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The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
This, yeah. Also: sometimes my guys in my games are less agile than me, the overweight computer schlub. Which turns things from "terrifying" to "oh, come on" with a quickness.
Jacobkosh on
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DynagripBreak me a million heartsHoustonRegistered User, ClubPAregular
edited January 2011
damn it, i didn't realize that scottrade didn't have DRIP when i got some dividend stocks with them instead of with etrade.
Basically, I want a survival horror that doesn't rely on these devices:
Limited ammunition
Forced Perspectives (Dead Space's zoomed in over the shoulder, or Resident Evil's "security camera" views)
The inability to run.
So, Amnesia with a gun is what I want. But not necessarily FPS.
I also like making a game about tension relatively toothless
RIVS! Don't be that kid! Games can be scary/tense as fuck without dicked-up control and field of view/camera-style.
You were just playing Doom3; that game made me almost poop, and I've known a few people who were pretty freaked out at times while playing it. But, check it out: you have plenty of ammo, full field of view, you can run, jump, punch things and blow shit up.
I'd have to throw in Fatal Frame as long as you don't mind playing on a console and can handle some "weaboo"-ishness. Sure, you don't have an actual gun, but you have a camera that's basically a ghost gun, you can run, and while I'm pretty sure it did use forced perspectives similar to the old school resident evil one it wasn't anywhere near as bad. It's actually a pretty fantastic game, great mood, good story, the second has twin asian schoolgirls. What more could you ask for?
Ya know, I gotta be honest, I feel like a setting where you play a tiny or slightly incompetent person is the only reasonable way to justify stupid-ass cameras and control in horror games.
I'm no badass (my e-peen is tiny), but I am incredibly well-versed in supernatural mythology; the idea that someone would have even the slightest hesitation to figure out what the fuck is on going on in a horror game seems alien to me. Shit's flying across the room for no reason: well, I guess that'd be supernatural. Rotting corpses are walking around eating people: sounds like zombie-time.
Then the shooting/running starts, and doesn't stop until I'm the fuck outta there.
Other games that are scary without crippling the gameplay include Clive Barker's Undying, the Gabriel Knight adventures, and the System Shock games
Silent Hill. It had some forced perspective, but it really wasn't used for jumping out horror.
I didn't have a Playstation so never got to do any of those.
Then you missed two really brilliant horror games. The first one was an excellent use of tension and atmosphere. The second one however often comes up in the discussion of Video Games as art.
Back in the day when I could play online games a lot, Rainbow Six Vegas, Kane and Lynch, Army of Two, etc, I saw it all the time. Guys either sitting behind cover and waiting for the enemy to expose themselves, or rushing forward to try to overcome them
You do not win a firefight by waiting for a target to be presented to you. It is not about shooting the enemy, it is about giving the enemy no choice but to get shot. It is about denial of movement and denial of action, it is about suppressing the enemy and gaining the freedom to flank him or pressuring him to make a move and, ideally, a mistake.
tl;dr you win a firefight by shooting everything until it is all dead and game design should encourage this
this is how I always feel about resident evil type games:
This is a fair point. Especially later on (CV/Zero).
But at its heart it did a lot right. I think very few games have been as effective at capturing that sense of location, or atmosphere as the first few. The core of the experience was exploring grimy labs, with an overall sense of dread pervading the experience, knowing you’ve a clip left and terrified of what’s through the next corridor. The limited saves giving each encounter that real rush.
And the staged shots and slow gameplay lead to an oddly communal experience.
But I suppose that’s part of the problem. A lot of its greatest strengths are too strongly tied to out-dated mechanics.
The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
This, yeah. Also: sometimes my guys in my games are less agile than me, the overweight computer schlub. Which turns things from "terrifying" to "oh, come on" with a quickness.
Claire Redfield is not going to let something like a few zombies frighten her into moving at anything less than a stately walk.
The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
This, yeah. Also: sometimes my guys in my games are less agile than me, the overweight computer schlub. Which turns things from "terrifying" to "oh, come on" with a quickness.
My only attempt to play a Resident Evil game I was turned off quickly by the incredibly sluggish controls and movement and just said "Fuck it, if that's the best you guys can hustle during a zombie apocalypse you don't deserve my help."
Games that raise the difficulty by artificially occluding your ability to control your avatar = suck
this is how I always feel about resident evil type games:
This is a fair point. Especially later on (CV/Zero).
But at its heart it did a lot right. I think very few games have been as effective at capturing that sense of location, or atmosphere as the first few. The core of the experience was exploring grimy labs, with an overall sense of dread pervading the experience, knowing you’ve a clip left and terrified of what’s through the next corridor. The limited saves giving each encounter that real rush.
