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Everything posted by matt0

  1. I've continually played Halo since CE in one form or another, year in year out. Campaigns multiple times solo and co-op (all the Bungie ones solo on Legendary), countless hours of multiplayer, years of ODST and Reach firefight as my couch co-op go to games. I've played more Halo than any other video game series. I just finished Infinite's campaign on Heroic and I thought it was very good. Not top tier Halo, but excellent when held up against the FPS genre as a whole. All these attempts to pathologise or qualify peoples' appreciation for a videogame because you personally didn't like it are fucking weird.
  2. The drop of a skewer shot over distance, that long arc ending in a perfect headshot that sends a brute sprawling. Grapple hooking around a tree and shot gunning grunts as you swing past them. The wheezing rattle of the Commando Rifle as you line up against a jackal's weakspot and then re centre your aim at their head, still firing wildly as they crumple. Banshee missile pot shots at grunts on a distance mountain peak and their classic Halo slow-motion wind-milling as they plummet to the rocks below. Leaping down a sheer slope into the centre of a banished patrol and destroying them in seconds with precision Mangler shots while they barely have time to register your presence. A cat and mouse battle with a trash cannon wielding chieftan in a covenant base, grabbing the cannon the moment he dies and then storming in to the open wrecking swathes of grunts, jackals and lesser brutes with a hail of molten metal. Plasma swording an enemy on a cliff edge, the momentum of your attack carrying you both over the edge, only to grapple back to safety as your opponent falls off the ring in to the void. It's good Halo.
  3. For anyone struggling with the bosses (or just powered up hunters and brutes) - use the skewer! The skewer is a beast and there's always a couple knocking around the boss arenas.
  4. Fair point, well made.
  5. We might be talking at cross purposes because I agree with what you're saying here. I don't think it's a surreal question because I think games don't effect us - I find it surreal because they obviously, transparently do and there won't be a single person on this forum that won't be able to recall at least one kind of emotional or psychological response to a game. I think most of us probably experience some kind of profound effect from playing games fairly regularly, either a sense of fear or panic or flow state, an emotional response to a story, or something more fundamental like seeing Tetris blocks when trying to go to sleep. And if games can do this, and they have the same (and I'd argue greater) capacity for complexity as other mediums I think it's more of a leap to say they can't effect or influence us on a profound level than saying they do. Nobody would argue the first point for films, or books or music, but for some reason it's a truism about games. I've also (not directed at you but just in general) got no patience for attempts to police or downplay these responses, either consciously or unconsciously - I don't see a difference between a sense of revulsion from having to kill animals in a game, a sense of panic or fear from being chased in a Resident Evil game, or being emotionally engaged in a game's story.
  6. I find it frustrating that starting from a generally agreed position of "violent videogames don't make you violent" we've ended up entertaining this weird logical fallacy that videogames have no affect on people full stop. Don't influence people in any way. Don't express or communicate ideas or ideologies. Don't have positive or negative emotional effects. "Do videogames affect people?" Is such a surreal question. As surreal as "does music affect people?", "do films affect people?", "do books affect people?" Regarding the steady increase in mechanics around hunting and killing animals, I always try and trace what the fantasy behind these things is. It's about giving people the illusion of self sufficiency and competence in a world where increasingly, as societies we have less and less, are capable of less and less.
  7. Mine is a bit dull on account of the two Halo games but: BOTW Halo Reach Halo ODST Civilization 4 Joust Runners up: LTTP, Super Metroid, FTL, Slay the Spire, Angband, Huntdown, Silicon Zeroes, FF Tactics, Fire Emblem (the first one that came out in the West), Halo CE, Robotron, Defender, EDF 2025 etc. Etc.
  8. One thing I did like about 3 is you get to see the original T-1 terminator model and it's rubbish.
  9. matt0


    I love Blame! It's full of so many hooks for the imagination and it does a great job of communicating vast spaces and distances visually. Also Tsutomu Nihei does not give a fuck whether you can tell what's going on in his action scenes. Biomega is possibly the better series with wilder ideas and tighter art (although I love how raw and scratchy Blame! looks at times) but there's not much in it. Noise and Abara are good too if you can find them.
  10. I didn't play Wildermyth. I suspect it might be one of the best games ever made. Personal top ten material. I'm almost afraid to play it at this point.
  11. Valkyria Chronicles (Switch): A charming, janky mess. Fun but broken troop to troop combat. Terrible boss fights and scripted moments in battles. Pacey but overly sentimental anime storytelling that still somehow manages to juggle very heavy themes in a way that doesn't come across a crass. Also, surprisingly few RPG elements - almost none in fact? Weird. The cover system is hilariously broken - as long as an enemy is crouching behind some sandbags they are in cover. Even if you're standing behind them, on the same side as the sandbags, with your gun pointing directly at their head, you only do chip damage because the enemy is "in cover". The command points system is broken as well, where you can move any unit as many times as you like in a turn as long as you have the points to spend. This lets you orchestrate flanking manouvers or push through enemy lines through brute force- but it also means that the when the enemy boss spontaneously appears in a scripted event, they've clearly been scripted not to do the obvious thing which is spend every command point unloading in to your key units in a forced game over condition. So they shoot at you twice, and then run round a corner for no reason. Then all their underlings fanny about running back and forth doing nothing until their command points are all spent... It would've worked better if it was asynchronous - you get the command point system but the enemy just gets a normal every unit moves once per turn - because as it is always feels like the enemy is playing to lose. I had a good time with it, I went through a cycle of being fully invested, to cursing its existence, back to fully invested twice, because it's a disaster of a tactics game, but it's just fun to play. Manoeuvring your troops in real time is fun. Charging in to enemy fire with a defensive buff is fun. Aiming manually and sniping enemies with headshots is fun (I wonder if this was the basis for the Phoenix Point aiming system - it feels like a direct ancestor...). And it looks beautiful - strong PS2 feel realised on more powerful hardware. Exo One (Xbox One): I've lost track of graphics. I couldn't tell you what is good or bad graphics. People are saying Halo Infinite has bad graphics so I squint at my TV and the only conclusion I can come away with is "it has graphics". All the games have all the graphics now. Exo One has NEW GRAPHICS. Stuff I've never seen before. Soar through volumetric clouds and strange vortexes of light and energy, impressive weather effects, squalls of light and particles... Roll a space marble through a very hi definition mid 90s Amiga demoscene production and remember when a mid 90s Amiga demo was still new and exciting even in that era of crispy texture mapped polygons on far more capable systems. ... And that's probably 2021 done. Here's everything I played this year ranked: And the top 20 of everything I've finished since I started posting in these threads in 2017 with new entries in green.
  12. matt0

