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Bitching Thread: Gaming Edition

1356734

Posts

  • CouscousCouscous Registered User regular
    edited August 2010
    Meh. Ashe always seemed pretty tame to me, in the game, in the series, and in the genre. She has that skirt thing, but that's about it, and I could easily buy the way she dressed given the climate. Fran didn't stand out much either since nobody ever brought it up or cared. It probably also helps that they were designed in a less stylistic way, which helped them seem more natural.
    People often wear a clothes that cover a lot of their body in hot desert environments. Sunburn is no fun for anybody.

    Couscous on
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited August 2010
    urahonky wrote: »

    This video was absolutely amazing. Thank you for sharing it.[/QUOTE]

    I wish I could save that...

    -Loki- on
  • eternalbleternalbl Registered User regular
    edited August 2010
    urahonky wrote: »
    donhonk wrote: »
    I've been playing singularity recently.

    FUCK PHASE TICKS! I am fine with small hitbox enemies. Headcrabs can be some scary shit. I didn't mind the poppers in halo. But they were done right. There were only a few headcrabs at a time. no more then 5 maybe. And yes, there were a lot of popcorn flood, but they were easily killed.

    Phase ticks are just dickhole enemies. Take the numbers of the popcorn flood, give them a headcrabs health, and make them EXPLODE if you come anywhere near them. Now make it so you can't jump over railings, and you're stuck in a sewer with them. You now have a reason why I'm not bothering with your stupid game anymore.

    Also fuck sewer levels.

    this is you

    http://www.youtube.com/watch?v=jbE2SMCK5Q0

    This video was absolutely amazing. Thank you for sharing it.

    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.

    eternalbl on
    eternalbl.png
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited August 2010
    'He's watched Kung Fu panda 5 times and thinks he knows kung fu' HAHHAHAHA.

    -Loki- on
  • urahonkyurahonky Cynical Old Man Registered User regular
    edited August 2010
    The funny thing is: I've yelled at characters on the screen for not being able to run EXACTLY like he does. "MOVE BITCH, FUCCKK!!"

    urahonky on
  • ArrathArrath Registered User regular
    edited August 2010
    urahonky wrote: »
    The funny thing is: I've yelled at characters on the screen for not being able to run EXACTLY like he does. "MOVE BITCH, FUCCKK!!"

    "STOP HUMPING THE FUCKING RAILING AND GET UP THE GODDAMN STAIRS YOU KNUCKLE-DRAGG-*dead*"

    Arrath on
  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited August 2010
    eternalbl wrote: »
    urahonky wrote: »
    donhonk wrote: »
    I've been playing singularity recently.

    FUCK PHASE TICKS! I am fine with small hitbox enemies. Headcrabs can be some scary shit. I didn't mind the poppers in halo. But they were done right. There were only a few headcrabs at a time. no more then 5 maybe. And yes, there were a lot of popcorn flood, but they were easily killed.

    Phase ticks are just dickhole enemies. Take the numbers of the popcorn flood, give them a headcrabs health, and make them EXPLODE if you come anywhere near them. Now make it so you can't jump over railings, and you're stuck in a sewer with them. You now have a reason why I'm not bothering with your stupid game anymore.

    Also fuck sewer levels.

    this is you

    http://www.youtube.com/watch?v=jbE2SMCK5Q0

    This video was absolutely amazing. Thank you for sharing it.

    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.

    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.

    Behemoth on
    iQbUbQsZXyt8I.png
  • nukanuka What are circles? Registered User regular
    edited August 2010
    Not seeing your feet in a video game, especially when your character is doing some tightrope shit or something. It strikes me as lazy, and it can make telling where you are in the world hard when you're walking on 2x4s about 500 feet in the air.

    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.

    nuka on
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  • Page-Page- Registered User regular
    edited August 2010
    I find it to be the complete reverse. Looking at feet and such is awkward in an fps and puts too much of an emphasis on the ground. I've played enough fps to give me the spacial awareness needed to know where I am and how I'm moving.

    But I've put the most hours into Quake and Rainbow 6, so it's probably just what I'm used to.

    Page- on
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  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited August 2010
    Page- wrote: »
    I find it to be the complete reverse. Looking at feet and such is awkward in an fps and puts too much of an emphasis on the ground. I've played enough fps to give me the spacial awareness needed to know where I am and how I'm moving.

    But I've put the most hours into Quake and Rainbow 6, so it's probably just what I'm used to.

    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.

