Black_Willow
Arcane
FixedThe difference between Fallout and DS is that the former went form good to shit while the latter got upgraded from shit to mediocre and later went to shit again.
FixedThe difference between Fallout and DS is that the former went form good to shit while the latter got upgraded from shit to mediocre and later went to shit again.
:makes a groin shot:FixedThe difference between Fallout and DS is that the former went form good to shit while the latter got upgraded from shit to mediocre and later went to shit again.
Umm...what?There doesn't seem to be a lot of "game" in this "game"
local magazines are always crap. they're local for a reason.I still remember some local magazine claiming that DS1 (or was it DS2? whatever, same thing) was what Diablo 2 was supposed to be and gave it a... hold on tight... 10/10.
He's working on Cyberpunk and not Witcher 3 as far as I'm aware.That Patrick K. Mills guy seems to be an interesting character. We may try to interview him at some point, perhaps when Witcher 3 is closer to release.
It has lots of gameplay, why would you say that there is no game in it?Umm...what?There doesn't seem to be a lot of "game" in this "game"
It's a South Park episode with videogame elements. At least, that's what it looks like from the gameplay footage.
And you can't believe it, because...? I mean apart from "I like one geam don't like the other and some of my pet devs were involved, don't compare plox"?I can't believe people are actually seriously making the Fallout comparison.
I thought there was plenty of challenge on the hardest difficulty. There's nothing necessarily wrong with a game that requires you to dodge a lot, and attaching a focus-use to that would require them to change the feel of combat to make it less shmup-like. There was no "waiting for mana regen" since you have to make normal attacks to refill your focus bar. I recall one or two characters had abilities that would fill it up automatically but those use up special orbs that are filled up by using abilities.Roguey
About that action strawman.
Dark Souls.
DS3 sucked hard all it had was infinite rolling to wait for mana regen and 1 useable skill to spam. No challenge. ..just tedious busywork.
I already told you it wasn't trying to be a Diablo clone. Regarding Josh, nah:Josh is just defending it much like Anthony Davis did at his thread. But it failed to be an enjoyable diablo clone at the end of the day.
http://forums.obsidian.net/topic/55586-why-is-obsidian-making-this/#entry1048227Josh said:Nathaniel is a good designer.
BTW. In case anyone cares.
http://forums.obsidian.net/topic/55586-why-is-obsidian-making-this/page-2#entry1048422Josh said:Nathaniel understands combat mechanics very well. You have nothing to worry about in that department.
http://forums.obsidian.net/topic/56022-gamescom-screenshots/page-3#entry1062098Josh said:From a high level, it's important that the people who are developing combat mechanics have a thorough understanding not only of the moment-to-moment player experience but also what is required from the engine to support that player experience. Onyx has been in development for about 4+ years and we've (especially Nathaniel and the programmers) put a lot of effort into ensuring that the core combat game play can be well-supported by the engine. But the other side of this is ensuring that individual area designers are using the core game play mechanics well. On DS3, that's Nathaniel's responsibility. On F:NV, it's mine.
http://forums.obsidian.net/topic/56022-gamescom-screenshots/page-3#entry1062203Josh said:Hey everyone. DS3 owns. Later.
http://forums.obsidian.net/topic/56110-gameplay-teaser/#entry1065843Josh said:Subtle visual effects often read very poorly during gameplay. The Devil May Cry series, which I personally believe is a fantastic action series, uses extremely large visual effects and I think it works well for them. When you see Dante's muzzle flash from his pistols in motion and aren't concentrating on them, you might not notice that they are literally the size of his entire body. But yeah, they really are that big. When you have characters at that scale, exaggerating the visual effects helps the player more easily identify what's going on in real-time.
...
Yeah because it rules.Hmm, I guess we should really see how it looks in action.
http://forums.obsidian.net/topic/56264-dungeon-siege-3-at-new-york-comic-con/page-4#entry1073502Josh said:I'm not crying because I didn't work on it and because I know it rules.I can picture the devs crying in a corner after this barrage of criticism. Rest assured, the gameplay looks pretty good.
...
DS3 rules.I would like to think that they are their own harshest critics, but that theory has sprung a few large holes lately...
http://forums.obsidian.net/topic/57141-character-reveal-trailer/page-5#entry1108154Josh said:DS3 owns.
Josh said:Reinheart is a cool/fun character to play. His style is a bit tricky, but rewarding.
Never before or since has Josh been enthusiastic about an Obsidian product that wasn't his own. Doesn't bode well for South Park, but maybe he just really hates the cartoon.
Now i want Sawyer to be forced to work as lead designer for SoT sequel.he just really hates the cartoon.
He said he didn't like the Nolan Batman movies because of how on the nose their scripts are, so I can't see him thinking too highly of a cartoon that's famous for literally spelling out what the theme is at the end of the episode.Never before or since has Josh been enthusiastic about an Obsidian product that wasn't his own. Doesn't bode well for South Park, but maybe he just really hates the cartoon.
Josh said:Nathaniel is a good designer.
Josh said:Hey everyone. DS3 owns. Later.
Josh said:Yeah because it rules.
Josh said:I'm not crying because I didn't work on it and because I know it rules.
Josh said:DS3 rules.
Josh said:DS3 owns.
Bzzt. http://new.spring.me/#!/JESawyer/q/235975522612416302Also your verbose description of roll/hit/roll/skill/roll/hit/repeat doesn't make it any better. All Obsidian games till date have shitty combat including DS3. They had other redeeming qualities which DS3 lacks.
Calling it whackamole makes no sense. You might as well call any realtime melee combat game whackamole. And not getting hit is a good thing in all of them. But you want a concrete example? Bastion. I hear it was a big hipster hit.Any example of this DS3 style iso-dodge-whack-a-mole combat being implemented effectively in any game?
Considering his fondness for Devil May Cry I'd say not.Also Nathaniel did not do a very good job with DS3 combat. If he was responsible for it, Josh is either gay for him or has extremely shitty definition fo fun combat.
Josh said:Nathaniel is a good designer.
Josh said:Hey everyone. DS3 owns. Later.
Josh said:Yeah because it rules.
Josh said:I'm not crying because I didn't work on it and because I know it rules.
Josh said:DS3 rules.
Josh said:DS3 owns.
Josh was trying very hard to convince himself of something, I'm sure of it. Figuring out what he was trying to hammer into his head may be a bit tricky, though.
...DS3. Now that's a game that is flawless in the bug department from Obsidian but mediocre in everything else.
He has no reason to lie, considering he said no such things about Knights of the Old Republic 2, Neverwinter Nights 2, or Alpha Protocol. In fact he's been pretty open about how he thinks they all have bad core gameplay.Josh repeating a lie to himself does not make it true.
That is the key word here.He has no reason to lie, considering he said no such things about Knights of the Old Republic 2, Neverwinter Nights 2, or Alpha Protocol. In fact he's been pretty open about how he thinks they all have bad core gameplay.Josh repeating a lie to himself does not make it true.