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Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I am reasonably sure Nintendo knew exactly what they were doing when they designed the co-op mechanics for NSMB Wii. "Nobody's going to complain about this game being only for casuals!"

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Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Since we can talk about Dark Souls ITT, I will say this:

Lordran? The Land of the Ancient Lords is called Lordran?

You sure you don't wanna take a second pass at that one?

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I do wish Fallout: NV was maybe a little more comprehensive with its quest notes. There's one side-quest where you're rounding up escorts for a casino, and one of the requests is for a sexbot. (Wait, stop, come back!) You're pointed to a local shop but they say they don't have one, but there might be one over in another building.

If you forget where they said it was, good luck, because they don't say again, and the Pipboy is no help either. Had to go to the Wiki.

Finding places in general can be a pain sometimes- to a certain extent it's part of the challenge, but sometimes I wonder if they don't hide some a little too well. There's a bit at the end of another quest- Fly Me To The Moon, where all you need to do is launch the rockets from the control center. I don't even want to remember how long it took to find that damned place, and it doesn't help that when this leg of the quest starts, you're in a room that looks like it could be that very thing.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

Tiggum posted:

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.

Ammo is the bit of it that throws me, because it's one of the few real constraints on you and there aren't any pickups for it- you have to go and recharge everything.

Fortunately there is the auto-cache generation upgrade.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
The Movies has a system for the popularity of genres that fluctuates in the decades, decided by news events that change the public mood. These are basically comedy-tweaked versions of real news events, like the microchip age, home video, the first Iraq war, etc. In terms of just scripting movies it has no real effect- you can make a "Romance" that's entirely fight scenes with robots- but certain stars work better in certain genres. Sci-fi movies become popular in the late 70s, that sort of thing.

But there are a number of problems. Horror rarely gets any boost, and is actively penalized in at least a couple of periods where it historically did kinda well (the mid-to-late 60s when Hammer was going strong and there was still a bit of a "monster" craze, the late 80s/early 90s when Gothic horror started to infiltrated the market). It's also a little confusing as to when these events go into effect, because you get the news bulletin well before meeting the icon on your timeline. (It also seems to be effected by the movies you yourself make, in that the public will get tired if you do too much of one thing in a row.)

It's an interesting mechanic but it really needed tweaking.

Then there are Entourages. Once the stars get to a certain level they want assistants hanging around them to boost their egos. You generally take these from other departments. Which is a problem because you still need crews and extras and builders and janitors and so forth. The game is really bad at providing enough personnel to cover your needs, you can only hire new people when they stand in line at your buildings. Play it wrong and you start running short of builders to maintain the lot, janitors to pick up trash, etc. It creates a huge mid-game hump because it's hard to push stars up without entourages, but it's really hard to find people to fill those roles.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

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?

Well it does take a bit of time before your powers get to the right level- recharge time on my energy blasts is still enough that I can't just spam it.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

MisterBibs posted:

The Movies in general can be summed up like this. The idea and mechanics are pretty good, but babysitting the actors and their moods/desires was one of those things that constantly sapped my will to play. Because you can't just make one actor happy, because if you do that all the others will be jealous, etc etc.


This is so annoying that whenever I get the urge to play The Movies, I always download and install The Employees Mod, because it ensures a massive swarm of people at each hiring building.

Ooh, thanks for this!

I'm playing through it a second time just to see if I can not be totally overwhelmed the way I was at first, and I'm doing slightly better, but for the most part I'm in it for Sandbox.

It's really very much a Lionhead game in that its reach vastly exceeds its grasp, but what it accomplishes is still pretty fun. I'm disappointed nobody has tried to really follow up with a slicker version of the same premise.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I liked the look of the TBC zones but they are definitely too big.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
"Hot chick action" definitely sounds like a term a twelve year old would use when writing an adult character.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I wish storing and retrieving your character's appearance in SRIV didn't involve an online registration system that apparently never works. I end up never using the plastic surgery option.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
The slow-loading Game Over screen in Symphony of the Night is a pain, because it's a game that by its very nature requires a lot of trial and error and exploration and thus, you will die often enough for it to be frustrating that there's no quick way to restart. I imagine this was primarily a function of the game engine and the PSX's load times and so on, but maybe they could have tweaked it for the downloadable version.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
The one karmic thing I dislike in NV is that after completing "Fly Me to the Moon", you still get dinged for taking things from the ghoul base.

They're in space! They obviously don't need this Rad-X if they left it behind!

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I do find Geralt kinda bland. It seems to me that kind of game is best served with making your own character- I know the Witcher games aren't pure sandbox but there are enough options that it feels like it could be.

