- Joined
- Jan 28, 2011
- Messages
- 99,558
Codex cannot into anybody who doesn't partake in EXTREME CODEX RAEG (with MCA-drawn emoticon).
Apparently.Codex cannot into anybody who doesn't partake in EXTREME CODEX RAEG (with MCA-drawn emoticon).
Contrast those "not exactly nice things to say" — which are the kind of painfully obvious things that shouldn't need to be pointed out — to the start of the video where he spends a minute or two explaining that he's not saying, not at all, that HL2 is bad but probably a little bit overrated.
I dunno, they sounded like minor criticisms for me, if you consider we're talking about GAMERS and the guy's kind of imitating other much more "vocal" celebrities the language is probably not really strong...Even then, he was incredibly afraid of hurting anyone's feelings with HL2. He can be interesting but the way he does things I doubt he'll ever do anything of depth.
He seemed extremely critical in the video, and I don't even like HL2 (or 1).
When talking about Alyx:
"...facilitating Gordon Freeman as a masturbatory aid for the player."
"...she still just exists to circle jerk the player into feeling good about themselves."
Are not exactly nice things to say, especially given how into Alyx most big HL2 fans I know are.
where were you supposed to aim?the gauss gun which could drop an helicopter in one hit if you knew hot to aim
It doesn't help that most of his jokes aren't funny, it's a good thing he's not constantly trying to be funny thoughApparently.Codex cannot into anybody who doesn't partake in EXTREME CODEX RAEG (with MCA-drawn emoticon).
...
Contrast those "not exactly nice things to say" — which are the kind of painfully obvious things that shouldn't need to be pointed out — to the start of the video where he spends a minute or two explaining that he's not saying, not at all, that HL2 is bad but probably a little bit overrated.
As much as the Codex might want to think otherwise, HL2 is not a bad game. I would say it's overrated, though.
It isn't.
It's the same with say, Wizardry 8 or Divinity 2 - those games are corny as hell, have lackluster derpy plots, derpy worlds and derpy characterization. If they were soulless products of design by committee I would probably not stand them for single full playthrough, as they are, in their quirky "heh having fun riding mah imaginashun while making this game" way, I want to replay them time and time again.
The problem is that this kind of difference is kind of hard to pinpoint.Yeah whatever. But if they were soulless products of design by committee then they'd be different. And you're better off pointing out what that difference is than what you imagine is the cause of the difference.
Huge pussy deathly afraid of offending someone. Unable to make a point without a spending 4 minutes on how his point isn't important beforehand and 4 minutes afterwards giving virtual hugs to anyone who wasn't happy about it. Amazing that he doesn't seem to realize that the "negativity" online is itself a reaction to the ridiculously more pervasive infantile positivity about anything with a million dollar advertising budget. I would almost be convinced that his videos were some kind of meta joke if there weren't so many of them.
Campster Chris Franklin
@shamusyoung Totally just found a forum post where we are both referred to as "game design hipsters."
Hi Chris.
I thought I ought to clarify. What I was referring to on the Codex, when I wrote about “walls of text”, wasn’t necessarily about narrative. In fact, the RPGCodex is a critic of games that emphasize narrative over gameplay.
What I miss is *verbosity* in games. I miss the days when a serious game was expected to have user interfaces like this:
http://www.rpgcodex.net/forums/inde...f-amalur-reckoning.68502/page-11#post-1941166
Words are detail. I like detail.
Anyway, I’m loving your videos. Keep up the good work.
Huge pussy deathly afraid of offending someone. Unable to make a point without a spending 4 minutes on how his point isn't important beforehand and 4 minutes afterwards giving virtual hugs to anyone who wasn't happy about it. Amazing that he doesn't seem to realize that the "negativity" online is itself a reaction to the ridiculously more pervasive infantile positivity about anything with a million dollar advertising budget. I would almost be convinced that his videos were some kind of meta joke if there weren't so many of them.
Someone having manners on the internet? SACREBLEU! You have to deliver all your points screaming and being as rude as you can am I right?
I was actually pretty happy about them limiting ammo capacity in favour of pickups.problem with hl2 is that they were too anal about gameplay balancing, and the result is that the game often seems to be paranoid of the player having fun... rockets? You can carry only three! Death orbs who disintegrate everything they touch? Oh you can only bring three as well.
Campster Chris Franklin
@shamusyoung Totally just found a forum post where we are both referred to as "game design hipsters."
The problem is that this kind of difference is kind of hard to pinpoint.
Most of his actual game critiques seem to have almost nothing to do with the game itself (minus egregious examples like DX:HR bossfights) and are purely his silly storyfag/artfag crap applied to games who clearly want nothing to do with either of those. I mean seriously, the worst thing about HL2 was that one of the NPCs following you didn't have a personality and that it was linear?
Wolf3D had already shown this; it was the game that paid for all of id's Ferraris. Doom sold even more, and made them even more money, but the model was already there. Also, I'd say Garriott had already shown you could become rich with computer games waaaaaay back; granted he came from a pretty wealthy family to begin with, but unlike others later on who made their money by selling the company, Origin allowed Garriott quite a few eccentricities even before that.Doom showed that you could become stinking rich by making video games. Granted, the odds of that happening are pretty slim, but the guys at iD Software not only pulled it off, but pulled it off in a part of the market that had, up until that point, been generally considered to be unprofitable: The PC gaming market.
Again, as old as Ultima. Hell Questron was so similar in some aspects to Ultima that they needed a license to make the game. JRPGs owe pretty much the existence of the entire genre to their first ones being Ultima me-toos.The concept of the "me too"-clone was not unknown before Doom
Quite the contrary, the vast majority of the me-toos were shovelware. Go have a look at all the FPS released between Doom and Quake; aside from the ones done by Raven (which were produced by id anyway), Apogee, or Dark Forces, just about EVERYTHING else was pure crap. For every ROTT there were dozens of Fortress of Dr Radiaki, Operation Body Count and Isle of the Dead. Even the ones with potential like Witchaven were generally ruined by laughably bad QA.a lot of these clones had a far bigger budget than had been previously been imaginable, as publishers thought (and still think) that the more money you sink into a project, the more of it you'll see in return
I don't think it did, FMV era was at its peak in 94-96, right after Doom. I think this was another reason the FPS genre took off so well actually: at least they were games, unlike the 7-CD extravaganzas that held a grand total of 15 minutes of gameplay in-between hours of just watching videos.To me, an interesting thing about Doom is that it temporarily halted the slide towards games with a cinematic aesthetic, that had in fact already begun in the early 90's, for example in some Sierra and Origin games.