don't feel the motivation to get through this awful mission to get to them. The mission is basically just a parody of stealth games and they stretch the joke pretty thin, so it's funny once, but on the replay that aspect is lost and all you're left with is how tedious and difficult it is. And all for the sake of rescuing a character who isn't in the previous games and is barely in this one, so you have absolutely no reason to care about her. I don't think she even does anything of value once you do rescue her.

I probably wouldn't have bothered playing the final mission again either though, as that one was kind of a chore the first time.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Jastiger posted:

Also, once you get a hold on a city state its very difficult to hold on to them because of the pay-for-loyalty aspect. Why make a game so dynamic with all of the diplomacy, but have City States pledge allegiance to whoever pays them the most? We have alliances for 300 years and someone builds Big Ben and whoa, we love YOU now, have all our troops! They could have done a lot more with it with not a lot of effort and thats kind of a bummer.
I assume you're talking about Civ 5, because I don't think this stuff was in 4 (although I skipped that one). Anyway, I found basically the opposite. Once you're allied with a few city states the extra resources you get make it really easy to win over other city states as well as keeping the ones you've got. It really does seem like city states are basically the thing you need to win though, and the AI civs don't value them anywhere near highly enough.

Jastiger posted:

Also, ideologies.
I was surprised that there were only three ideologies, it doesn't seem like enough. And by the time I unlocked them they seemed pretty unnecessary. The policies are weird too, since some of them seem to be just vastly superior to others.

I've got Gods and Kings and Brave New World and I'm not sure what specifically is added by each of them and what's in the base game, but religion and culture seem pretty weird to me as well. Any time I've come close to a culture victory I've been even closer to a diplomatic victory, even when I was specifically aiming for a culture victory. Diplomatic is just easier. In fact, it seems to be the easiest victory option of all (unless you count time, which I see more as not losing rather than actually winning). And I can't really tell what the point of spreading your religion is. Depending on your choices when you create it you get certain things for having more followers, but it feels like there should be some inherent point to converting another nation to your religion, but there don't seem to be. In fact, having other nations share your religion just gives them more world council votes if you make it the world religion.

I like the world council though, that's pretty cool. And the ban on unit stacking is fantastic, since it means AI civs don't just send a billion units to attack you any more. In fact, the AIs seem a lot less aggressive in general than they were in the older games. You no longer get to the point where everyone just turns hostile and attacks you all the time for no reason.

My main complaint with it though is that it still takes forever to play. A tiny world, 4 civs, the quick game mode and it still takes me almost eight hours to finish a game. And if I play for a couple of hours then leave it for a week, by the time I get back I've forgotten what's going on and it takes more effort to get back into it.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Dwarf posted:

When I set up games, I just make no City-states. Bullshit little cities that just hog a resource spot I could've used :argh:!
City states are the easiest way to get all the resources you could possibly want though. As your ally they grant you all their resources, so you basically have half the globe covered if you ally with them all (which you should).

Cleretic posted:

I find that City-states are rarely too bad an issue unless the game includes a civ that really goes for them. It's very easy for Greece especially to go runaway with city-state support (Venice can probably do it well too, I've never played against an AI Venice), and once they get rolling it's very hard to stop them.
That's why I always play as Greece. Some other civs get bonuses that sound like they might be good, but given how important city states are I just can't see a good reason to not choose Greece.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Just played Gone Home, and though I don't see what the big deal is supposed to be, I finished it so it can't have been that bad. But my god, the lights. Why are the ceiling lights so bad that every room needs two lamps as well? Was that really necessary?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Just started playing Journey of a Roach and it seems pretty good, except that it does that thing a lot of old adventure games would do where you try to do something and it tells you "you're too far away". Most adventure games these days just have the character move to whatever you click then interact with it, and I can't see any reason why that's "most" and not "all".

Tiggum
Oct 24, 2007

Your life and your quest end here.


A HUNGRY MOUTH posted:

To use your melee attack, press the [tiny icon of a fist] button.

How does this even happen? What is the supposed point of those tutorial tips that convey no information? It can't be a left-over console tutorial thing as far as I can see, since gamepads don't have a "fist" button either.

Tiggum
Oct 24, 2007

Your life and your quest end here.


2house2fly posted:

The opening chapter of The Witcher 2 gets dragged down by assuming a LOT of familiarity with the previous games/books.
This really annoyed me in the first one, because despite everyone knowing you've lost your memory, they still seem to expect you to know what's going on and what to do. The amnesia seems like an obvious cover for explaining stuff to the player, but it isn't used that way at all.

Tiggum
Oct 24, 2007

Your life and your quest end here.


moosecow333 posted:

Also, why did you wait until the end-game to give us the wing suit? That thing is sweet as hell and I would have loved to play with it for longer.