And the staged shots and slow gameplay lead to an oddly communal experience.
But I suppose that’s part of the problem. A lot of its greatest strengths are too strongly tied to out-dated mechanics.
I think it really captures RE2.
I mean, yeah, it had a lot of atmosphere and mise en scene
TL DRNot at all confident in his reflexive opinions of thingsRegistered Userregular
edited January 2011
I really enjoyed L4D multiplayer. It had its troubles (like when you could manually suicide/detonate when playing as a Boomer), but it was loads of fun.
The fact that it was released half-finished and supported for, what, less than a year? before they released a sequel was a bummer, though.
TL DR on
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HonkHonk is this poster.Registered User, __BANNED USERSregular
edited January 2011
Resident Evil 5 in co-op is pretty fantastic.
Honk on
PSN: Honkalot
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ThomamelasOnly one man can kill this many Russians. Bring his guitar to me! Registered Userregular
The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
This, yeah. Also: sometimes my guys in my games are less agile than me, the overweight computer schlub. Which turns things from "terrifying" to "oh, come on" with a quickness.
My only attempt to play a Resident Evil game I was turned off quickly by the incredibly sluggish controls and movement and just said "Fuck it, if that's the best you guys can hustle during a zombie apocalypse you don't deserve my help."
Games that raise the difficulty by artificially occluding your ability to control your avatar = suck
Demons Souls :x
TL DR on
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JacobkoshGamble a stamp.I can show you how to be a real man!Moderatormod
They don't fail as a game, Jacob. A big part of survival horror is asserting your mortality and insignificance, and taking away the traditional fps tropes reinforces that. It's a narrative technique that adds on to everything else, that turns it merely from a scary-go-round into an actual game.
Here is the thing: crippled controls make me feel like the challenge is surviving the game designers, not the ostensible challenges that have been placed in my way. And they don't assert my mortality and insignificance, but that of the incompetent avatar that has been placed in the game in my stead.
Jacobkosh on
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RentI'm always rightFuckin' deal with itRegistered Userregular
this is how I always feel about resident evil type games:
This is a fair point. Especially later on (CV/Zero).
But at its heart it did a lot right. I think very few games have been as effective at capturing that sense of location, or atmosphere as the first few. The core of the experience was exploring grimy labs, with an overall sense of dread pervading the experience, knowing you’ve a clip left and terrified of what’s through the next corridor. The limited saves giving each encounter that real rush.
And the staged shots and slow gameplay lead to an oddly communal experience.
But I suppose that’s part of the problem. A lot of its greatest strengths are too strongly tied to out-dated mechanics.
I think it really captures RE2.
I mean, yeah, it had a lot of atmosphere and mise en scene
but still
what the fuck was up with that police station
I really want to see the photo you linked but it won't load for me.
The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
Then go for a game that has that.
I don't want to go into that "if you don't like it play something else" thing, but well.....
The crippled game play is half the point to Deadspace though. Of course its stupid when you can't run in Resident Evil even though you're some sort of paramilitary type.
But in Dead Space you're an engineer scared to shit who has no business being there.
No, I'm a slightly overweight computer schlub sitting on his couch trying to enjoy a video game. Part of that enjoyment should be that my character in the video game is more agile than a slightly overweight computer schlub.
This, yeah. Also: sometimes my guys in my games are less agile than me, the overweight computer schlub. Which turns things from "terrifying" to "oh, come on" with a quickness.
My only attempt to play a Resident Evil game I was turned off quickly by the incredibly sluggish controls and movement and just said "Fuck it, if that's the best you guys can hustle during a zombie apocalypse you don't deserve my help."
Games that raise the difficulty by artificially occluding your ability to control your avatar = suck
They don't fail as a game, Jacob. A big part of survival horror is asserting your mortality and insignificance, and taking away the traditional fps tropes reinforces that. It's a narrative technique that adds on to everything else, that turns it merely from a scary-go-round into an actual game.
Here is the thing: crippled controls make me feel like the challenge is surviving the game designers, not the ostensible challenges that have been placed in my way. And they don't assert my mortality and insignificance, but that of the incompetent avatar that has been placed in the game in my stead.
I think I could accept it if they made the guy I'm controlling be in crutches or a wheelchair or something. So that the bad controls didn't feel so arbitrary.
Posts
Rammus' Q is hard to learn how to use effectively, it's a pseudo-skillshot and its hitbox is weird
make sure you jungle in practice games before trying to jungle 4 real
also what level are you? because you need to be at least 20 and NEED armor runes. Preferably armor reds, mana/5 yellows, and mag resist blues
I feel like it's obvious but I feel like I'd make a terrible one.
