Drakortha
Liturgist
Resident Evil 4 came after DE:IW tho.
You Resident Evil 4 fanboys are all the same. It's like you think the first 3 games didn't even exist and didn't have a grid inventory. You disgust me.
Resident Evil 4 came after DE:IW tho.
Wunderbar is right, though. Pre-RE4 Resident Evil inventories are effectively slot-based, not grid-based in the way that the Deus Ex inventory is. Since all items, barring exceptions like the shotgun and grenade launcher which take 2 slots, take up 1 slot each, you are simply choosing which 6 or 8 items to take with you, rather than arranging items of various shapes and sizes to most efficiently fill out a grid.
That's my job around here.That's why you see me in every thread saying that it is shit and ruined survival horror.
I agree with the spirit of your post, but the level size restrictions are directly tied to console memory limitations.and the thing to remember is that it was the same people that wrote the story, the same people that designed the first game. This was the natural path they were already on.Whether it released on console or not, IW would have been terrible. That was its fate. Consoles made a good scapegoat for the 'tards to focus on though. The developers were the problem.
The early screenshots prior to the console version indicate that it was always going to end up this way. This was always the plan well before the changes occurred. It would have still been the same game.
This isn't that different from the game we got. It's just that the UI resembles the original games a bit more closely but if you take a second look you can see all the elements people hated about Deus Ex Invisible War are present there still. What I'm noticing though is that the models are much higher polygon than what we got so really the downgrades were from visuals and UI, that's about it everything else went exactly as always planned. The plan sucked and both Warren and Harvey are on record stating they should have listened to the fans more and ignored what the industry was telling them to do because their friends in the industry were a bunch of idiots (and that very much does include GabeN because he worked on the damn first game he should've known better! lol).
What surprises me the most is Resident Evil exists, you had an example of how to do the grid-based inventory right on a console. So why redesign this in such a god-awful way when there were examples of it being done perfectly already?
I don't agree. There are multiple solutions, especially if you are able to have a different protagonist in the sequel. Some examples off the top of my head:The whole premise of IW is shit. DX's 3 endings are mutually exclusive; each ending is a complete rejection of the other two endings. The Helios ending represents complete control, the Tracer Tong ending represents complete freedom, and the Illuminati ending represents the status quo. Either JC accepts his role as the synthetic Jesus Christ of the world that he was bred for and becomes a cyber-god, or he rejects his destiny and tears everything down. You cannot mix all 3 endings into one and end up with a coherent story. So of course IW ends up just funneling you into the Helios ending again since the other endings are so shitty in comparison.
As I understand the reason for this was to compete with both Half Life 2 and Doom 3 both of which had dynamic lighting. That seemed to be the main motivator behind it and having a physics engine. This is unfortunately what happens when you brag about things in the industry and then have to play catch up to be the "First" which is exactly what they did and why it ended up such a mess. Deus Ex shouldn't have been trying to compete with these games but for some reason they were.same as the real-time lighting fetish.
Not necessarily, if you compare the level sizes to Unreal Tournament 2003 they are comparable, it wasn't until the 2004 version that the level sizes were vastly increased for the new onslaught mode clearly something was going on with the engine otherwise onslaught would've been out in 2003. Neither game came out on console.I agree with the spirit of your post, but the level size restrictions are directly tied to console memory limitations.
The entire design philosophy was completely wrong. They went into this game with blatantly the wrong intentions. The gist is they were trying to compete with mainstream shooters, so they had to dumb down the design so it was less ImSim and more Shooter.“With Invisible War, the primary motivation was to make the game more accessible. We wanted to reach even more people,” Spector says. “The first game, it was pretty hardcore. We were making a game for ourselves… if the shooting is too hard for you don’t shoot, try something else. If the sneaking is too hard for you don’t sneak, try something else. And I always felt that was a really mainstream idea. In Invisible War, we really wanted the player to be more important than the story.”
I was referencing RE1 specifically. And yeah I get its slot based, but I mean so is PS1 Deus Ex so how is that not a perfect fit? That's the main thing I don't actually like about the PS1 version, changing from Grid Based to Slot based but to its credit it's very playable.Resident Evil 4 came after DE:IW tho.
