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Bitching Thread: Gaming Edition
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This video was absolutely amazing. Thank you for sharing it.[/QUOTE]
I wish I could save that...
The best part is at 5:05 when the brother yells 'Where's my sword, I gotta practice'. It sounds to me like Napoleon Dynamite meets DSP.
"STOP HUMPING THE FUCKING RAILING AND GET UP THE GODDAMN STAIRS YOU KNUCKLE-DRAGG-*dead*"
Ahahahahaha
I just did this part. Died twice, realized "Hey, didn't I just get a new power? Maybe I should use that!" and finished it no problem.
It just goes to show, there's no learning curve too shallow that someone won't be able to climb it.
Even in Half Life 2, where you're not supposed to see Gordon because he is you or some bullshit, you can't see his feet.
Can't see your feet in NOLF either, even though you do have a character model, you walk past mirrors at times in the game and you can see yourself.
Of course you can see your feet in L4D, not that it would do you any good cause any circus stuff you'd do would get you killed.
If no one wants to program feet then would you please put in a 3rd person mode so that you can zoom out when you want to? You'd have more control over how you see the world and how you'd move around it. Get into an area with a fight? Zoom back in and boom, kill mans.
But I've put the most hours into Quake and Rainbow 6, so it's probably just what I'm used to.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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Yeah, feet always look... weird in an FPS. I don't mind being able to see yourself in mirrors, it's neat when done well but it also usually looks pretty goofy. The thing is, in an FPS you're controlling a point of view with a hitbox and a gun, and it's hard to disguise that without it getting in the way. That's why it's especially weird when devs move where the POV is, like in Killzone 2 where it's from the gun instead of the head so you feel like a midget.
Nope. It's floor 62 or 63 or something. One you have to go through regardless.
This right here is something that drives me nuts about fps games in general. It's late so I'm not going to write any big rants about it now, but it's another reason why Mirror's Edge is one of the best games of this generation. It actually made an effort to make the first person viewpoint suck a lot less then it does in every other game.
Hold me
But really, this is all speculation on both our parts, so does it really matter?
I still see jaggies at 1920x1200 with no AA. I will not leave my AA behind.
Considering the quality of the port, it's entirely possible they're doing all sorts of wacked out things that provide utterly nonsensical numbers somewhere.
And Metro 2033's optimum system lists 8GiB of RAM.
I can dig that, because Mirrors Edge seems like a really neat game, that I haven't had a chance to play yet, but it hardly seems like an fps in the way that most fps want to play. In fact, I've always heard that any shooting in the game is best avoided because of how bad it is.
But I like to stick with fps that let me turn of weapon bob, movement sway, damage kick, and anything else that might distract me. I don't play them for any sense of realism or immersion in a realistic setting.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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Weren't the feet in Mirror's Edge brought forward to be seen and would actually be in an unnatural place?
I can't find the interview where they talked about it, so maybe I'm thinking of something else.
Here is a series of games with a cool mythology and interesting storylimes (internal Covenant strife, the concept of The Arbiter), really awesome names (Pillar of Autumn, best ship name ever), and some absolutely astonishing trailers.
And then...
You launch the game and it's stuffed full of comical aliens who waddle around as they talk in goofy voices like something out of an 80s cartoon.
Fuuuuuuuuuuuuuuuuuuuuuuuuu
Also, I hate the way some game studio "community managers" try to "handle" people who don't fall in for PR speak. Forza 3 being my first example. There was some serious bullshot action going on, not to mention videos that were supposedly "in game" of cars doing things that cannot be replicated by people who own the game. Turn 10's "community manager" was all up in the forums pimping the shit out of the game, denying things that were obviously incorrect, right up until the game launched. Then? Poof, gone. The "community" is only worth caring about until you get their money is what that tells me.
Unskippable shit. This is when you have some long ass segment that you are forced to trudge through so that you get the full story (never mind that you've played the game 6 times). This especially galling when the writing is fucking terrible such as in golden sun. Every time you wander into a new town you gotta spend five minutes blathering on about how you have psychic powers and the locals tell you they have that shit but call it somthing else. I DON'T GIVE A SHIT JUST LET ME KILL SOME STUFF!!!