    Nintendo Switch

    22% docked, 78% portable. All seems about right.
  13. I find the massive vehicle sections in Halo 3 a bit too random and frequently unsatisfying to be honest. Sometimes they play out beautifully and are moments of grand spectacle but a lot of the time you get clipped by a wraith mortar 10 seconds in and spend the rest of the battle doddering about on foot chasing after other vehicles to commandeer... CE's vehicle sections are more methodical although on a less grand scale which I think I prefer. 2's are either shooting galleries or an awkward first step towards what they did with 3. Everything post 3 feels like a mid point of all those approaches. The highlights of Halo for me have always been the regular combat with the vehicles either occasionally forming a dynamic part of that or specific vehicle sections providing a nice way to break up the experience. Infinite could do with with more vehicle bits and more grand scale engagements but it still has its (very occasional) moments. I did the bit where banshees first show up last night and it was magnificent, comandeering one and blasting sniper emplacements with missiles over vast distances. There's been a lot of Halo games now and there's a lot of different approaches to setpiece and encounter design across the series, so everyone has their favourite games and own concept of what makes a good Halo game. 3 is fairly low down the list for me, I actually prefer Infinite.
  14. "just stuff off game pass" Yeah but, what sort of... "stuff"
  15. This could only be more ridiculous if the venue where he announced this was a hotel owned by Atari.
  16. I don't think that was true towards the end of the Bungie era though. The 343 Halo combat model is based on ODST and Reach and they both gave you a very generous supply of scoped pistol, carbine and battle rifle ammo - enough so you could play through most of the game with those weapons. Halo 2 as well, although less by design in that case and more by being a gigantic mess, the Brute AI had no response to you engaging them at range. I've died a fair amount in some places with Infinite on Heroic and have had to switch up weapons and make use of the grapple hook and on one occasion the scanner when I was ambushed by a pair of cloaked elites. I haven't found it significantly easier than the rest of the series, at least on Heroic.
  17. Yesterday I did a grapple hook manouvre in a sweeping arc past two grunts and shotgunned them both in the head as I flew by. This is a good game.
  18. There's a Zelda-esque puzzle solved jingle a couple of times in the opening chapter which cracked me up. That backs up the Halo but BOTW theory anyway. I haven't heard it out in the open world though, or maybe it's been drowned out under all the gunfire and chaos.
  19. This feels like a further evolution of the covenant based levels from 4 and 5 more than a return to Bungie era Halo. Which is fine. I really like the covenant levels from 4 and 5. I did get chills at one point engaging some grunts at long range, it felt for a moment like the Halo game I always wanted - the one that's hinted at in the ODST hub level, the 2nd level of CE and that free roaming bit towards the end of 5. But the AI, the weapon feel, the encounter design (must be very hard to rival classic Halo encounters in an open world)... It's not quite there. It's very good by the standards of the whole genre, but just decent by the standards of the franchise.
  20. matt0

    Homeworld 3

    *glances at metaphorical pile of games I bought off GOG but never played with the entire Homeworld franchise peeking out from under a deposit of infinity engine D&D games*
  21. I loved the multiplayer, secretly one of the best games of its era and a good antidote to my disappointment over the 360 era Gears sequels.
  22. But for the speculative aspect of it all to work there has to be a way to cash in the NFTs for real money and it's less risky for Ubisoft to offload all of that on to existing third party infrastructure rather than get embroiled with potential money laundering scandals and pitfalls from future government legislation. When I say it makes sense I mean it makes sense for Ubisoft. Also NFTs provide a reasonably secure way to avoid duplication which is what tanked the Team Fortress hat economy.
  23. You can implement royalties on secondary sales with NFTs. So that's where Ubisoft potentially cash in. As much as I dislike the idea of all of this, cosmetics in a videogame is at least an application of NFTs that I think makes some kind of sense.
  24. So maybe we should wait for a game that people actually care about to offer this stuff and see how it pans out then before we establish who's being left behind.
  25. Godspeed the future when you can spend 800 bucks on cosmetics for a third rate Ghost Recon game and then sell them on for 50 bucks when the game craters and the servers are turned off.
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