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SSNeoman posted:I was close to yelling "EAT THE CANDY BAR! EAT THE CANDY BAR!" at my screen during the typhoon laser bit. Where I should have eaten a candy bar is during that gently caress-up at Hei Zhen Zhu. Or used the stun gun instead of the pistol. The shotgun isn't something you really want to gently caress around with at close distances. As far as I can tell from the video, the guy shot me only once, and my HP dropped from 200 to 67. One more shot and I would have been done for. So, to sum it up, the stun gun temporarily disables bots, cameras and turrets (not very useful in my playing style), and permanently disables lasers (could be useful, but I usually know some other way to deal with them), no alarms triggered in any of these cases, right?
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# ? Nov 3, 2015 05:42 |
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# ? May 9, 2024 00:07 |
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Part 12.2: RBS Admin https://www.youtube.com/watch?v=it9fwMwkyGM This one is definitely weaker than the previous ones, but I guess that could be said about any other update. Sneaking and talking included.
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# ? Nov 3, 2015 06:43 |
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Part 12.3: RBS Detention and Interrogation https://www.youtube.com/watch?v=Wq-YrTqepsQ This is the usual ninja action, plus some talks and plot.
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# ? Nov 3, 2015 12:14 |
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The HZZ and RBS are amazing but there's this one thing I really hate about them. Those biometric scanner things that take thirty minutes to do their thing.
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# ? Nov 3, 2015 14:57 |
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There is only one scanner on HZZ and you can only pass it once, so no big deal there. In RBS, yes, a different story. But if you ask me, the most annoying thing is those voices repeating over and over the same things. "Rifleman Bank Station Control confirmed", "Entering restricted areas will result in termination and prosecution", "I'm not a terrorist! You are the terrorists!" and so on.
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# ? Nov 3, 2015 15:01 |
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I don't mind the PA or ship AI pilot but the prisoners still doing it after the guards have been punched to sleep, yeah.
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# ? Nov 3, 2015 15:03 |
Yeah, those rooms and the backtracking needed are two flaws of that DLC. It's a shame, really, because it's very good otherwise and this could be circumvented by just a bit more map layout planning.
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# ? Nov 3, 2015 15:11 |
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It's a matter of personal preference. The lack of backtracking in modern games saddens me deeply, so I'm actually glad to see that. Although I mean not exactly backtracking, but exploration aspect. That is, if you have a set of points, say, A, B, C and D, and in an abstract modern game you navigate from A to B then to D with optional C in between B and D, that's the worst thing for me. If you go from A to B, then to C, then back to B and then to D, that's better. But the best is when you can go from A to either B or C, then to D, then back to A via a different route, skipping both B and C altogether, and then once you've visited the remaining point (if any), you roam around freely between them, discovering many other interesting points in the process, so it no longer feels like you're running from point to point. I really miss those maze-like levels from the 90s, and that's why I especially like Deus Ex cities, although they are way to small for my taste.
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# ? Nov 3, 2015 15:22 |
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Jesus, this LP is progressing fast. And yeah, I like backtracking in an explorative sense. Games where you get new abilities or whatnot that let you expand on existing areas. The better Metroid or Castlevania games, the Resident Evil remake, all good examples of it.
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# ? Nov 3, 2015 16:35 |
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Speedball posted:Jesus, this LP is progressing fast. Part 12.4: RBS Action https://www.youtube.com/watch?v=ShefXebgP20 This is another of all-in-one updates. Ninja action, open shootouts, sneaking, plot and more.
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# ? Nov 3, 2015 17:13 |
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I would love an explanation for Quinn's circle-thing on his face. Some kind of cybernetic...something... but it's really distracting.
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# ? Nov 3, 2015 19:03 |
I don't mind backtracking when it serves to build a sense of a cohesive area; not when it forces you to double back through the level you literally just cleared out. The "get eye to Quinn" goal is just that. This game is generally good about not going too much overboard with it while giving you plenty of opportunity to explore, just... not this time.
