Is pop-in really a huge problem in AC? I might not notice it as much since I don't have an HDTV, but the few instances I've seen of it are pretty forgivable.
It wasn't nearly as bad as Bioshock in that regard.
defender have you given a reason why lots of people like it yet or is it just like 'you're all stupid and i am right' kind of deal
Bongi, I think that you're asking the wrong side, here. I've spelled out its flaws and explained why I think that it was a great idea with a small handful of gigantic flaws in execution. Explaining why it's good and so forth is the task of the other side. I have actually listed some merits, though. For example, the climbing worked really well, and the city, aside from pop-in, is visually very impressive. The animations and models and textures also look great. And the world is very large.
This has really not been an "I am right and you are stupid" event.
i can see your criticisms but i still enjoyed the game
it's basically like you're saying "the game has loads of flaws, it's not fun" and other people are saying "the game has loads of flaws but it's still fun"
i don't see how you can argue against that without saying "i am right and you are stupid"
I played Patapon for about 30 minutes just using a demo PSP at Gamestop. It's a good idea in theory, and the art is fantastic, but it fits the very definition of monotonous. I understand it was only thirty minutes, but if I was bored and tired with the game before the one hour mark I can't imagine the situation improving any.
One would've hoped that they would have fixed those problems for the PC port, but knowing ubisoft I don't really have much faith in that.
It's a port, not a remake or sequel.
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
Pop-in got really noticeable once I switched to HD.
At least in the horse-riding parts.
The city parts I was too busy jumping off of shit to pay attention/
I played Patapon for about 30 minutes just using a demo PSP at Gamestop. It's a good idea in theory, and the art is fantastic, but it fits the very definition of monotonous. I understand it was only thirty minutes, but if I was bored and tired with the game before the one hour mark I can't imagine the situation improving any.
so is it like locco rocco or something different
Both the music and art are definitely similar, as are the games definite sense of repetitiveness and lack of evolution during gameplay
One would've hoped that they would have fixed those problems for the PC port, but knowing ubisoft I don't really have much faith in that.
It's a port, not a remake or sequel.
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
It's a shame because this was the new IP I was waiting for that would entice me to buy a PSP. God of War is definitely good, but it's also undeniably the same has the two for the PS2, so I really can't rationalize a console purchase for it. At least Patapon is cheap, though.
One would've hoped that they would have fixed those problems for the PC port, but knowing ubisoft I don't really have much faith in that.
It's a port, not a remake or sequel.
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
it's a port
Yes, but it also wouldn't have been difficult to make the much needed changes to the enemy AI that would have in turn fixed most of the glaring issues people had with the game
Is pop-in really a huge problem in AC? I might not notice it as much since I don't have an HDTV, but the few instances I've seen of it are pretty forgivable.
It wasn't nearly as bad as Bioshock in that regard.
I wouldn't say it was really bad, there are just a few times when pop-in kind of mars an otherwise really great view from high up or looking down a very long alleyway or something. It's really not terrible. Also, I played it on a standard def screen, I hadn't gotten my HD screen yet. So it might be worse in HD, more on a polygon-count level than whole characters.
defender have you given a reason why lots of people like it yet or is it just like 'you're all stupid and i am right' kind of deal
Bongi, I think that you're asking the wrong side, here. I've spelled out its flaws and explained why I think that it was a great idea with a small handful of gigantic flaws in execution. Explaining why it's good and so forth is the task of the other side. I have actually listed some merits, though. For example, the climbing worked really well, and the city, aside from pop-in, is visually very impressive. The animations and models and textures also look great. And the world is very large.
This has really not been an "I am right and you are stupid" event.
i can see your criticisms but i still enjoyed the game
it's basically like you're saying "the game has loads of flaws, it's not fun" and other people are saying "the game has loads of flaws but it's still fun"
i don't see how you can argue against that without saying "i am right and you are stupid"
Well, look back at my posts. Because I have so far managed to do exactly that.