This, yeah. Also: sometimes my guys in my games are less agile than me, the overweight computer schlub. Which turns things from "terrifying" to "oh, come on" with a quickness.
the "no true scotch man" fallacy.
Are they like $20 each or something?
you need to learn how to play someone besides a dps carry
since rammus, one of the best tanks in the game, is free this week, i suggest you learn him
oh
well maybe i wont try rammus
Ya know, I gotta be honest, I feel like a setting where you play a tiny or slightly incompetent person is the only reasonable way to justify stupid-ass cameras and control in horror games.
I'm no badass (my e-peen is tiny), but I am incredibly well-versed in supernatural mythology; the idea that someone would have even the slightest hesitation to figure out what the fuck is on going on in a horror game seems alien to me. Shit's flying across the room for no reason: well, I guess that'd be supernatural. Rotting corpses are walking around eating people: sounds like zombie-time.
Then the shooting/running starts, and doesn't stop until I'm the fuck outta there.
yeah
but you can get a lot of them for like 20 bucks, but also you get them from winning games and building up ingame currency
Then you missed two really brilliant horror games. The first one was an excellent use of tension and atmosphere. The second one however often comes up in the discussion of Video Games as art.
You do not win a firefight by waiting for a target to be presented to you. It is not about shooting the enemy, it is about giving the enemy no choice but to get shot. It is about denial of movement and denial of action, it is about suppressing the enemy and gaining the freedom to flank him or pressuring him to make a move and, ideally, a mistake.
tl;dr you win a firefight by shooting everything until it is all dead and game design should encourage this
This is a fair point. Especially later on (CV/Zero).
But at its heart it did a lot right. I think very few games have been as effective at capturing that sense of location, or atmosphere as the first few. The core of the experience was exploring grimy labs, with an overall sense of dread pervading the experience, knowing you’ve a clip left and terrified of what’s through the next corridor. The limited saves giving each encounter that real rush.
And the staged shots and slow gameplay lead to an oddly communal experience.
But I suppose that’s part of the problem. A lot of its greatest strengths are too strongly tied to out-dated mechanics.
Claire Redfield is not going to let something like a few zombies frighten her into moving at anything less than a stately walk.
Ladiesssss
My only attempt to play a Resident Evil game I was turned off quickly by the incredibly sluggish controls and movement and just said "Fuck it, if that's the best you guys can hustle during a zombie apocalypse you don't deserve my help."
Games that raise the difficulty by artificially occluding your ability to control your avatar = suck
Hard to relate to characters when they're dumb as a fucking brick.
you can buy them with IP, which you earn from playing games, or RP, which you pay real cash dollars to get
champions by themselves are about ten bucks a piece
you can buy the retail version of the game, which is 20 bucks, and get 20 champions and ten dollars in RP
then you can buy 15 dollars of RP more, and buy the digital collector's pack, which come with twenty more champions
so for about 35 bucks you get half of the champions in the game from the start
by the time you hit 30 or so, if you're really dedicated, you can p much buy all the champs in the game that you don't have from just winning games
the "no true scotch man" fallacy.
I mean, yeah, it had a lot of atmosphere and mise en scene
but still
what the fuck was up with that police station
how 'bout that Silent Hill movie
The fact that it was released half-finished and supported for, what, less than a year? before they released a sequel was a bummer, though.
You shut your whore mouth.
all of the new characters have been part of a week's rotation either a week or two weeks after their release
Demons Souls :x
Here is the thing: crippled controls make me feel like the challenge is surviving the game designers, not the ostensible challenges that have been placed in my way. And they don't assert my mortality and insignificance, but that of the incompetent avatar that has been placed in the game in my stead.
you need to make sure you can get blue first
even if you need help getting blue (which it sounds like you will), as long as you get it, you can jungle with rammus regardless of your runeset
I really want to see the photo you linked but it won't load for me.
just awful
i am not paying for that shit anymore. gonna call and cancel those lessons tomorrow.
Then go for a game that has that.
I don't want to go into that "if you don't like it play something else" thing, but well.....
That is almost never a good idea.
That's what I thought.
I was hoping lizard dude would be free this week
the "no true scotch man" fallacy.
I played solo up to the part where you dodge TWO chainsaw fuckers at the same time, then I couldn't take it.
Trying to nag a friend into playing it co-op with me.
I wish more games had actual proper co-op of the entire singleplayer part like RE5 has.
demon's souls never does that
I think I could accept it if they made the guy I'm controlling be in crutches or a wheelchair or something. So that the bad controls didn't feel so arbitrary.