Author Topic: Video Game Thread 2.0  (Read 1507922 times)

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Re: Video Game Thread 2.0
« Reply #1755 on: February 19, 2013, 11:10:59 am »
I'm still kinda amused about the people who bitch about the yellow, god forbid someone have a consistent style for a game other than realism and brown.

If there had been ways to avoid the boss fights(and there pretty much is for the last one) then I wouldn't see much of any fault in the game. You're still never going to have ALL of the augs, and this is coming from someone who did a nearly 100% nonlethal take down run, with ghost an smooth operator on almost every level. I still didn't have enough to pick everything, though I did have far more than I really needed near the end. Think I had about  7 points left over I never bothered to use with probably 10-20 points worth of augs that actually did something left. Run and gun your way through and you'll get about 1/5th that experience total.

Offline kefkaownsall

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Re: Video Game Thread 2.0
« Reply #1756 on: February 19, 2013, 11:13:55 am »
Oh the boss fights in HR were outsourced which makes sense since the Typhoon broke the game

Offline Material Defender

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Re: Video Game Thread 2.0
« Reply #1757 on: February 19, 2013, 11:14:18 am »

Quote
Story was decent, but the gameplay was... too simple. It took away meaningful choice making with your augments.


Loved HR man, I'm talking about Invisible War in that quote. HR gave meaningful choices in its augmentation system and I played two separate games completely differently. I think the only issue is you had to take the anti-EMP augmentation to survive the second boss fight. With it? Its cake.

Invisible War was terrible though. There was almost always a "Better Choice" so there was no real choices there.
« Last Edit: February 19, 2013, 11:16:58 am by Material Defender »
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Re: Video Game Thread 2.0
« Reply #1758 on: February 19, 2013, 11:16:04 am »
Oh the boss fights in HR were outsourced which makes sense since the Typhoon broke the game
I'm thinking of doing a run where I actually use it. I don't think I've ever even managed to use it once... despite it being a rather large plot point in the game.

Offline kefkaownsall

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Re: Video Game Thread 2.0
« Reply #1759 on: February 19, 2013, 11:43:35 am »
Just run up to the boss and use it it dies in two shots

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Re: Video Game Thread 2.0
« Reply #1760 on: February 19, 2013, 11:50:17 am »
Just run up to the boss and use it it dies in two shots
That's almost as broke as the laser rifle right at the end.

Offline kefkaownsall

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Re: Video Game Thread 2.0
« Reply #1761 on: February 19, 2013, 11:51:34 am »
The boss fights were awful and not really suited for a no kill run
This is why you don't outsoruce

Offline Material Defender

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Re: Video Game Thread 2.0
« Reply #1762 on: February 19, 2013, 11:54:03 am »
Oh the boss fights in HR were outsourced which makes sense since the Typhoon broke the game
I'm thinking of doing a run where I actually use it. I don't think I've ever even managed to use it once... despite it being a rather large plot point in the game.

It felt out of place in the game for Jenson, so I never got it.
The material needs a defender more than the spiritual. If there is a higher power, it can defend itself from the material. Thus denotes 'higher power'.

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Offline kefkaownsall

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Re: Video Game Thread 2.0
« Reply #1763 on: February 19, 2013, 12:00:03 pm »
I got it since I suck at shooters (I was dying a lot on easy)

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Re: Video Game Thread 2.0
« Reply #1764 on: February 19, 2013, 12:07:47 pm »
I can't be alone in this but the main fire emblem game is not bad.  The paralogues are Dark Souls

Let me guess...you ran into the Great Gate didn't you?

Ironbite-fuck that level.

Offline chitoryu12

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Re: Video Game Thread 2.0
« Reply #1765 on: February 19, 2013, 12:16:23 pm »
The boss fights were awful and not really suited for a no kill run
This is why you don't outsoruce

People have still found ways to sorta do no-kill runs; the bosses still die in the cutscenes, but a LOT of taser shots and EMP grenades can eventually trigger the cutscene. I actually used one on Namir, who's notoriously difficult: normally he'll instakill you if you try a takedown, but there's a short time during his "leaping over the walls" animation where he's vulnerable. Just predict where he's going to land and start mashing the button as soon as he starts coming over, and you'll get treated to Jensen simply punching him in the jaw.
Still can't think of a signature a year later.

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Re: Video Game Thread 2.0
« Reply #1766 on: February 19, 2013, 02:21:41 pm »
I dunno how or why but whenever there's a cutscene in Far Cry 3 I've been clearing out things in Torchlight. I think I have a problem.

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Offline Dakota Bob

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Re: Video Game Thread 2.0
« Reply #1767 on: February 19, 2013, 02:59:35 pm »
I dunno how or why but whenever there's a cutscene in Far Cry 3 I've been clearing out things in Torchlight. I think I have a problem.

I think you accidentally this sentence.

