Drax
Arcane
Make pc cases gr8 again m8
The thing is all that extra customization in Oblivion is dead weight. It doesn't do anything meaningful. It's not Morrowind where strength instead of skills governed damage dealt with ALL weapons or where agility affected how well you avoided knockdowns. It's a game without to-hit mechanics where agility is a weaker marksman skill. Skyrim is a step in the right direction from there, despite moving it further away from Morrowind, if only because any direction away from OB is a right direction.Point taken regarding relatively specialized character builds instead of maxing every attribute/skill. However, removing layers of character customization still makes the game feel less of an RPG to me, or less of an CRPG anyway. Not to mention that from what I've seen, the system is still quite breakable/exploitable.
Actually the best part about DOOMs, especially 2, is dat metal feel darkly surreal atmosphere achieved largely through map design. Doom wouldn't be Doom if everything was just the same but you ran around rooms full of crates shooting handfuls of bland, retarded cyborgs virtually unable to shoot back.Weapon feel, audio/visual feedback from shooting/hitting enemies and level design are FPS essentials, it's what modern genre offerings fail at spectacularly almost as a rule and why DOOM is still the king all these years later.
Operative word being "stuff". Also, equal if not greater part of the gameplay is getting shot at and when you spend some tens of hours shooting and getting shot at you really need diversity in all available forms to spice the experience up.Of course gunplay matters, we're talking about the genre where your base gameplay is shooting at stuff.
Well, for starters Dishonored did something new. What new things did Q2 do?Also, you heap praises at Dishonored because of gameplay elements you're enamored with like "great movement" when the "no satisfactory targets" applies doubly to that game considering you're a magic ninja assassin that can teleport, stop time and see through walls facing regular mooks that never look up, give up chase in moments and move in small groups, it's a cat and mouse situation if I ever saw one.
It's THE core element if you build aBowplay is a superfluous gameplay element in Oblivion while gunplay is an essential gameplay element of any FPS, bad analogy.
Nah. First you need good reason to keep running around all these levels to be able to appreciate their design. You also need places to feel distinct for exploration to not to be a chore.Level layout is the most important element of level design, aesthetics and environmental diversity are welcome but still secondary. Quake 2 levels have a good geometry, consistent visual style/tone, involve a solid amount of backtracking and have a decent number of secrets to find.
A linear cave that later loops back on itself via rope bridge is no longer a series of arenas, because you can have archers or mages shooting player while not being immediately reachable, there can be pieces of cover available (and Skyrim's AI, for what it's worth, is smart enough to take cover from ranged attacks) there can be traps to force player's movement or threaten them during combat (or to be exploited) and so on. And that's just considering Skyrim's admittedly poor dungeons - if you take into account exterior locations, then the whole linear thing goes away, as you can pick your direction of approach often facing distinct challenges and advantages, have even more room to set up defensible spots for the enemies, have opportunities to use physics and z-axis in combat, and in case the location still tries to pass itself as linear (many don't), there are ample opportunities to break the sequence.Do you have an example of ample tactical advantages? A linear cave remains a linear cave regardless of how pretty it looks, it still showcases lazy/boring level design.
It's 40% off on Steam. I've lost the ability to predict what casual buy: did it not sell well?
Doom is just a little over two weeks old today, and while we wait to hear an official word from Bethesda Softworks regarding how well it’s sold, we know the game has at least sold 500,000 copies on PC alone.
According to SteamSpy, there are over 500,000 Steam users who currently own Doom. Considering the game has been out for over two weeks and this is just data from the PC version of the game, we have a feeling Doom could have reached over a million units sold across all platforms, and possibly even reaching two million units.
This is, of course, purely speculation on our part, although when you consider console versions of AAA games tend to sell more than the PC version, you could see why we’d come to this conclusion.
As of now, all we can do is wait until Bethesda Softworks officially announces Doom’s sales. Let’s just hope it’s enough copies to warrant more Doom from id Software in the near future.
40% off already?
It didn't feel oldschool to me, it felt slightly retarded and bland. Old school is more fun.Perhaps a poor choice of description but it does set aside most of modern FPS conventions like forced story telling, cinematics, and so on with more emphasis on action.
I probably should have written old school instead.
Kind of suprised you guys puted razorfist's review of DOOM but not of this guy.