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The New Comic Thread for Wednesday, May 25, 2011
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it's a sequel! it just came out recently
Hell, you can apply what Tycho says to pretty much anything!
For example: School. Think about it for a moment.
And Disney World is nowhere in sight.
It's the sequel.
edit: Damn you orik!
Ban this European game trash for turning our children into sodomites!
And Disney World is nowhere in sight.
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I hope he's gone through the necessary eight-week correspondence course for potion making.
The game is actually piss easy from beginning to end, it's just that you as the player need to figure shit out yourself as opposed to being led by the hand to the glorious serenity that is knowing how to click the left and the right mouse button in conjunction with the space bar. I guess holding the control key and selecting a magic power is the advanced course for the ubermench intellectuals of the high order of.... seriously.
I made a video that proves this.
After 6:10 there may be one spoiler.
Jerry's right though. If they're planning on shipping this to consoles, they can't have it like this. As nearly all games today do the excessive tutorializing and hand holding, this one just seems as if it's breaching some unspoken contract which stipulates that the player can not and should not do anything outside of what they're being told.
Gabe just likes games that are console-trash and are handholding.
The beginner one that you are equipped with from the start of the game if you've imported a save.
Something with a D and an apostrophe.
I think it does 9-13.
The biggest issue is that these boxes currently flash up when you're trying not to get killed, but you can read them all and more in-depth stuff in the 'tutorials' section of the journal anyway.
or set on fire by the dragon and when you're listening to dialogue and dodging falling wood.
Probably this, just couldn't recall seeing a sword like that in the prologue and got curious.
Having a slightly more powerful weapon will be helping you with any difficulty issues that others have complained of, though, since you're spending less time slashing at each enemy, thus making it that much easier to kill and evade in the way your video shows.
Of course, it might be a relatively nominal difference, I can't remember what the stats on the regular starter sword are like, but I would suspect less.
For me, personally, the biggest problem I ran into in terms of combat was that it was changed from The Witcher, so I went in expecting one thing and found myself having to learn something a bit different in a hurry.
I've heard some complaints about the video, one of them was that I wasn't playing on hard (as if the people who whine play on hard), and this is now a second one, attributing the easy gameplay to the sword being somehow the irregular factor for success.
I'll do the video once more when I have time on hard, with like, a wooden stick or something. Or a sieve. I think you can fight with a sieve. Or a broomstick. Yeah, I think I've seen a broomstick somewhere there.
The idea behind the video has nothing to do with how much damage you can do per hit. The only thing reduced damage would do is slightly prolong the fight. But the idea behind using signs and items, rolling away when they swing instead of trying to attack the guy with the shield from the front over and over and over and over again expecting different results (which I've seen people do, I mean, Jesus Henry Christ) doesn't change.
Not that I'm trying to be antagonistic. I get your complaint. It's just that it doesn't play that big of a factor as much as you might think.
Now you say this like it's an impossible extreme, but game design today dictates intricate amounts of developer influence over the player in the beginning stages of the game in order to make sure that the player doesn't lose focus and attention, and tries to make damn sure the player does not incur any negative emotions as a result of them playing the game.
Negative emotions being in the realm of getting your ass handed to you if you keep fucking up over and over, for example.
Certainly, there are many examples where games themselves are at fault for this, and the more back in time we go, the more frequent the offenders.
But Witcher 2 isn't one of them. Yes, the assistance is not there at the start. You're given just the amount of information necessary to explain what each of the keyes do. You can review the information at your leisure in one of the menus. But how they all connect with one another is left up to you.
In my opinion, this is really the way things should be done, as opposed to wasting my fucking time with concepts I already know, alá Portal 2. And I'm going to preface this by saying that I thought Portal 2 was a great game. However, about a third of that game is repetition of concepts already familiar to anyone who has played Portal 1, and thus, wasted development for any player that had bought and played the first game.