I played Patapon for about 30 minutes just using a demo PSP at Gamestop. It's a good idea in theory, and the art is fantastic, but it fits the very definition of monotonous. I understand it was only thirty minutes, but if I was bored and tired with the game before the one hour mark I can't imagine the situation improving any.
It is a rhythm game on a portable system, though. I don't think you're supposed to play it for hour-long blocks.
One would've hoped that they would have fixed those problems for the PC port, but knowing ubisoft I don't really have much faith in that.
It's a port, not a remake or sequel.
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
OK but why? Number one, it's not the same game if they do that. Number two, it costs a ton of money to do that. I think that what they did was release a "basic idea but not done right" as their first game, banking on hype and the idea of "new stealth concept" selling the thing, which is what happened. Then for game two, they're actually going to have to refine it and improve in many of the weak areas, such as combat, stealth, and variety of objectives. For the third game, they should still have room to fix some stuff up, plus add in some new systems.
It just doesn't make sense from a developer's perspective to do that.
Shit I need to get all my old Pokemon games from dad's house next time I'm out there.
I never beat Red.
My heart just wasn't in it after my cousin saved over my game, when I was about to fight Lance.
One would've hoped that they would have fixed those problems for the PC port, but knowing ubisoft I don't really have much faith in that.
It's a port, not a remake or sequel.
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
it's a port
Yes, but it also wouldn't have been difficult to make the much needed changes to the enemy AI that would have in turn fixed most of the glaring issues people had with the game
What pains me about the combat is that it's so good-looking. The animations are so fluid and, aside from the difficulty of locking on to downed people to finish them off/keep them down while other attackers are around, it all worked so well. The camera work on the counter-moves was awesome, the leg-switching in the stances was pretty well-done, there was a lot of nicely-handled stuff in there. I just wish that counter-attacking were not the be-all-end-all ultimate unstoppable technique.
I played Patapon for about 30 minutes just using a demo PSP at Gamestop. It's a good idea in theory, and the art is fantastic, but it fits the very definition of monotonous. I understand it was only thirty minutes, but if I was bored and tired with the game before the one hour mark I can't imagine the situation improving any.
It is a rhythm game on a portable system, though. I don't think you're supposed to play it for hour-long blocks.
One would've hoped that they would have fixed those problems for the PC port, but knowing ubisoft I don't really have much faith in that.
It's a port, not a remake or sequel.
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
OK but why? Number one, it's not the same game if they do that. Number two, it costs a ton of money to do that. I think that what they did was release a "basic idea but not done right" as their first game, banking on hype and the idea of "new stealth concept" selling the thing, which is what happened. Then for game two, they're actually going to have to refine it and improve in many of the weak areas, such as combat, stealth, and variety of objectives. For the third game, they should still have room to fix some stuff up, plus add in some new systems.
It just doesn't make sense from a developer's perspective to do that.
Well, I'm gonna be honest, I'm new in this field. But it seems as if it is taking them months to get it ported (Or they are intentionally delaying for some reason.), so it might already be costing some money. I don't know how long fixing some of the mistakes would take, and it might be hard to give a accurate estimate.
But if they did fix the bugs, the PC version would probably get a higher score in reviews, which could give more income.
But, as I said, this is ubisoft. Not very much known for great ports.
i looked back through your posts and i didn't see you address how people disagree with you, only acknowledge that they do
basically what i'm saying is that i can't explain why it's fun, in the same way that i can't explain why i like radiohead
i just do
Well, the problem there is that I can't do more than acknowledge them, because they generally just said what amounts to "I disagree." Nobody offered counterpoints on why it was good. Nobody offered rebuttals to my criticisms. There was no substance on which to build a reply that would contain anything more than acknowledgment.
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PiptheFairFrequently not in boats.Registered Userregular
One would've hoped that they would have fixed those problems for the PC port, but knowing ubisoft I don't really have much faith in that.
It's a port, not a remake or sequel.
