Just echoing that it's not the Elika save and for me it's not even the wall scratches: it's that the entire game is wall runs and jumps. If you play the originals you'll see that there is a ton of variety in the way they string together your moves. You get more and more comfortable with them as the game goes along, and it keeps throwing new and interesting platforming scenarios at you. Escalating challenge, and the abilities to overcome it are what lead to the feeling of satisfaction in those games. Using this new art style and building off of the previous games with shimmying, spider walking, curtain grabs, rope swings, and timing would have been a lot more fun imo.
Actually, I may catch flak for this but if you want that style of platforming, and to see your avatar break her spine when you fall (but still reload very quickly), and don't mind some epic puzzles, the new Tomb Raider was really quite good. Yeah, you miss jumps here and there and maybe the animation isn't as smooth, but it's way more responsive than PoP.
Just echoing that it's not the Elika save and for me it's not even the wall scratches: it's that the entire game is wall runs and jumps. If you play the originals you'll see that there is a ton of variety in the way they string together your moves. You get more and more comfortable with them as the game goes along, and it keeps throwing new and interesting platforming scenarios at you. Escalating challenge, and the abilities to overcome it are what lead to the feeling of satisfaction in those games. Using this new art style and building off of the previous games with shimmying, spider walking, curtain grabs, rope swings, and timing would have been a lot more fun imo.
Actually, I may catch flak for this but if you want that style of platforming, and to see your avatar break her spine when you fall (but still reload very quickly), and don't mind some epic puzzles, the new Tomb Raider was really quite good. Yeah, you miss jumps here and there and maybe the animation isn't as smooth, but it's way more responsive than PoP.
Yeah, that's the uh... the thing. I played the last two Tomb Raiders that were okay, and while Lara is frustrating to maneuver because she likes to do shit all on her own, when her spine breaks and she screams before her death, the level of satisfaction kind of evens out, and you are just simply quick reloaded to your last checkpoint with a fade out, fade in sequence.
The Elika saving you has more meaning, what with that awesome concubine puzzle, but if Tomb Raider showed us anything, is that you can die and reload and there doesn't have to be some special explanation as to why you're alive and allowed to try again.
After all, when you ran out of sands, and died for realz, you reloaded a checkpoint earlier.
But beyond that, the new PoP is just way way WAY too easy. Way too little variety, and because you need to interact very seldom with the prince (since he does everything, never have to hold any buttons to wallrun or anything, just quicktimeevent press them) the game, to me, feels like it's on rails.
I doubt there'd be much difference if they pre-rendered the whole thing, and then just had you push buttons to advance from platform to platform.
BlackDove on
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Raijin QuickfootI'm your Huckleberry YOU'RE NO DAISYRegistered User, ClubPAregular
edited December 2008
Are we arguing that PoP is unresponsive? I've been playing for a handful of hours so far and I have to say the controls are quite responsive and have a nice gradual learning curve. In the beginning I was falling constantly and missing jumps, now I'm sprinting through levels and jumping all over the place like an..animal that jumps all over the place...we'll say a kangaroo.
Excellent game. I enjoy the no dying aspect as well. I can fuck around and have fun without having to worry about losing hours of work. It does make the boss fights kind of pointless though.
But beyond that, the new PoP is just way way WAY too easy. Way too little variety, and because you need to interact very seldom with the prince (since he does everything, never have to hold any buttons to wallrun or anything, just quicktimeevent press them) the game, to me, feels like it's on rails.
I doubt there'd be much difference if they pre-rendered the whole thing, and then just had you push buttons to advance from platform to platform.
God I am so sick of this shit.
Other than a wide control margin for the rings, there is one control difference, with wall-running not requiring a button. Then they added the double-jumps, which have a somewhat narrow timing window.
One goddamn control difference and you're acting like it's Assassins Creed level of control simplicity.
One control change.
Khavall on
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Raijin QuickfootI'm your Huckleberry YOU'RE NO DAISYRegistered User, ClubPAregular
edited December 2008
Well, it is a relatively simple control scheme...but it's hella fun.
The dahaka was fantastic. I thought that was the kind of sequence that most people bitch about not being in the new one.
Also, I think nostalgia is affecting a lot of people here. I would say this one is at least on par with TT, and certainly better than SoT and WW.
i think counterculture is affecting you
SoT actually kicked ass, go play it again
I never said it didn't, just that I think PoP is better. That's not sacrilege, they've had years to get better at making these kind of games. I think the combat was a major flaw to SoT, and it's certainly been improved here. Most of the platforming elements are intact, so while SoT might have been stronger in that regard, it's not a big step down. I think the art style is a tremendous improvement. And personally, I prefer the characters in PoP.
I can still prefer this one while thinking SoT was a fantastic game.
But beyond that, the new PoP is just way way WAY too easy. Way too little variety, and because you need to interact very seldom with the prince (since he does everything, never have to hold any buttons to wallrun or anything, just quicktimeevent press them) the game, to me, feels like it's on rails.
I doubt there'd be much difference if they pre-rendered the whole thing, and then just had you push buttons to advance from platform to platform.