As I understand that was one of the reasons, the other was that I think they were copying the film Eraser. It looks so similar.The circular UI is supposed to feel like something imprinted on your retina.
Morrowind was a small world that was made to seem larger by giving the player character a sluggish speed. NPCs were also rooted in place for the most part. I'm unfamiliar with Arx and don't care about it.The piece of shit Xbox also had Morrowind and Arx Fatalis, with no reduction in level size in the case of both.
IW sucked because Ion Storm's garbage design direction
It's ultimately the fault of PC gamers that video games went in this direction. All they did day & night was copy, mod, rip, and pirate every game to death to the point that developers were forced to compromise with console limitations just so that they could protect their shit from those vultures. It's their fault IW was consolized. They made their bed now they can sleep in it.
Most people have no idea how bad Invisible War was from a technical point of view. All of the problems stemmed from Warren Specter's insistence on using 100% real-time lighting because he thought that was immersive and believed tech demo lies about how it would be viable in the new version of Unreal.
There is a world of difference between dropping in dynamic lights in several places for a fancy box feature that can be turned off on lower end machines and deciding to be the first game to rely 100% on dynamic lighting while also tying dynamic lighting to the central stealth system so you have no way of backtracking on the decision late in development.Most people have no idea how bad Invisible War was from a technical point of view. All of the problems stemmed from Warren Specter's insistence on using 100% real-time lighting because he thought that was immersive and believed tech demo lies about how it would be viable in the new version of Unreal.
To be a little fair to him, it's impossible to know exactly how much a new graphical feature that few games have done before will affect performance at the planning stage. Lots of games have shit performance in development but in the last few months your programmers find a way to optimize the most critical functions to take 1/10th as much time.
plus you can make a spell/alchemy that makes you sonic caus the game is hilariously broken. They should have really put limits on effect stacking. You can make speed potions early in the game from alchemy vendors if you know where to look.@Roguey That's straight up bullshit, bro. There is no sluggish speed. There are many factors which affect speed like current fatigue, how high the speed attribute itself is, your athletics skill and your encumbrance.
Play Morrowind and then try Oblivion and/or Skyrim and notice how even Morrowind's running speed is a slow crawl.@Roguey That's straight up bullshit, bro. There is no sluggish speed. There are many factors which affect speed like current fatigue, how high the speed attribute itself is, your athletics skill and your encumbrance.
Play Morrowind and then try Oblivion and/or Skyrim and notice how even Morrowind's running speed is a slow crawl.@Roguey That's straight up bullshit, bro. There is no sluggish speed. There are many factors which affect speed like current fatigue, how high the speed attribute itself is, your athletics skill and your encumbrance.
Massively slow compared to the likes of Doom or Quake (where your character is admittedly inhumanly fast).
Technically if you look at the size of level chunks that get loaded in they're actually comparable, Morrowind just cleverly used the old Flight Simulator idea of cell streaming level geo just on a smaller scale.Morrowind's open world is probably 1000x the size of a Deus Ex: IW level, even if it's not that big
Yeah, that's what I would associate with a grid inventory. Diablo, System Shock 2, Deus Ex, Resident Evil 4.I just got used to people using the term 'grid inventory' to describe deusex/diablo-like inventory tetris with items having different size.
The game's not designed to be played that way (which is why the boots of blinding speed have that blindness penalty) and doesn't change the fact that actually being able to run at a good pace allows you to go from one end of the map to the other in no time flat (which is why the default speed for any possible starting character is the pace of a slug regardless of how much speed you've given yourself).Bro do you know anything about games?
Morrowind you start pretty damn slow, but with focus in the speed stat you can become the fastest character in probably any game. In fact, you can do this in less than an hour (boots of blinding speed + 100% anti-blind). That's breaking the game, so I choose not to, but I definitely focus on the speed stat + athletics as I am a speed whore (e.g always start w/ steed starsign).
Secondly, Morrowind's open world is probably 1000x the size of a Deus Ex: IW level, even if it's not that big (good. Games shouldn't get much larger than that as devs fail to fill these worlds with quality content around this point. Hell even morrowind itself suffers). You still miss the point.
Most of the directions range from bad to flat out wrong.You have to ask people for directions and consult your journal.