    Behemoth on
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  • UnbreakableVowUnbreakableVow Registered User regular
    edited August 2010
    Feet looked awesome in Mirror's Edge

    UnbreakableVow on
  • AdusAdus Registered User regular
    edited August 2010

    I'm pretty sure the stealth part in FFVII is only if you chose to take the silent approach (Tifa) rather than charging through the front door (Barret).

    Nope. It's floor 62 or 63 or something. One you have to go through regardless.

    Adus on
  • RakaiRakai Registered User regular
    edited August 2010
    Behemoth wrote: »
    Page- wrote: »
    I find it to be the complete reverse. Looking at feet and such is awkward in an fps and puts too much of an emphasis on the ground. I've played enough fps to give me the spacial awareness needed to know where I am and how I'm moving.

    But I've put the most hours into Quake and Rainbow 6, so it's probably just what I'm used to.

    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.

    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.

    Rakai on
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  • UnbreakableVowUnbreakableVow Registered User regular
    edited August 2010
    Rakai wrote: »
    Behemoth wrote: »
    Page- wrote: »
    I find it to be the complete reverse. Looking at feet and such is awkward in an fps and puts too much of an emphasis on the ground. I've played enough fps to give me the spacial awareness needed to know where I am and how I'm moving.

    But I've put the most hours into Quake and Rainbow 6, so it's probably just what I'm used to.

    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.

    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

    UnbreakableVow on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Also, what is it about all 3rd person shooters since gears that makes the character have to handle moving any directions other than straight forward into a waist high wall as well as a pregnant cow? And that even looking at said wall makes you stick to it like glue, when you were really running because you wanted to get away from something (maybe even something behind you, in which case glueing yourself to that side of the wall is singularly stupid)

    Spoit on
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  • amnesiasoftamnesiasoft Thick Creamy Furry Registered User regular
    edited August 2010
    FyreWulff wrote: »
    I would be surprised if the next gen had more than 2GB, and I'm predicting probably around 1.5GB. Console RAM has a massive advantage over PC RAM in speed. Fast RAM is expensive, and also if you put too much RAM in you're now "out of synch" with all the other components and then the CPU or whatever else becomes your new bottleneck.
    Consider though, that if we do go on with this generation for as long as Microsoft and Sony appear to be trying to do (Sony said what, a 10 year plan?) The PS3 came out November 2006. That puts a hypothetical PS4 at around 2016/2017. That's still a pretty good ways away. It seems to me like 1.5 GiB total seems a little low at that point, especially when even low end graphics cards have more memory than a current console (Yes, I know it's slower, but technology does tend to advance rather fast). I'd imagine CPU and GPU technology at that point would certainly be fitted to at least 2GiB of RAM.

    But really, this is all speculation on both our parts, so does it really matter?
    FyreWulff wrote: »
    Also you're going to be using more VRAM if you have a super hi res and are still using AA for some reason. AA was meant to compensate for low resolutions, it's a waste of RAM at anything higher than 1280x1024.
    I still see jaggies at 1920x1200 with no AA. I will not leave my AA behind.
    FyreWulff wrote: »
    Not to mention that Rockstar may be doing other things with the GPU on PC and what looks like 1.2GB of usage may actually just be 'reserved' RAM and not actually being used, or they have some custom decompression going on in there.
    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.
    FyreWulff wrote: »
    Not even Crysis recommends a system higher than 2GB of memory. We'll have 4GB video cards when 4GB can be had for 1/20th the price it is now.
    And Metro 2033's optimum system lists 8GiB of RAM.

    amnesiasoft on
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  • Page-Page- Registered User regular
    edited August 2010
    Rakai wrote: »
    Behemoth wrote: »
    Page- wrote: »
    I find it to be the complete reverse. Looking at feet and such is awkward in an fps and puts too much of an emphasis on the ground. I've played enough fps to give me the spacial awareness needed to know where I am and how I'm moving.

    But I've put the most hours into Quake and Rainbow 6, so it's probably just what I'm used to.

    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.

    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.

    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.

    Page- on
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  • ArrathArrath Registered User regular
    edited August 2010
    Heh, thats something I love about the recent Battlefield titles. All the extra little animation touches that make your view bob and sway as you do different actions. That, and the sound. Incredible game to play.