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# ? Nov 3, 2015 19:07 |
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Speedball posted:I would love an explanation for Quinn's circle-thing on his face. Some kind of cybernetic...something... but it's really distracting. anilEhilated posted:I don't mind backtracking when it serves to build a sense of a cohesive area; not when it forces you to double back through the level you literally just cleared out. The "get eye to Quinn" goal is just that. But if you ask me, all these maps are too linear anyway for my taste. Take RBS, for example. Bay 2, bay 1, admin, detention, interrogation, back to detention, admin, detention, interrogation, restricted wing, interrogation, detention, admin, bay 1, bay 2, bay 3, bay 2—in that exact order! Oh well, the bay 2 is connected to the admin directly which can be used to skip the bay 1 on the way back and/or visit the admin before even going to the bay 1. But that's about it. When I look at your avatar, I always remember the original Shadow Warrior and how linear is the remake as compared to it, even when Lo Wang complains about "old school poo poo".
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# ? Nov 3, 2015 19:23 |
Yeah, I think I actually talked about that a bit when I LP'd that game and as such it's a topic I tried to get to the bottom of. In the end, I figure, open-ended shooter levels are out now because they tend to get in the way of either storytelling or difficulty curve. With Shadow Warrior, while there's still some non-linear levels in the remake (or at least parts of them, in a choose-your-next-key way), it's hard to do anything as open-ended since players don't really have the patience to wander all around the area to find that one key that unravels it whole thing (allowing you to get the next key and so on and so on). It also relies on having its fights designed quite well to go in sequence. In most cases anyway. There's also the issue of actually rewarding exploration which in itself requires a game to have a more complex system - just rare ammo won't do it and in the original Shadow Warrior it was a design quirk: if I remember correctly, they didn't really know the order of the levels until late in the development so you can find all guns on every map, hence all the secrets. HR is actually pretty good about this at least in the beginning, with stuff like how many ways you can approach Derelict Row. As it progresses it sadly gets more linear and/or uninteresting: the worst culprit of that is, in my opinion, the area following the DLC - sure, your build is finished by then, but there's no reason not to stuff the place full of interesting lore bits to give you some motivation to not just blaze through it. anilEhilated fucked around with this message at 19:35 on Nov 3, 2015 |
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# ? Nov 3, 2015 19:32 |
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Btw OP, I meant to ask but why don't you hack the alarm panels? It's not necessary seeing as you don't get caught, but hey, exp is exp.
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# ? Nov 3, 2015 19:52 |
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SSNeoman posted:Btw OP, I meant to ask but why don't you hack the alarm panels? It's not necessary seeing as you don't get caught, but hey, exp is exp. anilEhilated posted:Yeah, I think I actually talked about that a bit when I LP'd that game and as such it's a topic I tried to get to the bottom of. In the end, I figure, open-ended shooter levels are out now because they tend to get in the way of either storytelling or difficulty curve. anilEhilated posted:With Shadow Warrior, while there's still some non-linear levels in the remake (or at least parts of them, in a choose-your-next-key way), it's hard to do anything as open-ended since players don't really have the patience to wander all around the area to find that one key that unravels it whole thing (allowing you to get the next key and so on and so on). anilEhilated posted:It also relies on having its fights designed quite well to go in sequence. In most cases anyway. anilEhilated posted:There's also the issue of actually rewarding exploration which in itself requires a game to have a more complex system - just rare ammo won't do it and in the original Shadow Warrior it was a design quirk: if I remember correctly, they didn't really know the order of the levels until late in the development so you can find all guns on every map, hence all the secrets. anilEhilated posted:HR is actually pretty good about this at least in the beginning, with stuff like how many ways you can approach Derelict Row. As it progresses it sadly gets more linear and/or uninteresting: the worst culprit of that is, in my opinion, the area following the DLC - sure, your build is finished by then, but there's no reason not to stuff the place full of interesting lore bits to give you some motivation to not just blaze through it.
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# ? Nov 3, 2015 20:14 |
I agree with most of those so I'm just going to correct one nitpick about the original Shadow Warrior: the reason you can't find the railgun in the early levels is that it was exclusive to the retail version as opposed to the shareware demo (which IIRC had the first seven maps). Duke 3D did the same thing with the shrinker, freezer and devastator. Hell, Doom did it with plasma and BFG. Another point I'd content is the fights in remake being playable in any order - sure, that works, but most of them actually escalate through the level. It's not just that you get a big setpiece battle at the end, but they tend to become gradually harder and again more complicated enemy combinations. One exception being chapter 13 but, well, gently caress chapter 13.
