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Arcsquad12 posted:Don't want to do non lethal takedowns? Just don't get caught. The true challenge: no takedowns and having to deal with Malik's death on your conscience.
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# ? May 30, 2015 22:02 |
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# ? Apr 19, 2024 13:06 |
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CJacobs posted:"She told me to run, so I did. I probably couldn't have tried to help." - the scumbags who don't at least try save Malik on every playthrough, sending a message tarnished by lightning on a black stump up from the bowels of hell where they belong I can trace my feelings on preventing deaths like Malik's back to failing to save Shadow from the Floating Continent on my first playthrough of FFVI.
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# ? May 31, 2015 09:49 |
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I remember my immediate reaction to Malik's crash being "oh so it's Paul again"
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# ? May 31, 2015 18:28 |
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StashAugustine posted:I remember my immediate reaction to Malik's crash being "oh so it's Paul again" It's just like Paul, only unlike Paul Malik does not have an assault rifle and infinite health.
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# ? May 31, 2015 19:27 |
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Seriously? I never knew Paul was invulnerable during that section, guess I was making that part way harder on myself. Could have sworn I'd blown him up with LAMs before, too.
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# ? May 31, 2015 22:45 |
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Reztes posted:Seriously? I never knew Paul was invulnerable during that section, guess I was making that part way harder on myself. Could have sworn I'd blown him up with LAMs before, too. He's got infinite health but despawns if he's a certain distance away from you. And while he has infinite health he does not have infinite bullets. On the upside, neither do his enemies. Leading to quite the massacre. Basically if you want you can literally hide in the secret compartment and wait until the gunfire stops.
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# ? May 31, 2015 23:16 |
IIRC the trigger for Paul dying in that sequence is specifically you climbing out the window like he asks you to, so even if he massacres the MIBs while you cower in a closet, he still keels over from exhaustion or something if you hop out the window afterward instead of using the front door like a civilized human being.
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# ? May 31, 2015 23:34 |
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3 posted:IIRC the trigger for Paul dying in that sequence is specifically you climbing out the window like he asks you to, so even if he massacres the MIBs while you cower in a closet, he still keels over from exhaustion or something if you hop out the window afterward instead of using the front door like a civilized human being. Yeah. To quote http://www.it-he.org/deus4.htm quote:There must be fifty ways to kill your brother The only way for Paul to die is that stupid window.
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# ? May 31, 2015 23:51 |
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Which page had JC carrying an American flag through each loading zone, and then eventually kicking Manderley out of his own office?
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# ? Jun 1, 2015 00:30 |
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double nine posted:Yeah. To quote http://www.it-he.org/deus4.htm I did that once. It was loving beautiful.
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# ? Jun 1, 2015 00:50 |
SpelledBackwards posted:Which page had JC carrying an American flag through each loading zone, and then eventually kicking Manderley out of his own office? http://www.oldmanmurray.com/features/84.html
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# ? Jun 1, 2015 21:17 |
... Wait, you can give Gunther an orange soda? I swear to loving god I discover new poo poo about this game all the time.
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# ? Jun 1, 2015 21:30 |
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Segmentation Fault posted:... Wait, you can give Gunther an orange soda? What. What?? This goddamn game.
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# ? Jun 1, 2015 21:41 |
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# ? Jun 1, 2015 21:43 |
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Someone linked oldmanmurry or it-he? Welp time for me to read through them both again
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# ? Jun 1, 2015 22:35 |
Momomo posted:What. Apparently you have to pick one up during the Liberty Island mission and carry it with you to Gunther, sort of like the hungry Castle Clinton kid. I'm gonna try it now and see if Murray's bullshitting me or not about that. E: Okay I got tricked. You actually can't. Still, the fact that that seems believable... Segmentation Fault fucked around with this message at 15:21 on Jun 2, 2015 |
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# ? Jun 2, 2015 15:02 |
Segmentation Fault posted:Apparently you have to pick one up during the Liberty Island mission and carry it with you to Gunther, sort of like the hungry Castle Clinton kid. I'm gonna try it now and see if Murray's bullshitting me or not about that. Were you carrying the flag at the time?
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# ? Jun 2, 2015 17:48 |
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also you have to not go in your office before that part
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# ? Jun 2, 2015 17:50 |
I thought I skipped the office, I walked past it, maybe I have to jump off the level 1 balcony. I wasn't carrying the flag.
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# ? Jun 2, 2015 19:29 |
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Make sure you get the crossbow upgrade as well.
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# ? Jun 2, 2015 19:30 |
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Segmentation Fault posted:I thought I skipped the office, I walked past it, maybe I have to jump off the level 1 balcony. I wasn't carrying the flag. yeah try literally everything
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# ? Jun 2, 2015 21:50 |
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Saving Malik on a simultaneous never get seen and never kill run was fairly tricky. If you ever let her die you're weak and mean and I'm very cross with you
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# ? Jun 3, 2015 16:06 |
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I'm doing a Rambo II run right now (Kill everyone who wants to kill me). Saving Malik was easy as I just shredded my way through Belltower goons by sniping, run n gun and a little bit of brutal melee takedown poo poo. So far this has been the most satisfying way to play the game
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# ? Jun 3, 2015 16:19 |
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Booblord Zagats posted:I'm doing a Rambo II run right now (Kill everyone who wants to kill me). Saving Malik was easy as I just shredded my way through Belltower goons by sniping, run n gun and a little bit of brutal melee takedown poo poo. I think this is pretty reasonable as long as you shout 'they drew first blood!' before eviscerating the lot of them. I ended up doing the same general thing this play through after I realized I accidentally had a kill while backtracking a level. Most of the time it's passive, but particularly heinous individuals get swift justice.
