the worst feeling in videogames ever in the whole history of anything is charging headlong at a group of riders on your horse like john goddamn wayne, and as you shoulder your rifle and start picking off the line of banditos you get to a guy near the middle
and you accidentally put a .30 calibur rifle round right in the back of your own goddamn horse's dome
the best feeling in videogames is lassoing the anti-semite storekeeper in armadillo, dragging him out of town, then tying him to the railroad tracks and watching him get hit by a train
Will never understand the Agro hate. You hold the button and point in a direction and he does almost all the work for you. Because he's an animal you see, you don't have to tell him to run around stuff.
Huh, if you use a skin in Arkham Knight it looks like the default outfit doesn't take on that battle damage look if you switch back to it
Shame, I always really liked watching the progression of Batman getting more and more beat up as the night goes on
the worst feeling in videogames ever in the whole history of anything is charging headlong at a group of riders on your horse like john goddamn wayne, and as you shoulder your rifle and start picking off the line of banditos you get to a guy near the middle
and you accidentally put a .30 calibur rifle round right in the back of your own goddamn horse's dome
Huh, if you use a skin in Arkham Knight it looks like the default outfit doesn't take on that battle damage look if you switch back to it
Shame, I always really liked watching the progression of Batman getting more and more beat up as the night goes on
Also apparently cutscenes are prerendered, so your skin does not carry over
(Minor Endgame spoiler)
So now I just have to assume after he captured him, Scarecrow shaved Robin's head
All parts of controlling Shadow of the Colossus are bad
I mean, obviously opinions and all that, but man that kinda blows my mind. Personally I found the game hyper intuitive and a joy to play. Just shows that there is no "right" way to make a game.
There's two broad philosophies when making controls for a game
One is to make them so fluid and simple that you forget about the controller and you just kinda make stuff happen without thinking about it too hard. Most games fall in this category
And then there's the games that make the control scheme part of the experience, to the point that you have to understand the game on its terms and use the controls within the context presented to you, resulting in a possibly richer experience but also a steeper learning curve. Sotc, mgs2 and 3, and street fighter are games built with this idea in mind. The controls in a lot of these games are built to mimic the actions of the game in an abstract level, so you have to ease off the shoot button in metal gear to mimic releasing the hammer on the gun, and wander doesn't always move how you want him too because of the influence the big stomping Giants have on his motion
Neither way is really wrong, but if you prefer or at least are used to the first kind then the second kind is going to take a lot of adjustment in your mind frame
turtleantGunpla Dadis the best.Registered Userregular
Yeah but that second way of doing it is bad.
SotC can be very aggravating when Wander or Aggro just kind of do their own thing, MGS has so many problems I don't even know where to start, and Street Fighter has inputs that require so much precision that some people physically can't do them.
If someone who would otherwise enjoy your game can't because of the weird, archaic controls, then you made bad controls.
SotC's controls, when you work with them instead of against them, allow for fluid, easy, natural control and allow you to succeed in difficult tasks on your first attempt, on the fly, with very little difficult input on the part of the player. MGS gives the player an insane level of control and flexible, while having its controls be thematically appropriate to the game which is just incredible.
I will say Street Fighter has sub-par controls, because part of its control scheme is arbitrary difficulty of input included for legacy reasons, but SFV is hopefully addressing that.
Nothing is archaic about the controls of SotC or MGS.
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The "hold down X to canter alongside this person while they exposition" is seriously the best thing
As opposed to SOTC's "press X and he'll do whatever the fuck he wants"
It has a white face that looks like a skull.
My John Marston was a good guy though. Trying to live down his violent past.
Is Horizon close enough
the worst feeling in videogames ever in the whole history of anything is charging headlong at a group of riders on your horse like john goddamn wayne, and as you shoulder your rifle and start picking off the line of banditos you get to a guy near the middle
and you accidentally put a .30 calibur rifle round right in the back of your own goddamn horse's dome
No
Shame, I always really liked watching the progression of Batman getting more and more beat up as the night goes on
@Usagi
Also apparently cutscenes are prerendered, so your skin does not carry over
(Minor Endgame spoiler)
I haven't hit one in a while I guess
There's a couple at the start, one or two in the middle, and two long ones at the end
I mean, obviously opinions and all that, but man that kinda blows my mind. Personally I found the game hyper intuitive and a joy to play. Just shows that there is no "right" way to make a game.
It appears to be!
One is to make them so fluid and simple that you forget about the controller and you just kinda make stuff happen without thinking about it too hard. Most games fall in this category
And then there's the games that make the control scheme part of the experience, to the point that you have to understand the game on its terms and use the controls within the context presented to you, resulting in a possibly richer experience but also a steeper learning curve. Sotc, mgs2 and 3, and street fighter are games built with this idea in mind. The controls in a lot of these games are built to mimic the actions of the game in an abstract level, so you have to ease off the shoot button in metal gear to mimic releasing the hammer on the gun, and wander doesn't always move how you want him too because of the influence the big stomping Giants have on his motion
Neither way is really wrong, but if you prefer or at least are used to the first kind then the second kind is going to take a lot of adjustment in your mind frame
http://www.audioentropy.com/
SotC can be very aggravating when Wander or Aggro just kind of do their own thing, MGS has so many problems I don't even know where to start, and Street Fighter has inputs that require so much precision that some people physically can't do them.
If someone who would otherwise enjoy your game can't because of the weird, archaic controls, then you made bad controls.
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SotC's controls, when you work with them instead of against them, allow for fluid, easy, natural control and allow you to succeed in difficult tasks on your first attempt, on the fly, with very little difficult input on the part of the player. MGS gives the player an insane level of control and flexible, while having its controls be thematically appropriate to the game which is just incredible.
I will say Street Fighter has sub-par controls, because part of its control scheme is arbitrary difficulty of input included for legacy reasons, but SFV is hopefully addressing that.
Nothing is archaic about the controls of SotC or MGS.
It's a good thing they were making a subjective statement then!
Realtalk, I think The First of Us is a great sequel title if it ends on a hopeful note.
Agro is a girl horse.
*Metroid theme*
it would certainly explain how fucking strong and durable hunters are though
would you say that it's
unpolished
You need to Czech your pun quality
Let me just fast forward here...
I did it off the top of Wayne Tower and I got fucking vertigo
If Ukraine your neck you can fit all three in
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Throw phone out window
PSN- AHermano