For specific game bitching: Unlimited saga. I'm of the mind that it's a terrible game, since learning how to play it is like trying to teach yourself to read Sanskrit. If you were born without eyes.
Alas, for some reason, in L4D2 you cannot see your feet anymore.
I absolutely love games that handle this well. Mirror's Edge, Escape from Butcher Bay and FarCry 2.
Yeah, there's a vid where you are sent to 3rd person, and you see all the movements.
http://www.youtube.com/watch?v=t3VnWYt9flM
Ugly engine with ugly plastic graphics and utterly artificial look to everything.
Stop using it, please.
Actually, Mirrors Edge didn't suffer from any of the usual UE3 problems (aside from looking artificial, which was the point) due in no small part to the amount of effort put into the art style. If more developers made games looking that good in UE3, I'd be pretty happy.
It's triggered by talking to a secretary.
If you die, it places you right back to before you started the conversation. Time and time again..
Checkpoint need to be just after long conversations, not before.
GOD yes, that part was torturous.
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I like how Metroid Prime handled jumping.. Samus looks every so slightly downwards towards her legs when you jump across something. It's very intuitive, but if you're not looking for it you'll actually miss it. It mimics how people actually use their head when jumping.
Halo 2 and above implement actual neck movement into your first person. When you look upwards, it's like directly looking up like you do: without moving your neck. When you look downwards, Chief actually moves his neck forward as you look down. Go into 2/3/ODST and look up and down a few times and you'll notice it.
Halo 2 and above also actually moved the reticule to below center to make the spot where the gun points and where you actually shoot match up better, but annoys people when they look in films and they see players firing bullets out of their faces
Mirror's Edge also had pretty good first person leg animation.
Gender tropes.
It seems to me that every time I look at chicks in video games, they're always these lean athletic women who (in the case of RPG's) tend to be either fragile glass agility fighters or fucking casters.
Fuck that noise. I want more body types. Gimme a 7 foot amazon. Gimme a pudgy chick. Gimme ANYTHING but these feamle characters who are most easily differentiated by there cup size.
I'm talking about clearing a room, stepping through a door, walking right back into that room (because I forgot something) and all the enemies re-spawned.
Darksiders and the modern Zelda games are good examples that come to mind, I just want to run around on my horse in peace damn you!
In games where you travel all over the world, having only costume for each character for the entire game, regardless of environment. Back in the days of the SNES or even the PS1 this was ok, because hardware limitations and all that. Nowadays when you see your PC walking around in the snowy ice level in a t-shirt or tank top or whatever, it's not only a little jarring but it just looks lazy on the part of the designers.
Is it so much trouble to have the art department cook up one or two more skin/mesh for each character these days? A lot of games have whole notebooks worth of concept art that just gets left on studio floor. The enemies you fight usually get all kinds of tweaks and variations on their art designs as the game goes on (the modern-day answer to the palette swap). Why not the characters, who will we spend literally the entire game looking at?
To be fair, there was Tomb Raider 3, which changed the outfits depending on what location you went to (combat fatigues in Nevada, catsuit for London, proper clothing for Antarctica). I really liked that feature, a nice extra touch to help immerse you in the locales.
This, This, This.
I have never been able to take Halo seriously like so many other people due to these retarded seashell creatures (or whatever they're called). Even the hardcore Halo fans can't possibly believe these things are cool, can they?
I'm not so much the type to bitch about lack of hair or colors with UE3, but I do express much hate over the fact that most UE3 games lack any weight or physics to characters.
Every time I knock out someone in super slo-mo in Arkham Asylum, it looks like Batman just knocked out a blow-up doll. I've seen spines bend in ways that should be impossible. It's even worse in Gears of War when you take out enemies the size of buildings, only to wobble on the floor like they were slowly deflating.