Art Vandelay

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Re: Video Game Thread 2.0
« Reply #1768 on: February 19, 2013, 06:39:23 pm »
I'm still kinda amused about the people who bitch about the yellow, god forbid someone have a consistent style for a game other than realism and brown.
I didn't say it's a bad thing, I was just being tongue-in-cheek.

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Re: Video Game Thread 2.0
« Reply #1769 on: February 19, 2013, 07:28:01 pm »
I'd like a lean system added on (my own idea for a vaguely related game concept includes the new Medal of Honor cover system and leaning outside of that), but the cover system tends to make things easier since you can see exactly what parts of your body are sticking out (an impossibility in first person orientation, as you don't have any sense of awareness of where any of your body parts are) and lets you blindfire. Human Revolution actually made the smart decision of having almost no accuracy during blindfiring (even in Gears of War is just serves as a "less accurate normal shooting"), but it does suit a more rapid combat style where you can respond to enemies in cover by running up, ducking behind the pile of boxes they're hiding behind, and blindly sticking a shotgun over and into their face when they pop up.
Isn't that more to do with 1st/3rd person perspective that a cover system? I imagine being able to switch to 3rd person would solve that problem, even with just the leaning and no real cover system. You wouldn't have blindfire, but ah well. I suppose it's a preference thing in the end.
On my second point, the training levels in the first game were downright ridiculous and completely destroyed suspension of disbelief: an augmented supersoldier and trained government agent can barely even hold a weapon steady enough to hit the target at 50 yards unless he decides to use those augments to increase his skills to the levels of an average USMC rifleman? Along with stretching believability even if you tried to justify it, it's immensely frustrating for players who have the skill to do the task (and could probably accomplish it themselves in real life) but are hamstrung by their character shooting like a drunk. Adam Jensen starts with the level of training and skill that someone in his position should rightfully have, and the augmentations do exactly that: augment his ability. He can use his Praxis points to steady his aim or reduce recoil, but he never needs to use them just to get himself past the competency level of your girlfriend trying out a shotgun for the first time out in the woods.
I wasn't trying to compare Human Revolution and the original (as I've never played Human Revolution), I just discussing the merits of the original's mechanics. I suppose I should've been clearer about that.

In any case, the incompetence at untrained levels aren't there for story purposes (because, as you said, it makes little sense), it's for gameplay reasons. You want to put all of your points into hacking and lock picking? Well then, you'd better be prepared to find the stealthy, break-and-enter-y solutions to things, because you're not going to last five seconds in a firefight. As I said, if you could overcome not levelling the relevant weapons skill with simple player competence, then there'd be little point in upgrading weapons in the first place, and every imaginable build would be a viable frontal attacker. Deus Ex is designed from the start to force you to specialise in a narrow set of skills and to have to use those skills to solve any given problem. It's so that you can't just say "fuck it, I'm just going to blast my way through the level".
Regenerating health became popular for good reason: limited supplies. Both games are infamously lethal (even on the easiest difficulty, HR will kill you quickly if you get caught in the open for mere seconds), but forcing the player to rely on limited medical supplies very often resulted in the player being caught with too little health to make it through the next section, but no supplies available to revitalize them. It's extremely annoying, especially since both games make such useful items in general relatively uncommon and have limited inventory space to try and fit everything in. Making it through Deus Ex gets frankly annoying sometimes, because you die quickly (especially early on) and you may have absolutely zero chance of recovering any health if you manage to hide. It's all in the name of giving the player a fighting chance, which is kind of a necessity if you want your game to have more than niche appeal these days. It's why my own game concept follows the Dwarf Fortress or Nethack manifesto of extreme unfairness and forcing creative thinking, but also understands the game's niche and how it's not meant to really be made for mass consumption.
Regerating health became popular because it works really well for linear shooters. There's little to no scope for searching for health pick ups, and it means the developer knows the player will always be on full health going into any given fight. Because those sort of shooters are all about creating a very controlled spectacle, it makes it much easier to design a level and place enemies in a way that's appropriately challenging without fucking up the difficultly curve. Since Deus Ex is not linear and is very open and player driven, the biggest merit of regenerating health no longer applies.

As for your experience, it sounds like you simply need to switch up your tactics. Medkits are fairly common if you properly explore the levels, they only take up one slot and stack up to fifteen at a time. The Medicine skill is relatively cheap and allows you to squeeze more health out of each medkit. Items like ballistic armour and thermoptic camo can be used to give you an edge in combat, augmentations like aggressive defence and ballistic resistance can turn you into a fucking amazing tank, especially if upgraded and of course the regenerating health augmentation can convert bioelectricity into health (and bioelectric cells are even more common than Medkits, and you can carry up to 30 of those at a time). Maybe it's just the build I went for, but by the time I reached Hell's Kitchen, I was finding more medkits than I could carry. The only thing that was in short supply was lock picks (for some odd reason, I was swimming in multitools). That's on the 2nd highest difficulty.
« Last Edit: February 19, 2013, 11:23:06 pm by Art Vandelay »