Similarly Red Dead Redemption's protagonist is kinda dull. We get so few straight Western games that you oughta be able to choose what kinda gunslinger you wanna be, be it Gary Cooper or The Man With No Name.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
"Skill too low" is such a common sight in Western RPGs (Even when using designated thief characters) I'm halfway tempted to make a lockpick focused build one of these days.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
The suicide grenadiers on Nar Shadda are the worst, but I also found the level design- and lighting- to be a problem. The map isn't very intuitive and I had to crank up the gamma after a while.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Man, the early grind in Phantasy Star II is bad even by the standards of early JRPGs. It doesn't help that they saddle you with a character who can't fight, but it takes so drat long to be able to get rid of starter enemies in one hit (those loving mosquitoes).

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

MysticalMachineGun posted:

Which character can't fight? Isn't it Rolf and Nei at first?

Agree with the difficulty though, back in the day the game actually came with a hintbook since some of its mechanics and quests were so obtuse. Phantasy Star IV is a lot better at pointing you in the right direction and not having bullshit like the whatevera tree.

It's Nei, though apparently she can fight at some point? I'm playing it on the UGC for XBox 360 and I haven't checked for any manuals or hintbooks that may have been included as extras.

Even PSIII is better at it- still pretty grindy but there's a better sense of you getting better at things.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

MysticalMachineGun posted:

Equip her with one or two steel bars, should be nothing stopping you from attacking :)

Figures it was the last weapon on the list. And poo poo now she's like the best fighter on the team.

I amend my previous complaint to "the Sonic UGC version of the game doesn't come with the manuals that apparently explained some important things and had maps of the dungeons and so on."

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

WeaponGradeSadness posted:

Reminds me of Sid Meier's Pirates!, where I was once chewed out by a Spanish governor for attacking a Spanish ship. The fact that the ship was holding his daughter, who had been kidnapped by one of the governor's own men turned traitor, and that I had boarded it to rescue her apparently didn't count as an extenuating circumstance.

Given the mentality of the European powers at the time this actually sounds kind of accurate.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
With time limits I'm generally not a fan but I recognize that games like Majora's Mask or Star Control 2 have given me more than enough time to dick around and still make progess (and MM also has a fast travel system so you can basically set aside one run of three days to tackle the dungeon, and you can slow down time by 2x and so on.)

Related to this, though, It Came From the Desert on the Amiga and PC had a 15 day limit which had some tricky parts to it. You drive to a place by clicking on the map and a set ETA passes based on where you're driving from, BUT time also goes by at a minute per second while you're scrolling across the map and the arrow moves pretty slowly (at least on the PC) so you're adding anywhere from half an hour to an hour of game time just finding your next destination. It's not that big in the scheme of things but it seems like an odd choice.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I don't consider it really bad because a bad run will end quickly (and even a good run will end quickly because it's a short game)- I think that kind of extreme randomness can be okay if the game is quick. Long and random would be a pain.

But I may also give it more credit than it deserves since it's a game about flying a spaceship that isn't about trading cargo and mining asteroids so it's already more interesting than 90% of the sci-fi games out there.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Digging into GTA San Andreas, and while I appreciate that it's a decade-plus old game, and so has certain quirks, what's irritating to me is the mission checkpoints, or rather the lack thereof. It's really irritating to fail a mission only to be kicked back to the cinematic and having to drive all the way to your destination again. I suppose it gives you time to stock up on guns and ammo if you need them, but for the most part it's a waste.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

RagnarokAngel posted:

I always just reloaded if I got busted/wasted. It just wasn't worth the hassle.

So boy oh boy if you hadn't saved in a while...

I've done this a few times, though at least I stumbled on the hint that killing crack dealers is a great source of income, so even if I get wasted afterwards it's a net profit.

(Speaking of which why does Grove St. run so many robberies and such where you get no money afterwards? No wonder this gang's a joke to everyone else, we're terrible at this!)

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
The original Plasma gun in Doom makes up for a lack of crunch with a feeling of pure speed- suddenly you're just filling the screen with electric death (and it's particularly good against the Lost Souls who just happen to appear at a similar time.) Of course the converse of that is you eat through ammo even faster than the chain gun.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

MisterBibs posted:

Another one of those things where I'm bitching about Planet Coaster, but it applied to Rollercoaster Tycoon:

I hate when I make a coaster that's too fearful / nauseous / whatever, because there's generally nothing in place to tell me why the hell it is. I've been playing the games since the first RCT, and I still don't know half as much as I'd wish about coaster construction. The extent of my advanced coaster-building knowledge is knowing that you should bank your curves if you're going too fast. Otherwise, I'm purestrain guessing if the thing will be good. PC gives heatmaps to help in this respect, but it's still talking a language I don't really get.

I don't entirely blame the game because my brother played the same as much as I did and he's a friggin savant at making coasters (he also loves rollercoasters and I get urpy on some of the rids from the in-game camera), but man, I can't wait for RCT8 or PC6 where there's some super-advanced AI that can look at my coaster and point at certain parts and say "no, you idiot, do this and it won't make your guests literally die!" to me.

