Tigranes
Arcane
- Joined
- Jan 8, 2009
- Messages
- 10,350
Hilarious thing is, game's doing you a favour starting in the middle for most builds (for the Smiley fight).
I don't care how much of a favour the game is doing me when the basic premise of the fight (detroit gang base) is so incredibly stupid that I can't imagine someone setting it up and thinking 'good to go, no problems here!'
You aren't walking into a trap. These aren't negotiations gone awry. You are going there with the very clear intention of beheading everyone, including their women and children. And you do this by knocking on the door and requesting to be taken to their leader so you can tell him 'sup bro, I've come to kill you all'?! Especially also when you have a high sneaker on the team and there were NUMEROUS TIMES BEFORE where you could shank people instead of engaging them head on, including under way less plausible circumstances.
The realism side doesn't bother me much either way, but if we want to go there, then surely gangboys could demand that you surrender your weapons before you go see the boss? It's the same thing as watching a Hollywood movie where they go in to have a chat with Don Roxolio just to say "your balls have shriveled with age" to his face and then engaging in a silly shootout. For the Black Hand ambush, you could just add a small side door where enemies come in behind you to block the exit, if you want. Realism argument for its own sake doesn't get us too far.
The gameplay criticism, therefore, would be that there isn't enough map/encounter variation in CSG: that most fights end up taking place in a 2x2 cubicle with an Orc inside and some boxes strewn out for Mass Effecty cover. You boldly stride into a wrestling ring to fight frogs and men all the same way. (To be fair, there are some encounters with more interesting terrain and approach - the stealth missions - which is why I like them, warts and all.) The rifle 6 check at the factory makes me wonder what if the very nice looking vertical map was used for some kind of combat encounter, though I imagine it would have been a bitch to plan and script for every kind of build.
To me the great omission is the lack of non-combat skillchecks during combat. There is one instance where you can turn off a turret with Computer during a fight, and so much could have been done with that - e.g. where you can turn some/all turrets off by running up to them and passing the check, which maybe takes a turn out in the open - or special interactibles where you can lock a door to cut an enemy force in two.
Edit: nothing like being on 689/700 xp for electronics when literally one more scrapheap = machine killer feat before going to factory, ITS autismo at its finest
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