This applies to so many games. There's a really awesome thing, but you get it so late that it ends up just being disappointing because you feel like you never got a chance to play with it. Two examples:

In Saints Row IV you have to finish the game to get to use the mech suit outside of its specific missions and activities.

Right near the end of Hydrophobia: Prophecy you suddenly get this water-manipulation power. It's not even that good, I just don't understand why the left it for so late in the game.

Tiggum
Oct 24, 2007

Your life and your quest end here.


DrNutt posted:

Here's a better idea: if you have a sequence in your game where the PC has to walk along while a character walks beside him while rattling off lovely expository dialogue, cut that poo poo out. If you need to make a cutscene, make a cutscene for goodness sake, but don't piss in my ear and tell me it's gameplay.
This is one of the reasons that starting NG+ in Deus Ex: Human Revolution is annoying. You can't skip that pseudo-cutscene where Adam and Megan are walking to Sarif's office at the beginning, because it's not a cutscene. Then you have to do the first mission with no augs as well, because the "you get to keep your augs" aspect of NG+ doesn't override the "no augs" aspect of that mission.

Hannibal Smith posted:

The talk about awkward walk speeds reminds me of something that I see in countless games: being forced to stand still to avoid missing or accidentally skipping dialogue. When, for example, a couple of characters start chatting when the player enters a hallway entering a hallway, but opening the door at the end throws up a loading screen that cuts it off. The only way to hear all of the dialogue is to just come to a stop (or walk excruciatingly slowly) any time anybody starts talking about anything.
This happens a lot in Saints Row IV, because you can easily get to the next checkpoint before the dialogue finishes, so you end up just kind of hanging around within sight of the checkpoint, letting them talk rather than actually doing what you're supposed to be doing. Important stuff to do, but let's just hang out here for a moment. I wouldn't want to interrupt your conversation.

Doctor Bishop posted:

Re: Saints Row character creator, while it's cool that you can edit to many details about your character's facial features, I honestly think there might actually be too many sliders, or at least the sliders could do with being given more intuitive names/indicators, since I find that if I want to fine-tune some certain facial detail that don't look quite as I want it to look, I have to cycle through tons of different sliders just for the region of the face I think that feature falls within, hoping to find the one that controls that specific feature I'm looking to change.
I wish they'd include an "easy mode" option, where instead of five different nose sliders you just had a choice of a bunch of pre-generated noses, so you could easily get something that was approximately what you wanted without spending ages fiddling.

Tiggum has a new favorite as of 05:35 on Jul 9, 2014

Tiggum
Oct 24, 2007

Your life and your quest end here.


Leal posted:

Or you abuse the stock system and the assassination missions (see which ceo of a company you're about to assassinate, buy a bunch of stock beforehand cause of course you can't buy stocks during the mission, kill the guy and sell the stock).

Wait, killing the CEO sends the stock price up? How does that work?

Tiggum
Oct 24, 2007

Your life and your quest end here.


PlaygroundPrimer posted:

Little Inferno is a great game about buying stuff and burning it, and the engine for doing so makes a lot of interesting reactions. Wood crackles, Batteries burst, pictures fade, and a whole lot of other minituae make a pretty in-depth simulation of combustion. Plus, lighting poo poo on fire is always cool.
I don't understand the point of this game. I played for about an hour, and it was really easy to lose track of time just dragging different things into the fire, but once I stopped playing and looked back at it I realised I hadn't actually been having fun, and I couldn't see any reason to ever play again.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Walton Simons posted:

Civilization V
You ask a friendly civ what they want for a luxury resource. They want 4 of your resources, a couple of strategic resources, open borders, 50 gold and 5 gold per turn.

You offer 5 gold per turn and two resources.

'That is not even close to a fair deal'.

It's an outrageously loving generous deal, you absolute dicksplash!
I found exactly this last time I played, but counterbalanced by the fact that when they wanted one of my luxury resources they'd offer me stupid amounts for it. I don't even know why they constantly wanted silver and gold, but I had tons and was happy to trade all of it away for the ludicrous amounts of gold (money gold, that is) and resources they'd offer me.

I must have missed some tutorial message or something about what luxury resources are for, and I never managed to work it out, other than that sometimes one of your cities (or a city state) would go "we want silk" or whatever, and if you get it then they're happy. But you only need to have it for one turn, and the AI civs seemed to want gold and silver permanently.

Also, how dumb is it that money is called "gold" but there's also a luxury resource that's gold? Don't use the same word for two entirely separate things. And it doesn't make sense that everyone is using gold as a currency when one nation controls the entire world's supply.

Tiggum
Oct 24, 2007

Your life and your quest end here.