It seems sim games as a genre have this problem of not really explaining what they're about. They're just used to opaque mechanics.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

Brazilianpeanutwar posted:

The driving's terrible and the city itself is empty and soulless, I know the game was canned and then brought back by squeenix right? Well it feels like they just left poo poo in the game without actually wondering whether it needed to be there.

And you've totally lost me here. You should eat a pork bun!

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Sleeping Dogs is a Hong Kong action movie and that "divided loyalty" trope is really loving common.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
For me part of the appeal of Mass Effect is it's a space opera game that isn't 4x or space trucking. Just shooting lasers and romancing aliens as God intended.

It's got a heavy "Star Trek/Wars with the serial numbers filed off" vibe that is pretty much my jam.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

Ugly In The Morning posted:

The citadel in Mass Effect made me really want a game that was set entirely in that instead of doing ice and lava planets and so on.

The amount of time I wasted there was insane. Yes, I'm going to look for all the keepers. Why would I not.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
For all the open world sandbox games we've gotten as of late nobody's set one in a hyper advanced future city. SR4 has aliens and superpowers but that's about it.

I want Grand Theft Jetcar.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Computer games always stretch to fill the limits of what PCs can do. Programmers and designers can't resist it.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Been playing some Wind Waker HD, and while there are some improvements (the tablet as the item/map screen REALLY helps) I feel like they may have screwed with the enemy movement somehow? In the first dungeon I ran into one problem with a fire centipede that whenever I hit it, got knocked back into the lava (had to douse it with a water jug to actually get rid of it and I'm pretty sure I didn't have to do that in the GC version), and I noticed a few times enemies would circle back way out of reach after getting hit, one of the moblins managed to drop his sword off a bridge before I did anything, a few other weird glitches. Maybe I'm just misremembering? Hasn't been that long.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

Len posted:

There were a couple voices that weren't reused and they were leaps and bounds better. I don't get why they were not all that way.

Oddly enough Lego Dimensions doesn't do this: they actually got Ian McKellen to record new lines for Gandalf, Elizabeth Banks as Lucy/Wyldstyle, etc. Peter Capaldi is Doctor Who in that expansion (though past Doctors do have recorded lines- which is fair since some of them are no longer with us.)

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
The thing is, good dramatic moral choices in narrative media tend to be more than "do you do this bad thing for your own benefit/the greater good"? Like there's a film by Kurosawa called High and Low. Toshiro Mifune plays a businessman who has mortgaged everything to try and buy ownership in his company, but he gets a call saying his son has been kidnapped asking for a hefty ransom. But then he learns it's not his son but his chauffeur's son, the kidnapper doesn't care, if he doesn't pay the kid dies. You know what he should do but you understand why he hesitates because if he pays he's completely ruined. That's a real, tense decision. It's hard to stage that sort of thing in a video game.

Basically watch High and Low.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
So I'm playing Zelda: BotW on Wii U, and I'm thinking it was developed as a Wii U game for a while since the key item in-game is basically a tablet that you use to keep track of things. When they understandably made it a Switch launch title, though, I guess that part got shoved aside, since the gamepad isn't used for much (apart from tilting to aim some things). This itself is just kind of a shame, having the menus and maps and such on the gamepad in Wind Waker HD was a big quality of life improvement, but my major objection is that instead the pad screen just slowly flashes "tap here to play on gamepad only" the whole time you're playing. There's no way to turn it off AFAIK and it's kinda distracting. Got used to it eventually but annoying.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Lightning storms is just how the game is played. You should always have some non-metal stuff ready to equip in the major slots. Pay attention to weather.

Horses are sort of a tradeoff- you can go fast enough to avoid most enemies, but you do mostly want to do straight beelines and not try any tricky maneuvering. Good for following roads.

The framerate thing is notable but it's not so bad that I'd skip the Wii U version (if you have a Wii U and not a Switch, that is.) As I talked about earlier I get the feeling that a lot of this game was developed for the Wii U so they probably didn't have to take out a lot to make it fit there- I have not heard of any major features missing.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
The major thing dragging down BG 1 & 2 is the AD&D rules.

In particular, first level characters in old school AD&D are hella fragile. Getting one-shotted by a wolf is a very real possibility. The game is designed so that it seems to take a heck of a long time to level up. There are also all sorts of weird restrictions on which race can be which class and for how long that don't make any sense anymore.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Fallout: NV

Maybe springing a two-on-one combat on you with no real forewarning in a place where you're told to surrender your weapons before entering is not the best of ideas, eh Ultra-Luxe?

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
I'm not sure how that works since the "give us your weapons" convo seems to auto trigger on entering any casino but must be something I haven't found yet.

Still the way Bethesda's engines handle melee combat is bad (I know they didn't make NV but they did the core game mechanics).

Edit: on a similar non-Obsidian note sweet GOD the loading times

Maxwell Lord has a new favorite as of 21:50 on May 3, 2017

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Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
This has nothing on Watch_Dogs, where you could hack traffic signs and the like to display memes. "You" being grizzled hardass tortured loner Aiden Pearce.

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