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matt0

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Everything posted by matt0

  1. 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.
  2. 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.
  3. 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.
  4. 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*
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Sensible World of Soccer NHL 94 Virtua Tennis NBA Jam (does this really count though...?) Nothing else really stands out that I'd still play today. I don't play sports games anymore to be honest. Played loads in the 16 bit era, fair amount on PS1, then just various versions of PES through the PS2 era. I've never played Neo Turf Masters... I should do something about that.
  11. There's always BFG ammo before an Archvile so you effectively only have to track it down once if you can time the shot to avoid it's invincibility state. This is my main criticism of the combat, it's all hard counters, most tutorialised or telegraphed but a few you have to figure out yourself. Its design evokes character action games like Devil May Cry and Bayonetta but with almost none of the scope for improvisation and personal play styles those games have. I think it does have an extra layer of depth in the combat that pushes it ahead of Doom 2016 for me, but I had a more uneven experience with it full of lots of irritations.
  12. "We have named the visitors Ravagers. Do they come in peace?"
  13. Is anyone else weirded out by the grenade explosions in this? They look like the pre-rendered CGI explosions from a mid 90s shmup. It's not that I don't like them (because I like pre-rendered CGI explosions from mid 90s shmups) but they're such a weird choice. I thought it was because I was playing on the One S, but no, they're the same on PC on high settings.
  14. It definitely is... but it also isn't? You'll see some things, I'll give it that.
  15. My impression from listening to various podcasts is that they're signposting the kinds of tools Dark Souls gave to players to tailor the difficulty level more without fully spelling them out. Which I think is a good fit for the game, letting players manage their own level of challenge. And also lots of little quality of life tweaks, being able to refill your estus flask after low risk encounters. Putting respawn statues near boss encounters. Things like that, which frequently rub Git Gud folks up the wrong way, but are really just good design - and also it's From, they clearly know how to balance around that. I've talked on her about my experiences working on extremely low budget / low profile indie games, and how strange peoples approach to game design can get in that grey area between hobbyist and professional development. I posted an anecdote in some thread or other about how a mobile game I worked on got moth balled despite us having a publisher on board because the developer just kept making it harder and harder to the point where the tutorial was borderline impossible - every mechanic was tuned so the player was at a constant disadvantage. One thing I've got huge admiration for when it's done correctly is weighting interactions in the players favour, and then balancing around that - so you can still make an incredibly difficult game, but one that feels fair to less skilled players. Cave games at one point started putting in mechanics like auto bombs or letting you soak up a hit without losing a life at the cost of your score multiplier. Because if high end play is all about score chasing, and low end play is about survival - you give the low end players a hand without diluting the high end play. It sounds like this is what From are doing with Elden Ring. I'm sure there'll be plenty of despair inducing bits: because From. And also the community will think up increasingly inventive challenges and ways to torture themselves while playing - so all the stuff hardcore fans love will be in there intact.
  16. Split the difference. High res 2D, make it look like Amano's art come to life.
  17. My favourite levels were always the sandboxy towns, castles or temples which the first game leaned in to - I think the second or third level was just you crossing from one side of a village to another at night time?. Open plan areas with guards patrolling. They had a real immersive sim feel to them, especially after you've unlocked a lot of the gear. I remember a night time mission in Wrath of Heaven, crouching on a roof top after I'd alerted the guards, and seeing them climb up on to other roofs in the distance searching for me... very glitchy PS2 era AI, but more complex than a lot of modern games ever attempt.
  18. The first Tenchu was a constant for me throughout uni. Either playing a kill each, handing the pad round in a circle, or playing by myself, or watching other people play themselves. I can't remember if between us we got Grandmaster for all levels and all guard layouts, but we came close. I don't remember the dates of anything or whether we got MGS around release or much later, but we'd been playing Tenchu for about a year and a half by that point and MGS just didn't hold up, at least mechanically. We had Tenchu, some version of ISS (98?), Tiger Woods (also 98?), NHL (probably 98...!) Tekken 3, Gran Tourismo 2, Marvel Vs. Capcom and I would play FF Tactics obsessively whenever the TV was free. PS1 era gaming was incredible.
  19. I played a bit of the second PS2 Tenchu game a few years back, it was finicky and overly exacting in a way I don't remember Wrath Of Heaven or Tenchu 1 being and more linear than those earlier games, but there was still some magic there. Tenchu really spoiled straight stealth games for me (and stealth heavy immersive sims too, at least until Dishonored), every time I tried one I'd just end up wishing I was playing Tenchu instead.
  20. My personal gripe is: A: "Nobody makes [genre that fell out of fashion in the 2000s but is actually back in fashion] anymore" B: "Look, here are dozens of amazing games in that genre." A: *looks the other way and whistles* B: "Did you... did you see all the games?" A: *whistling intensity rises* ... 1 week later A: "Nobody makes [genre that fell out of fashion in the 2000s but is actually back in fashion] anymore, I am so fucking angry about it."
  21. Megadrive sample playback was rough but plenty of games still had sampled speech. There's just zero effort made with the sound on the megadrive version, no samples, limp rendition of the theme song, weak in game effects. I like the graphics though. The palette is from the ST version (same colour bit depth between the systems) but with the extra colours for team two.
  22. It's fascinating to watch this play out because at the moment it's just some line of bullshit that's been fed to shareholders. Whether or not (and how) that gets spun out in to a real thing, and what that real thing looks like, is another question entirely. Another strand in the rich tapestry of the collapse of the AAA games industry.
  23. Does morbidly curious count as excited?
  24. I never liked what I read of his stuff, especially his GamesTM column which I found completely inscruitable. So I just avoided his work over the years. Then for some reason I watched his Dragon Quest 11 review when it came out and really loved the bit about the towns. And then the other day, thanks to this thread, I watched most of the Doom review. Got to admit I skipped around until I found something immediately interesting, the E1M1 bit, and then just watched from there to the end. It's brilliant. It's genuinely very funny, oozes with affection for the game and all his points are put across with a mix of meticulous detail and meandering silliness. It's the longwinded nature that makes it work, elevates his opinions and points about the game from a collection of personal truisms he reels off for you to either agree or disagree with, to something you can get inside of and see from his perspective.
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