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
it's a port
Yes, but it also wouldn't have been difficult to make the much needed changes to the enemy AI that would have in turn fixed most of the glaring issues people had with the game
What pains me about the combat is that it's so good-looking. The animations are so fluid and, aside from the difficulty of locking on to downed people to finish them off/keep them down while other attackers are around, it all worked so well. The camera work on the counter-moves was awesome, the leg-switching in the stances was pretty well-done, there was a lot of nicely-handled stuff in there. I just wish that counter-attacking were not the be-all-end-all ultimate unstoppable technique.
Well the more advanced enemies do actually counter your counters later on, but I agree it's still pretty overpowered
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TonkkaSome one in the club tonightHas stolen my ideas.Registered Userregular
I played Patapon for about 30 minutes just using a demo PSP at Gamestop. It's a good idea in theory, and the art is fantastic, but it fits the very definition of monotonous. I understand it was only thirty minutes, but if I was bored and tired with the game before the one hour mark I can't imagine the situation improving any.
It is a rhythm game on a portable system, though. I don't think you're supposed to play it for hour-long blocks.
Okay, I'll give you that. They wanted a casual rhythm game that you can just pick up and play whenever you want.
But, they also apparently try to tell a serious and involved story, which doesn't really support the 'pick up and play' aspect too much. Also, if every segment is essentially the same (which it is) what incentive is there to keep playing? There are no advanced tactics, no deeper challenges, just "attack, defend, forward, retreat."
Have you ever played Yoshi's Touch and Go? The gameplay is different, but they share many of the same flaws.
i think part of the thing with combat is that i am crappy at videogames, and found it pretty challenging
Did you try using the counter-attack move? If you just hold the "guard" button, then press "attack" right before their sword connects with yours, Altair will do a scripted move. This move inflicts MASSIVE damage, and you can't be hit while you're doing it (I think). It kills many enemies in one shot. Also, if it's a one-on-one fight, and it doesn't kill the person, it does knock him down. When he's down, you can just pound on him with regular sword moves until he dies.
If you have trouble with the timing, the courtyard area has a little sparring ring, and the first sparring lesson you get is "how to land counters." You can practice there. It becomes very easy very fast, especially since enemies generally telegraph their moves really far in advance.
i think part of the thing with combat is that i am crappy at videogames, and found it pretty challenging
Did you try using the counter-attack move? If you just hold the "guard" button, then press "attack" right before their sword connects with yours, Altair will do a scripted move. This move inflicts MASSIVE damage, and you can't be hit while you're doing it (I think). It kills many enemies in one shot. Also, if it's a one-on-one fight, and it doesn't kill the person, it does knock him down. When he's down, you can just pound on him with regular sword moves until he dies.
If you have trouble with the timing, the courtyard area has a little sparring ring, and the first sparring lesson you get is "how to land counters." You can practice there. It becomes very easy very fast, especially since enemies generally telegraph their moves really far in advance.
i was just crappy with the timing
same with the dodging
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PiptheFairFrequently not in boats.Registered Userregular
edited March 2008
ok so I just watched a youtube of a boss fight in patapon
ALL THEY SAY IS PATA PATA PATA PON OH GOD I WENT CROSSEYED
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PiptheFairFrequently not in boats.Registered Userregular
The art will keep you playing, and if you're anything like me you'll find yourself playfully muttering 'chika chika pata pon' to youself while walking down the street, but the gameplay is pretty flaccid.
Man, I don't dare look at the pata pon trailers anymore...
It seems like the kind of thing that would get stuck in my head untill something would trigger a catastrophic event in my brain, resulting in me killing something else.
Posts
It's a port, not a remake or sequel.
It wasn't nearly as bad as Bioshock in that regard.
:x
I am getting sick of being insulted, Defender.
it's basically like you're saying "the game has loads of flaws, it's not fun" and other people are saying "the game has loads of flaws but it's still fun"
i don't see how you can argue against that without saying "i am right and you are stupid"
I fail to see why they couldn't make improvements to it, after all theese months. Although, maybe they just don't want to bother or it will take too much of their time.
At least in the horse-riding parts.