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# ? Nov 3, 2015 21:26 |
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Oh, well. Fights were always something like ambiance for me, so it's no wonder I haven't noticed that. As far as weapons go... ditto. I don't care much about weapon progression, as soon as the game keeps balance, which most first-person games do. And I was perfectly OK with Chapter 13. Thus ends this derailing.
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# ? Nov 4, 2015 05:24 |
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You're not playing Director's Cut, I see. Jensen only regenerates one energy bar, not two.
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# ? Nov 4, 2015 05:57 |
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I'm playing Director's Cut on the highest difficulty where energy management is the same as in the original. That's exactly the reason why I'm playing on the highest difficulty. I have already explained it somewhere in this thread. Part 13: Singapore https://www.youtube.com/watch?v=cMJ78pNyaNE This one is kind of boring, I guess, as compared to Missing Link. But it still contains a couple of exciting moments. It's mostly sneaking and some talking.
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# ? Nov 4, 2015 06:23 |
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Oops, sorry, guess I missed that.
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# ? Nov 4, 2015 06:33 |
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Part 14 (final): Panchaea https://www.youtube.com/watch?v=3vt84aeunKk It's finally done! During earlier upgrades, a couple of times I was quite close to dying, but I still made it through the whole game. This last update is pretty boring, but that's Panchaea. Fending off numerous enemies who can't jump over obstacles, can't shoot and are completely retarded is not exactly what is needed to make a fun mission. And the fourth boss is the silliest ever.
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# ? Nov 4, 2015 17:38 |
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I forgot how utterly colorless and white Meagan Reed's room was. It's like Namine's room from Kingdom Hearts. Weird.
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# ? Nov 4, 2015 17:55 |
I like the Hyron fight style-wise, the whole concept is pretty cool. Just wish it wasn't quite so easy to cheese it.
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# ? Nov 4, 2015 18:13 |
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The concept is OK. Looks nice too. But even if I didn't use the laser rifle and not entered the code it would be just a matter of destroying turrets and bots and killing crazy guards, neither of which is anywhere hard and/or fun.
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# ? Nov 4, 2015 18:26 |
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Nice LP, Alqualos! Masterful sneaking. This LP really reminded me how horrifying the game's plot is. Turning kidnapped people into human CPUs, with like 99% failure rate? drat.
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# ? Nov 4, 2015 19:46 |
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Trogdos! posted:Nice LP, Alqualos! Masterful sneaking. This LP really reminded me how horrifying the game's plot is. Turning kidnapped people into human CPUs, with like 99% failure rate? drat. Why only women? Something about brain hormones?
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# ? Nov 4, 2015 20:03 |
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Because Burke is sexist?
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# ? Nov 4, 2015 20:07 |
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Alqualos posted:Because Burke is sexist? Entirely possible! Panchaea as a massive counter to global warming is an interesting idea. I'm not sure how well it would work, but... yeah.
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# ? Nov 4, 2015 20:12 |
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So, what's the reason behind disabling the reticle?
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# ? Nov 4, 2015 20:39 |
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Why didn't you use the PEPS? It's nonlethal and blasts whole crowds.
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# ? Nov 4, 2015 20:49 |
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Speedball posted:Entirely possible!
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# ? Nov 4, 2015 21:09 |
Speedball posted:Why didn't you use the PEPS? It's nonlethal and blasts whole crowds. Basically stunning a whole crowd for a couple seconds won't do much more than give you time to switch to something better.
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# ? Nov 4, 2015 22:29 |
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Sylphosaurus posted:Was it ever mentioned how it was supposed to work? I think it was supposed to be a massive heat sink for the entire ocean. Once it kicked into action the whole sea around it would start to freeze.
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# ? Nov 4, 2015 22:35 |
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Speedball posted:I think it was supposed to be a massive heat sink for the entire ocean. Once it kicked into action the whole sea around it would start to freeze. That plus carbon sequestration--you could pull out CO2 from the air, and dump it below the ocean floor. But mostly it was "iron seeding" and handwavy near-futuretech--assuming it wasn't a scam from the start.