In JRPGS, particularly the FF games, females tend to fall under types of 3:
1. The cute one: youngest, spunkiest, and usually possesses either an incredibly innocent and cheery disposition or is a whiny but well-meaning brat. Sometimes both at once.
2. The reserved one: the most modestly dressed of the three, tends to inspire the other party members with an incredibly optimistic personality and generally warm outlook. Also typically the main love interest.
3. The sexy one: usually dressed the skimpiest as well as possessing the most curves of the three, but falls into two types of personalities: wise but somewhat unfriendly and distant, or flirtatious and showy. Sometimes possesses both.
FFVII seems to be one of the rare exceptions here, since Tifa outwardly resembles type 3 but possesses none of the personality traits. This might have been intentional, to throw people off with her initial appearance since the very reason she was created was to be
As for western RPGs, based on what I've seen, most female characters fall into two types.
The friendly one.
The bitch.
Both want to bump uglies with the main character, regardless.
Something I continue to bitch about with RPGs.
I think the most ridiculous example has to be in FFX-2, where Rikku is running around a heavily snow-filled area wearing her thong and bikini top and completely unaffected by the climate.
At least in FFVII the lesser-dressed characters (Tifa, Yuffie, even Cid for some reason) reacted accordingly. They still should have frozen to death, but at least there was an acknowledgment.
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Happy now? Now I can't hear Joe Staten anymore.
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Inventories are not necessarily complicated. You find stuff over missions, use what is useful, sell what is not. In the mean time, you keep things on your person until you either decide what to do with them or you have an opportunity to sell them.
Somewhere at Bioware, around the time ME1 was being developed, someone apparently said, "Hey, you know what would be great? Let's make item acquisition random. So we can clone huge amounts of items at minimal trouble to ourselves and cheaply extend the length of the game."
Okay, that's fine. Not the best idea, but whatever. But then they said, "Oh, and you know what else? Let's put an item limit and create long sections of the game where you can't sell things to anyone, much less conveniently. And let's have every item count towards the limit, regardless of role. So that way, in any given firefight in the last third of the game, you can get 8 Combat Scanner VII, 6 of the same pistols, and one piece of armor and one weapon that you actually want, and you'll be forced to liquidate all of them because you exceeding the item cap."
The end result is that, unless you sold every single item you weren't actually using in the game every time you encountered a vendor, you'd run into long sections where you'd spend 4 minutes after a 1 minute firefight converting things into omnigel you'd acquired during the fight. The game penalizes you for not meticulously planning ahead, since item generation is random.
Is having a variety of items good? Sure, though having 80% of said items being copies (with a +1 to something) of the other items is less "good" and more "hah, enjoy your farming", as far as I can tell. But depriving the player of those rare useful items because they didn't feel like converting 30 things into omnigel after two firefights? The only solace was that on the PC version, you could raise the item cap. Console players were screwed.
ME1. Excellent game. Crappy inventory system.
Even Goldeneye did it right, and that was a mid-90s FPS where you never saw the player character for more than 30 seconds in cutscenes that bookended each level. That was, like, 15 years ago.
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The most annoying female character type, IMO, is one that I can't really remember being in the FF series but back when I played a lot of JRPGs in junior high they were all over the place: the violently unhinged teenage girl.
This was the sort of character who followed the hero (usually a silent protagonist, at least back then), had constant mood swings, beat the living crap out of the hero in "comedic" scenes, usually instigated events that got the party in trouble, forced herself into the party regardless of in-game effectiveness, complained constantly, got captured constantly, reacted poorly anytime the hero got attention from any other woman, and basically just acted like a huge nuisance. This was all apparently supposed to be endearing because half the time she was the protagonist's love interest.
IIRC the girls in the Lunar series were pretty bad for this, and some of the women in the SNES Lufia games had shades of it, but the absolute worst example was undoubtedly Nanami from Suikoden II, probably the most annoying character in any video game I've yet to play (except, of course, Tingle).
This kind of character is annoying enough on their own, but when you realize that it's actually a stock character and they all act more or less the same it's even worse. I don't really play JRPGs anymore so I don't know if they still have a lot of these, though.