The city parts I was too busy jumping off of shit to pay attention/
(edit) Oh, gabe posted, carry on then
Both the music and art are definitely similar, as are the games definite sense of repetitiveness and lack of evolution during gameplay
it's a port
Yes, but it also wouldn't have been difficult to make the much needed changes to the enemy AI that would have in turn fixed most of the glaring issues people had with the game
I wouldn't say it was really bad, there are just a few times when pop-in kind of mars an otherwise really great view from high up or looking down a very long alleyway or something. It's really not terrible. Also, I played it on a standard def screen, I hadn't gotten my HD screen yet. So it might be worse in HD, more on a polygon-count level than whole characters.
NO WAIT YOU TWISTED IT ALL AROUND ON ME!
Well, look back at my posts. Because I have so far managed to do exactly that.
It is a rhythm game on a portable system, though. I don't think you're supposed to play it for hour-long blocks.
OK but why? Number one, it's not the same game if they do that. Number two, it costs a ton of money to do that. I think that what they did was release a "basic idea but not done right" as their first game, banking on hype and the idea of "new stealth concept" selling the thing, which is what happened. Then for game two, they're actually going to have to refine it and improve in many of the weak areas, such as combat, stealth, and variety of objectives. For the third game, they should still have room to fix some stuff up, plus add in some new systems.
It just doesn't make sense from a developer's perspective to do that.
basically what i'm saying is that i can't explain why it's fun, in the same way that i can't explain why i like radiohead
i just do
I never beat Red.
My heart just wasn't in it after my cousin saved over my game, when I was about to fight Lance.
What pains me about the combat is that it's so good-looking. The animations are so fluid and, aside from the difficulty of locking on to downed people to finish them off/keep them down while other attackers are around, it all worked so well. The camera work on the counter-moves was awesome, the leg-switching in the stances was pretty well-done, there was a lot of nicely-handled stuff in there. I just wish that counter-attacking were not the be-all-end-all ultimate unstoppable technique.
?
Well, I'm gonna be honest, I'm new in this field. But it seems as if it is taking them months to get it ported (Or they are intentionally delaying for some reason.), so it might already be costing some money. I don't know how long fixing some of the mistakes would take, and it might be hard to give a accurate estimate.
But if they did fix the bugs, the PC version would probably get a higher score in reviews, which could give more income.
But, as I said, this is ubisoft. Not very much known for great ports.
Well, the problem there is that I can't do more than acknowledge them, because they generally just said what amounts to "I disagree." Nobody offered counterpoints on why it was good. Nobody offered rebuttals to my criticisms. There was no substance on which to build a reply that would contain anything more than acknowledgment.
seriously?
wow....
Well the more advanced enemies do actually counter your counters later on, but I agree it's still pretty overpowered
AHAHAHAHACAMPION WINS.
ALSO:
Okay, I'll give you that. They wanted a casual rhythm game that you can just pick up and play whenever you want.
But, they also apparently try to tell a serious and involved story, which doesn't really support the 'pick up and play' aspect too much. Also, if every segment is essentially the same (which it is) what incentive is there to keep playing? There are no advanced tactics, no deeper challenges, just "attack, defend, forward, retreat."
Have you ever played Yoshi's Touch and Go? The gameplay is different, but they share many of the same flaws.
Did you try using the counter-attack move? If you just hold the "guard" button, then press "attack" right before their sword connects with yours, Altair will do a scripted move. This move inflicts MASSIVE damage, and you can't be hit while you're doing it (I think). It kills many enemies in one shot. Also, if it's a one-on-one fight, and it doesn't kill the person, it does knock him down. When he's down, you can just pound on him with regular sword moves until he dies.
If you have trouble with the timing, the courtyard area has a little sparring ring, and the first sparring lesson you get is "how to land counters." You can practice there. It becomes very easy very fast, especially since enemies generally telegraph their moves really far in advance.
same with the dodging
ALL THEY SAY IS PATA PATA PATA PON OH GOD I WENT CROSSEYED
It seems like the kind of thing that would get stuck in my head untill something would trigger a catastrophic event in my brain, resulting in me killing something else.