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# ? Nov 4, 2015 23:32 |
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Alqualos posted:Part 12.2: RBS Admin 16:25 -- "This is fuckin' boring."
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# ? Nov 5, 2015 03:42 |
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SovietPotatoe posted:So, what's the reason behind disabling the reticle? Speedball posted:Why didn't you use the PEPS? It's nonlethal and blasts whole crowds. In fact, one weapon that could be very useful in an Iron Man run which I didn't use is the revolver. It's kind of poor man's rocket launcher! Noisy, but still very useful when you need to fend off some turrets and/or small bots. Could have used against those Typhoon turrets, for example, but I'm not sure that the guards in the loading bays wouldn't hear me. And those turrets in the detention aren't really in the way because they only have two beams each. Another useful weapon could be the shotgun for blind fire from cover. I usually used the stun gun in such cases, but it takes a while to reload if you miss, and that could be bad. So this time I simply decided to avoid that tactics (except for the MCB hideout), but sometimes you end up in such situation involuntarily. But then again, it's too noisy and takes too much space. When it comes to weapons, Deus Ex: HR is very similar to the original. I mean, heavy weaponry takes too much space, there is too little ammo for automatic weaponry (you kill a guy with an assault rifle before he even makes a single shot only to find out 3 ammo in his clip, really?), and the game is mostly tuned for pistols. One good step forward is new non-lethal and/or silent weaponry, though. It always frustrated me how the stealth pistol couldn't kill a lone guard in a single headshot at point-blank range. Sylphosaurus posted:Was it ever mentioned how it was supposed to work? Did I mention how annoying those repetitive voices are? Well, Picus News is one of them. But my favorite line about Panchaea is, of course, "You mean—if it doesn't kill us all."
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# ? Nov 5, 2015 06:18 |
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Great run, Alqualos. A triumph of preparation over brute force - I was wondering for a long time if you'd really need that many non-lethal options for Panchaea, but I guess I forgot quite how many not-zombies it throws at you. They must've blurred together in my memories. Are you going to take a break from DX:HR after this playthrough? I figure you must've played it quiiiite a few times at this point, judging by the competency and by how many little details you used that I still had no idea about.
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# ? Nov 5, 2015 22:01 |
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Also, the launch confirm codes are a homage to Captain Kirk's self-destruct codes, His is 0-0-0-Destruct-0.
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# ? Nov 6, 2015 00:00 |
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# ? May 9, 2024 00:07 |
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WFGuy posted:Are you going to take a break from DX:HR after this playthrough? I figure you must've played it quiiiite a few times at this point, judging by the competency and by how many little details you used that I still had no idea about. Iron Man run took me a while indeed. First was a practice run when I figured out the best ways to do every difficult moment. Then I tried to Iron Man it a few times. Let me think... I'm not sure about the order and if I haven't missed something, but I had at least this many failures:
Now that I look at it, I regret that I haven't kept the recordings of all that. Would make a nice bonus addition to this LP. Not the whole recordings, of course, just the gently caress-up parts. After these many failures I figured out I need another practice run. I didn't want to play through the whole game again (which I did at every failure above), so I just decided to continue from the loading bay 1 failure. Perfected RBS, then quickly figured out Singapore and Panchaea, then stopped playing for a while to let the brain "process" all this stuff. The next attempt was a successful one. Even better than this one because I ghosted perfectly through Hei Zhen Zhu. I came up with the gas canister trick for the loading bay 1 later, though, that time I just shot one guy blindly with the stun gun and took down another which worked perfectly too, but was more risky. On the other hand, I got discovered almost immediately when things got hot (I forgot that there is a guard above that looks your way as you exit the detention after dealing with the gas). Took me a lot of run-and-hide to get through the admin section. But other than that, it was almost a perfect run. And only after a while I decided to do this LP. MA-Horus posted:Also, the launch confirm codes are a homage to Captain Kirk's self-destruct codes, His is 0-0-0-Destruct-0.
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# ? Nov 6, 2015 06:04 |