God I am so sick of this shit.
Other than a wide control margin for the rings, there is one control difference, with wall-running not requiring a button. Then they added the double-jumps, which have a somewhat narrow timing window.
One goddamn control difference and you're acting like it's Assassins Creed level of control simplicity.
One control change.
It's more than that though. I just got my xbox back, so I been playing the game again, and while it's fun, I do have issues with the control. Mainly because as a lot of people have pointed out, it feels like it's on rails.
Say you have two pillars in front of you. If you have the prince jump to the first one, and press A midjump, as soon as he grabs on to the pillar he directs himself to the second one and jumps. Same with the hooks that you have to press B on to pull yourself forward. It doesn't matter when you press the button.
And like Eds25 said, so far there is just too many wall runs. It could work if the scratches weren't there. Maybe I'm just dumb, but I remember getting stuck a few times in the other POP games, or at the very least turning the camera around to try to find where to go next. Here, there's no need.
Also, am I the only one that isn't really satisfied with the combat? The combos and actual mechanics are pretty fun, but the fights end incredibly fast for the most part, a lot of times without me even meaning too. I guess if you get the monster to the edge or against a wall you get the cut scene of killing them?
The last thing is that I really dislike how they handle storytelling in this game. I'm interest in the story and the characters, but I don't like have to stop and press a button to watch the characters talk. Yea, you can just consider them cutscenes, but I liked how in the old POP we would have voiceovers as we're playing the game.
everyone saying how great and amazing the ending was overhyped me for it. i thought the ending was quite stupid.
overall, pretty good for the first 3D pop i played through
Could you elaborate on that. You might not like his choice, but I'm not sure why it's quite stupid.
other than "oh guess he's not ormazd" what he did was pretty predictable. i didn't think he would do it, but it's not anything surprising. like i said, all these people saying how neato the ending is, i thought there'd be something that would wow me. and i just went meh. stupid was a bad choice of word, since it has negative connotation.
PikaPuff on
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Blake TDo you have enemies then?Good. That means you’ve stood up for something, sometime in your life.Registered Userregular
But beyond that, the new PoP is just way way WAY too easy. Way too little variety, and because you need to interact very seldom with the prince (since he does everything, never have to hold any buttons to wallrun or anything, just quicktimeevent press them) the game, to me, feels like it's on rails.
I doubt there'd be much difference if they pre-rendered the whole thing, and then just had you push buttons to advance from platform to platform.
God I am so sick of this shit.
Other than a wide control margin for the rings, there is one control difference, with wall-running not requiring a button. Then they added the double-jumps, which have a somewhat narrow timing window.
One goddamn control difference and you're acting like it's Assassins Creed level of control simplicity.
One control change.
No they didn't.
I actually prefer assassin's creed but that's a different story.
The big problem is that there is no feeling of momentum, you don't need to do a running jump you can stand still and press jump and you'll go just as far.
The other thing is that the jumps DO hold your hand. When you hit jump it will readjust you midair if your alignment is out, if you are performing a wall jump run and jump short the game actually DRAGS you up to the spot you are supposed to run to. It's shit like that that makes the game too easy.
It honestly doesn't feel like I'm in control of the prince. I feel like I'm just watching him on tv and occasionally yelling, "HEY go over here!"
everyone saying how great and amazing the ending was overhyped me for it. i thought the ending was quite stupid.
overall, pretty good for the first 3D pop i played through
Could you elaborate on that. You might not like his choice, but I'm not sure why it's quite stupid.
other than "oh guess he's not ormazd" what he did was pretty predictable. i didn't think he would do it, but it's not anything surprising. like i said, all these people saying how neato the ending is, i thought there'd be something that would wow me. and i just went meh. stupid was a bad choice of word, since it has negative connotation.
I thought making you do it was a pretty awesome step, and that he doesn't speak once.
But I can certainly see why you might not like it.
SilkyNumNuts on
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Blake TDo you have enemies then?Good. That means you’ve stood up for something, sometime in your life.Registered Userregular
edited December 2008
I am honestly shocked you thought it was a predictable ending.
I am trying to think of another game that had a similar ending and coming up blank.
Ugh, I have two of four plates active and all the Fertile Grounds I can reach are turned on. I just don't feel like looking for them all.
If there is a fertile ground that is not turned on but an area past is, you can still pass through the unactive area to get to it. I didn't find this out until my second or third time through...
I've been wanting to pick this up, but I couldn't justify it with all of the purchases I've been making. With Gamestop cutting the price, I'll be picking it up the day after Christmas.
Posts
I don't think anybody's actually gotten them. They seem to be locked out for some reason, and there's speculation that they'll be DLC.
I thought they unlocked once you collected all of the light seeds.
No, they don't.
What is the reward for getting all the light seeds? :x
50 gamer points. Or a trophy if you're a PS3 owner.