RyokoTK posted:

That's probably because Civ has always referred to money as gold long before luxury resources were a thing, and what else are you going to call a generic unit of money that any nation can have? "Gold" is generic video game speak for money.
Just have each nation call it its own name, but make them all equivalent. France's money can be francs, Greece's can be drachmas or whatever. Or just call it "wealth" or something.

Taerkar posted:

Luxury resources provide global happiness. +4 for every unique resource you have. Mouse over the smile/frown at the top of the GUI to see the breakdown.
Ah, that explains why I didn't notice it. I always seem to have happiness way higher than I could possibly need so I never really looked into what affects it.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Tiberius Thyben posted:

A civilization game with splitting civilizations might almost be kinda interesting, though.
In Civ2 a nation could split if its capital was conquered and at least one other nation had already been eliminated. Obviously, this almost never happens but it was cool when it did.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Mister Adequate posted:

Look if the Chief of Police can go take a crap without risk of decapitation, it's a bad Police HQ. :colbert:
Still Life springs something like this on you right near the end. All the locations up to that point have been mostly pretty reasonable, until you need to look in the FBI archives room. First, you need a pass to get to the basement, which makes sense, but when you get there you find an unguarded room that's really easy to break into containing a bunch of guns and robots. Then the actual archives room is protected by deadly lasers and looks like this:



The whole game is bad, but that just stood out to me as one of the most bizarre and inexplicable things in it.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Away all Goats posted:

I'm guessing its the same reason Civ 5 Vanilla had an unskippable cutscene: They're trying to hide a loading bar behind the cutscene. Which is stupid. Just show me the bar so I can see how long I have to wait, instead of forcing me to mash the spacebar or escape key the entire time.
Also, I really don't want to hear the first thirty seconds of this cutscene every time I start the game. A loading bar, maybe with some unobtrusive music if you feel that silence isn't an option, would be far, far better.

Alteisen posted:

Thanks for giving me my main as the last unlocked racer MK8. :argh:

Random unlocking systems are loving stupid.
Any game where you have to unlock stuff pisses me off. Obviously not games where the only way to play is through the story and things become available as you progress, but games in genres like racing, wrestling, etc. where you have to do the lovely story mode to access the stuff you actually want in the other modes. Particularly if multiplayer is the main draw but you have to play through single player first to be able to use the stuff you want when playing against friends.

The WWE games are the worst for this. My brother owned one game which advertised on the packaging that you could play as these five "legendary" wrestlers, but it's only once you actually start playing that you find out they have to be unlocked in story mode first. And when you created customised characters they started out incredibly weak and could only be improved by playing as them in story mode. To get a single custom character up to a usable level would mean playing through about two thirds of the story. If you want more than one or two custom characters that you can use against the built-in ones, forget it.

Tiggum
Oct 24, 2007

Your life and your quest end here.


gamingCaffeinator posted:

Replaying Saints Row IV, and holy poo poo is the escape from Zinyak's ship mission the most annoying thing.
Asha's rescue mission is worse. That was the point I gave up on my replay.

...of SCIENCE! posted:

Unlocking is a hugely important aspect of game design, not just in terms of motivation and reward but as a fairly organic way of teaching people new mechanics without overwhelming them. Unlocks being objectively terrible is another one of those "rules" made up by people with no qualifications and zero idea what they're talking about.
No one's really saying all unlocks ever though. Like, no one wants to play Deus Ex: Human Revolution and be able to use all the augs immediately right from the start. But there are plenty of games that mainly exist to play against other people that have a single-player mode, and if you want to have all the options when playing against your friends then you have to play a lot of single-player. And that's bullshit. Or fighting or racing games where maybe you do want to play single-player, but not have to finish the story mode in order to access all the characters/cars/tracks/whatever.

MrJacobs posted:

Using an xbox controller removes all of these problems, since it was designed for a controller in mind.
Well, not the one where you automatically lose if your graphics settings are too high. Or the dialogue repeating when you fail. In fact, the only problem it solves is, if you find the KBAM controls difficult it gives you another option.

Lotish posted:

This is a good point, which is why stuff that has nothing to do with mechanics should be unlocked outright, like vanity costume pieces. If that stuff has mechanical applications, sure, hold on to it, but I want to look my best now dammit so if it makes no game play difference let me have it.
I hate costume pieces that have mechanical effects. It forces you to choose between customising the character the way you want to and whatever the benefit of looking dumb is. Like in Dragon Age: Origins, I wanted to wear a cool helmet with wings on, but instead I had to wear a dumb hood thing.

Tiggum
Oct 24, 2007

Your life and your quest end here.


I don't remember a bright green one, but yeah, that looks like the sort of thing.

gamingCaffeinator posted:

Also, the rescue missions were a snap on my first run, so hopefully I'll do okay this time. I've breezed through everything else since the part I was complaining about :shobon:
Most of them are fine, but the Asha one has that kill your evil clone section with all the killbots.