    Arrath on
  • eternalbleternalbl Registered User regular
    edited August 2010
    Feet looked awesome in Mirror's Edge

    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.

    eternalbl on
    eternalbl.png
  • override367override367 ALL minions Registered User regular
    edited August 2010
    You definitely need more than 2g of ram for modern MMOs and any open world games that are PC optimized

    override367 on
  • Fatty McBeardoFatty McBeardo Registered User regular
    edited August 2010
    Halo.

    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.

    Fatty McBeardo on
  • GaddezGaddez Registered User regular
    edited August 2010
    Alright I got a good one.

    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.

    Gaddez on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited August 2010
    nuka wrote: »

    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.

    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.
    eternalbl wrote: »
    Feet looked awesome in Mirror's Edge

    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.

    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

    Satsumomo on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Surprised they animated the hair, since I don't recall ever really seeing it in first person. Especially since hair is another in the long list of casualties to the apathy of UE3 games

    Spoit on
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  • XagarathXagarath Registered User regular
    edited August 2010
    UE3.
    Ugly engine with ugly plastic graphics and utterly artificial look to everything.
    Stop using it, please.

    Xagarath on
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited August 2010
    Xagarath wrote: »
    UE3.
    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.

    -Loki- on
  • WillybubbaWillybubba Registered User regular
    edited August 2010
    Dumb ass checkpoint placement. For instance, in Splinter Cell: Conviction, there is a part where Sam needs to infiltrate a facility by rushing a few guards. Annoying section, you die very easily.

    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.

    Willybubba on
  • Cannon GooseCannon Goose I need some GAGS! If only I had my gag book!Registered User regular
    edited August 2010
    Willybubba wrote: »
    Dumb ass checkpoint placement. For instance, in Splinter Cell: Conviction, there is a part where Sam needs to infiltrate a facility by rushing a few guards. Annoying section, you die very easily.

    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.

    Cannon Goose on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited August 2010
    Behemoth wrote: »
    Page- wrote: »
    I find it to be the complete reverse. Looking at feet and such is awkward in an fps and puts too much of an emphasis on the ground. I've played enough fps to give me the spacial awareness needed to know where I am and how I'm moving.

    But I've put the most hours into Quake and Rainbow 6, so it's probably just what I'm used to.

    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.

    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 :lol:

    Mirror's Edge also had pretty good first person leg animation.

    FyreWulff on
  • GaddezGaddez Registered User regular
    edited August 2010
    I got another one, and frankly it's one that consistently irritates me.

    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.

    Gaddez on
  • Alien QueenAlien Queen Registered User regular
    edited August 2010
    Any game (unless it's an MMO of sorts) that has re-spawning enemies, especially a very short re-spawn timer.

    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!

    Alien Queen on
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  • DuffelDuffel jacobkosh Registered User regular
    edited August 2010
    This is another little thing that kind of annoys me:

    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?

    Duffel on
  • DunxcoDunxco Should get a suit Never skips breakfastRegistered User regular
    edited August 2010
    Duffel wrote: »
    This is another little thing that kind of annoys me:

    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.

    Dunxco on
  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited August 2010
    Halo.

    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

    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?
    Xagarath wrote: »
    UE3.
    Ugly engine with ugly plastic graphics and utterly artificial look to everything.
    Stop using it, please.

    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.
    Gaddez wrote: »
    I got another one, and frankly it's one that consistently irritates me.

    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.

    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
    the type 2 replacement

    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.
    Duffel wrote: »
    This is another little thing that kind of annoys me:

    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?

    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.

    Professor Snugglesworth on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited August 2010
    The grunts in Halo Reach no longer make comical sayings. Because they no longer speak English anymore.

    Happy now? Now I can't hear Joe Staten anymore.

    FyreWulff on
  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited August 2010
    I'd be happier with new enemies besides seashell, lizard, and ape.

    Professor Snugglesworth on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited August 2010
    How about flying bugs, raptors, and ostriches?

    FyreWulff on
  • SynthesisSynthesis Honda Today! Registered User regular
    edited August 2010
    The inventory management in Mass Effect 1 is phenomenally bad. To the point where they had to try.

    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.

    Synthesis on
  • DuffelDuffel jacobkosh Registered User regular
    edited August 2010
    Dunxco wrote: »
    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.
    I think it may have even started with Tomb Raider 2; I seem to remember there was some diving level where you wore a wetsuit.

    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.

    ---

    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.

    Duffel on
  • JohnOrangePeelJohnOrangePeel Registered User regular
    edited August 2010
    This has probably already been said, but starcraft 2 has been a massive let down for me; and that's even after adjusting for hype.

    JohnOrangePeel on
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