Actually, I may catch flak for this but if you want that style of platforming, and to see your avatar break her spine when you fall (but still reload very quickly), and don't mind some epic puzzles, the new Tomb Raider was really quite good. Yeah, you miss jumps here and there and maybe the animation isn't as smooth, but it's way more responsive than PoP.
i think counterculture is affecting you
SoT actually kicked ass, go play it again
Yeah, that's the uh... the thing. I played the last two Tomb Raiders that were okay, and while Lara is frustrating to maneuver because she likes to do shit all on her own, when her spine breaks and she screams before her death, the level of satisfaction kind of evens out, and you are just simply quick reloaded to your last checkpoint with a fade out, fade in sequence.
The Elika saving you has more meaning, what with that awesome concubine puzzle, but if Tomb Raider showed us anything, is that you can die and reload and there doesn't have to be some special explanation as to why you're alive and allowed to try again.
After all, when you ran out of sands, and died for realz, you reloaded a checkpoint earlier.
But beyond that, the new PoP is just way way WAY too easy. Way too little variety, and because you need to interact very seldom with the prince (since he does everything, never have to hold any buttons to wallrun or anything, just quicktimeevent press them) the game, to me, feels like it's on rails.
I doubt there'd be much difference if they pre-rendered the whole thing, and then just had you push buttons to advance from platform to platform.
Excellent game. I enjoy the no dying aspect as well. I can fuck around and have fun without having to worry about losing hours of work. It does make the boss fights kind of pointless though.
https://www.amazon.com/gp/registry/wishlist/1JI9WWSRW1YJI
God I am so sick of this shit.
Other than a wide control margin for the rings, there is one control difference, with wall-running not requiring a button. Then they added the double-jumps, which have a somewhat narrow timing window.
One goddamn control difference and you're acting like it's Assassins Creed level of control simplicity.
One control change.
https://www.amazon.com/gp/registry/wishlist/1JI9WWSRW1YJI
Just like the SoT trilogy
I never said it didn't, just that I think PoP is better. That's not sacrilege, they've had years to get better at making these kind of games. I think the combat was a major flaw to SoT, and it's certainly been improved here. Most of the platforming elements are intact, so while SoT might have been stronger in that regard, it's not a big step down. I think the art style is a tremendous improvement. And personally, I prefer the characters in PoP.
I can still prefer this one while thinking SoT was a fantastic game.
It's more than that though. I just got my xbox back, so I been playing the game again, and while it's fun, I do have issues with the control. Mainly because as a lot of people have pointed out, it feels like it's on rails.
Say you have two pillars in front of you. If you have the prince jump to the first one, and press A midjump, as soon as he grabs on to the pillar he directs himself to the second one and jumps. Same with the hooks that you have to press B on to pull yourself forward. It doesn't matter when you press the button.
And like Eds25 said, so far there is just too many wall runs. It could work if the scratches weren't there. Maybe I'm just dumb, but I remember getting stuck a few times in the other POP games, or at the very least turning the camera around to try to find where to go next. Here, there's no need.
Also, am I the only one that isn't really satisfied with the combat? The combos and actual mechanics are pretty fun, but the fights end incredibly fast for the most part, a lot of times without me even meaning too. I guess if you get the monster to the edge or against a wall you get the cut scene of killing them?
The last thing is that I really dislike how they handle storytelling in this game. I'm interest in the story and the characters, but I don't like have to stop and press a button to watch the characters talk. Yea, you can just consider them cutscenes, but I liked how in the old POP we would have voiceovers as we're playing the game.
overall, pretty good for the first 3D pop i played through
Could you elaborate on that. You might not like his choice, but I'm not sure why it's quite stupid.
No they didn't.
I actually prefer assassin's creed but that's a different story.
The big problem is that there is no feeling of momentum, you don't need to do a running jump you can stand still and press jump and you'll go just as far.
The other thing is that the jumps DO hold your hand. When you hit jump it will readjust you midair if your alignment is out, if you are performing a wall jump run and jump short the game actually DRAGS you up to the spot you are supposed to run to. It's shit like that that makes the game too easy.
It honestly doesn't feel like I'm in control of the prince. I feel like I'm just watching him on tv and occasionally yelling, "HEY go over here!"
Satans..... hints.....
I thought making you do it was a pretty awesome step, and that he doesn't speak once.
But I can certainly see why you might not like it.
I am trying to think of another game that had a similar ending and coming up blank.
Satans..... hints.....
I never asked for this!
Saeglópur by Sigur Rós and Breathe Me by Sia.
Source: http://kotaku.com/5114707/hope-you-didnt-buy-prince-of-persia-last-week
I never asked for this!
Have you checked your PMs?
I never asked for this!
Curses! Fair enough.
I may grab it off steam.
If there is a fertile ground that is not turned on but an area past is, you can still pass through the unactive area to get to it. I didn't find this out until my second or third time through...
GM: Rusty Chains (DH Ongoing)
Don't pirate games?
But seriously, that sucks. Reinstall?
I did, and now it works.
Pretty fun game, the controls took me a while to get used to (PC) but Its been pretty fun, should be a good game to play during my two weeks off.
GM: Rusty Chains (DH Ongoing)
Reward is 50gs.