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- May 29, 2010
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I dont get why people hate on linear endgames, if anything you dont want your players fucking around in the supposed climax of the game.
They'd be okay if they were shorter.
I dont get why people hate on linear endgames, if anything you dont want your players fucking around in the supposed climax of the game.
Arx fatalis is the more balanced game
Now you are speaking like a true casual tard. In a survival horror environment being familiar and intuitive is extremely important, more so than gameplay itself. Also nonsensical level design is never "fun".Anyway, fun is more important than if the level design "makes sense as a livable space."
Well, the Body is nonsensical AND not fun, that's the problem.Doom isn't fun, you heard it here first.
You understand what the word "optional" means, right?And no, there's platforming all throughout the game (though mostly as optional secrets, such as the shotgun stash in the dark, flooded room in med/sci 2), just in Rickenbacker it gets more frequent and challenging.
Doom is not a shooter but a survival horror game. You heard it here first.Demons are certainly horrific and it certainly is a struggle to survive on nightmare difficulty where enemies are far more numerous, faster, and can only be temporarily knocked out.
I'm not the first to joke about this.Doom is not a shooter but a survival horror game. You heard it here first.Demons are certainly horrific and it certainly is a struggle to survive on nightmare difficulty where enemies are far more numerous, faster, and can only be temporarily knocked out.
You understand what the word "optional" means, right?
RE: HL - yes, Half Life has some (too much) platforming even in the Earth based levels (fuck you, Waste Reclamation Plant), but large parts of Xen consist of solely platforming action, with some rather non intuitive goals to boot. Alien? Sure. Worthwhile? Hardly.
Don't listen to Roguey, SS2 is great (perhaps less than SS1 though). The two games are better than Deus Ex nevertheless.
I still remember finishing Deus Ex and being floored by it and then starting SS2 ... I could not believe how good it was. At first I refused to acknowledge that SS2 is better but by the end of the game I had no choice. Good times.
Who the hell cares? It was a piece of art, simple as that (and B1 as well, but it was less impressive).
Don't lump Bioshock 2 in with the Levine games; it actually has decent gameplay.I didn't play Bioshock games for their gameplay, bro, and I don't think anyone did.
Ok, I'm going to try not to laugh and will see if you have a point, because as far as I remember it was same old, retarded vita chambers and all, with minor differences. I gave up half way through so I could be missing something. The only notable differences I remember was you get a drill and dual-wield plasmids, tower defense featuring little girls, as well as hacking being a different, almost as shit minigame as the previous. And I'm very critical of gameplay so I would have noticed good changes that make the Bioshock games not shit.
Bioshock 2 > Bioshock & BS:I
But that's just all relative.
You sure are upset about vitachambers even though SS2 had them too. The only difference was that you had to activate 'em first. Until then you can just rely on good ol' quicksave/load (not that it's necessary, SS2 isn't particularly difficult given that you only fight one enemy at a time for most of it)
They're optional in the Bio games too.
After a patch IIRC. A patch that is not available on all systems.
And no, it all matters. Everything matters, else you cannot into game design.
If you pretend quickload functionality doesn't exist.
There's a difference. Quicksave/load resets the game state and the challenges with it, vita chambers do not: enemies retain health, so for example you can just keep chipping away at them with a wrench > die > wrench > die rinse and repeat.