Tiggum
Oct 24, 2007

Your life and your quest end here.


bilperkins2 posted:

I never understand people who play console-centric games on PC and don't have a controller.

That's why I'm playing it on PC.

Tiggum
Oct 24, 2007

Your life and your quest end here.


DStecks posted:

It's almost like a device designed specifically for playing games is better for playing games than a text-entry device and a menu-navigation device. :v:
It's purely a matter of personal preference. I hate gamepads, I can't use them at all. Keyboard and mouse is always the easier and better option for me.

Tiggum
Oct 24, 2007

Your life and your quest end here.


DStecks posted:

Just move your mouse around a bit, noticing how dependent you really are on your thumb to move it.

How do you use a mouse? My thumb just sort of rests on the side, but it makes no difference if I hold it away from the mouse. It's not involved.

Tiggum
Oct 24, 2007

Your life and your quest end here.


...of SCIENCE! posted:

If games in general tried to use mythology other than Greek, Norse, Egyptian, and Japanese would just be great.

https://en.wikipedia.org/wiki/Garshasp:_The_Monster_Slayer

Tiggum
Oct 24, 2007

Your life and your quest end here.


Leal posted:

Isn't there a legit bug in Sleeping Dogs where it played the same 3 songs all the time?
I don't know about this, but I did have an issue one time when I was driving around doing a bunch of quick things, and each one was close enough that the song on the radio didn't have time to play all the way through before I got to the next location, so every time I got back in the car it would play that same song again from the beginning.

Tiggum
Oct 24, 2007

Your life and your quest end here.


ninjahedgehog posted:

This reminds me of a TDTGD in GTAV.

It's a pitch-perfect recreation of LA with fantastic local voice-actors...but they didn't bother getting an American to read over the script to take out all the Britishisms. More than once, characters refer to getting 'sacked' rather than 'fired,' use 'we've not' rather than 'we haven't,' and a whole bunch of text on the in-game internet uses British slang and mannerisms.
I find this hilarious because of the number of times I've seen it go the other way.

But yeah, how difficult is it really to get someone who is from the country the character is from to look over the script and pull out those dumb mistakes?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Cleretic posted:

I still feel like Rockster just don't understand the sandbox genre, which would be an understandable flaw if it weren't for the fact they invented it.

I think that's why it is understandable. They had this great idea that they didn't really know what to do with, but once they'd put it out there a bunch of other people looked at and thought "Oh, this has possibilities." Just because you had the idea doesn't mean you're any good at actually executing it.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


EmmyOk posted:

The boss fights and ending of Deus Ex: Human Revolution are quite a let down. Without spoiling the ending/s, the game just ushers you into a room with four buttons. Whichever button you press gives a different ending. The endings themselves are stock footage with Adam Jensen talking over them. The only redeeming feature is that his dialogue changes based on how many people you killed throughout the game.
That's not what does it. I killed shitloads of people and still got the "good" dialogue. Someone earlier in either this thread or the PYF little things in games thread suggested that it actually relates to which side quests you've done.

Mierenneuker posted:

I guess some people don't like having their guns and augmentations taken away from them. I liked it because that added some tension back into the game. I also ended up using things I hadn't used before.
I thought it was a complete waste of time, because you almost immediately get back enough praxis kits and equipment to go back to playing exactly the same as you already have been, except that you're missing a few conveniences. Like, you no longer have the option to skip hacking poo poo because your stack of nuke viruses is gone, and you actually have to climb down ladders because your no-fall-damage aug is gone. It doesn't make it more difficult, just more inconvenient.

EmmyOk posted:

One thing I will say annoys me about the game is that Adam is kind of a tool. I wish he'd slide his shades away more often when he's talking to people in cutscenes.
The thing that pisses me off is how ungrateful he is. Maybe he wouldn't have chosen to get awesome super powers if he had the option, but the alternative was death. Without the augmentation technology, he's dead. "I didn't ask for this." No, because you were dying at the time. Sorry no one stopped saving your life to check whether you wanted to keep living. By the way, that option's still available if you want to take it. Shoot yourself in the head if you'd really rather be dead than augmented.

EmmyOk posted:

Another thing that annoyed me storywise in the game was how they revealed Darrow was a baddie way before the big reveal. The first time Jensen meets him in Sarif's office he comes off shady as heck and later the very first guard you meet in Omega Ranch basically says "I wish our good buddy Hugh Darrow was still here". Later when Megan mentions Darrow Adam responds as if it's brand new information. poo poo son I heard those guards talking about it, which means you did too.
Jensen not knowing stuff that you've already discovered is really annoying. You hack a computer and find out some stuff, but it doesn't have any effect on plot or dialogue, so when someone tells you later in a scripted scene Jensen will still be surprised even though he should have already known.

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