Far be it from me not to understand that every demographic needs to be catered to, and that many people that played the second game didn't play the first game, but while excuses may be perfectly reasonable and well founded, they don't negate the reality of the situation, and the reality is that for all the time they spent re-introducing the ideas and concepts for puzzle solving from the first game, they could have been making the second game that much richer, varied, complex and imaginative.
Should've just bundled the first game with the second one, and told you to play the first one if you haven't yet, so that you can learn from the things that were already built, bug/play tested, voiced, etcetera.
I know this view may seem unreasonable. It is certainly, to a point.
If we flip it around, how accessible would games be today, were it not for the excessive hand holding and development standards currently utilized by the industry? The answer is "not very", as we can always point to the aforementioned offenders referenced above. One can consider the tutorializing, easing into the gameplay, and all the other tricks done in today's games an evolution of the process that was lacking in the past. Certainly the industry is much richer (figuratively and literally) for attracting people who aren't the ECKBAWX HARDKOREZ taking part in it.
Still, I believe there's a fine line between wasting my time, and just outright telling me "this is what this does, go do it, best of luck, it's up to you". In fact, personally I prefer the latter. Don't call mommy or daddy to help you, and don't expect them to help you. You're on your own. It's up to you.
Call it "BlackDove's Throbbing Erection"
I'm advocating a middle line here, not an extreme.
"BlackDove's Throbbing Erection" is a good name for a game though. Can you make it regardless?
it's called "a military flight sim", except there's 50 commands
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No, it's called paladin tanking.
Come to think of it, is there a Wowhead for Witcher? Perhaps a Witchead, for explaining these techniques and abilities they speak of?
I think it took me a couple of tries to even get it to launch in the mode I wanted, let alone work out how to take off.
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Do you mean the first chapter of the game (one-ninth of the game) where it not only introduces the concept of the gameplay to new players, but also refamiliarizes old players while simultaneously letting them revisit bits of the first game in a novel way?
Seems like good game design to me, but then again I'm probably not as pro as you
It's possible that I was overcomplicating things. I started a paladin when cataclysm was released, and when I had well over 20 key binds I said fuck it and cancelled my subscription.
If it's as you describe (Planning to start Witcher 1 in a few weeks, so I'm miles behind), that's exactly the problem.
It's not a case of the information *existing*; it's a case of the information being presented to the player so they're aware of what they *need* right now for the first bit of the game. Strip it down, present it in context-sensitive chunks, so the player isn't inundated with information to sift through to reach the thing they're actually trying to do.
In short: There are better ways of teaching than giving someone a science textbook and then asking them to find the concentration of a given base.
Every once in awhile I find information overload worse than being given little or no information at all.
The only complaint about the actual introduction in the game is that the tooltips they have in the prologue appeared for like 1.5 seconds on the screen before fading so you often missed them entirely. Of course they're stored in the journal but at the start of the game a lot of people didn't seem to know that
Oh and also, the first fight in the game is the 2nd most difficult fight in the entire game, at least for me. So yeah
:^:
i really like the whole grungy low-fantasy thing it has going but the combat was just so awful i played through the opening castle area and then stopped because i couldn't stand it any longer
is the second one any better
steam | xbox live: IGNORANT HARLOT | psn: MadRoll | nintendo network: spinach
3ds: 1504-5717-8252
Sounds like a sequel to The Typing of the Dead. Well, except the name.
That's still backwards. A game shouldn't get easier as you progress (unless you do things to make it so, like grinding, I guess). I realize there are myriad reasons to play games, but if one of them is a challenge, I don't want all that challenge to be in the opening hour, and then to coast after that.
This reminds me of Demon Souls in some ways, though I think that game was somewhat forthcoming with information early on, but the game did get easier as soon as you understood that it wasn't an outright action/adventure/rush-through-the-level-as-fast-as-you-can style game, and you obtained better equipment. Was still very enjoyable, but I didn't enjoy the end as much as the beginning, that's for sure.
In the meantime it sounds like I ought to be reading the game's manual from cover to cover
Repeatedly
dont forget the healthy dose of PC superiority complex