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# ? Jun 3, 2015 18:00 |
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Virion posted:I think this is pretty reasonable as long as you shout 'they drew first blood!' before eviscerating the lot of them. This is pretty much me https://www.youtube.com/watch?v=-A6eeeq_2TE
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# ? Jun 3, 2015 19:16 |
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EmmyOk posted:Saving Malik on a simultaneous never get seen and never kill run was fairly tricky. If you ever let her die you're weak and mean and I'm very cross with you Yeah, saving Malik on a foxiest-fox no-kill hard run was one of the most enjoyable things I've done in a game. I also like that I was motiviated to do it through a sense of engagement with a character, rather than it being an externally imposed goal. (Unless not wishing to be a monster, a being of no value to this Earth, can be regarded as an externally imposed goal, perhaps )
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# ? Jun 3, 2015 19:55 |
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well while we're posting videos... https://www.youtube.com/watch?v=Y414Q7vVgYU
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# ? Jun 3, 2015 19:58 |
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Mankind Divided gameplay demo: https://www.youtube.com/watch?v=XEULRQVA6JQ I'm still in the middle of this, but it's pretty interesting so far. Adam gets a version of the blink power from Dishonored called Icarus Dash. Takedowns are still in stop time. Art direction remains superb. Nothing looks hugely radical, but then, nothing really needs to be, since HR was so drat good. e: If first impressions hold, it's kind of a shame that they gave Adam wired reflexes/bullet time as an upgrade, but didn't use it as opportunity to reform the melee system. I'm imagining a system where takedowns could be handled via slo-mo QTE, with increasing complexity if you're trying to chain takedowns together, and penalties for failing e.g. the takedown fails, or it succeeds but alerts people nearby. I don't even like QTEs, but it'd add a layer of complexity beyond "press button, time stops and man falls down." But everyone is a critic. Super psyched. Tacky-Ass Rococco fucked around with this message at 17:47 on Jun 27, 2015 |
# ? Jun 27, 2015 17:14 |
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The new gameplay additions look pretty good but goddamn the dude commentating over it could not be more "I am reading bullet points from the back of the box or the Steam description" if he tried. I like the new UI.
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# ? Jun 27, 2015 17:17 |
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Jack of Hearts posted:Mankind Divided gameplay demo: People rag on QTE's a lot, but well implented ones with good visuals can be a really fun gameplay mechanic. Something like you suggest would have been an awesome way to improve takedowns.
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# ? Jun 27, 2015 20:40 |
Snak posted:People rag on QTE's a lot, but well implented ones with good visuals can be a really fun gameplay mechanic. Something like you suggest would have been an awesome way to improve takedowns. QTEs are like salt. It's nice on a dish, but if you add too much it ruins the experience.
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# ? Jun 27, 2015 21:26 |
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I really like that they've added female combatants who aren't, uh, whatserface, just women with guns walking around in the missions. There's no room for in cyberpunk, and anyway, underground resistance movements and super-soldier programs where everyone is modded way past normal human potential would both be shooting themselves in the foot if they refused to recruit from half the population. The nanoblade looks cool and also pointless. I have a 10MM pistol with silencer and AP bullets with which to shoot people in the face, I don't need to shoot nanites out of my arm, thank you very much . I'm sure it'll have some use, but stop making me miss the Dragon Tooth, developers. Also, I loved "maybe this NPC needs to...stick around for a little while " like it was a glue gun or something. It's too soon to say, but I get the impression Jensen won't be crippled to start with, which is cool. Making the objectives more challenging or the enemies more difficult while allowing Jensen superpowers from the beginning is a lot more fun than the alternative. Snak posted:People rag on QTE's a lot, but well implented ones with good visuals can be a really fun gameplay mechanic. I played the first two Shenmues on DC and have been traumatized ever since. But if Adam has wired reflexes, it justifies the QTE being fairly forgiving (since everything is in slow motion for him) and so might add immersion, or even challenge, like if three guys were clustered together, and you could take the first guy trivially, the second guy with some effort, and the third guy would be very chancy. But takedowns as they are are a weak mechanic, not a broken one, and man did I love the first game, so whatever, I don't need to armchair design anymore.
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# ? Jun 27, 2015 21:40 |
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I had complete missed that there was gameplay footage from E3, I just watched it, plus the Tech Demo trailer, and was pretty blown away. All of this looks really amazing and keeps all of my favorite parts of Human Revolution.
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# ? Jun 28, 2015 21:45 |
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the mechanical apartheid
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# ? Jun 28, 2015 21:53 |
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Merciful soul and lethal takedowns being loud seem to still be in, which is annoying as far as making loud gameplay an alternate choice instead of the 'you hosed up' choice.
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# ? Jun 28, 2015 22:28 |
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CharlestonJew posted:the mechanical apartheid cyborg jim crow
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# ? Jun 28, 2015 22:32 |
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Androc posted:Merciful soul and lethal takedowns being loud seem to still be in, which is annoying as far as making loud gameplay an alternate choice instead of the 'you hosed up' choice. Literally the worst thing about DX:HR was the idea that there was a "best" way to play the game that was reinforced by game mechanics. I don't mean poo poo like "boohoo I couldn't sneak past the boss fights" I mean that you straight up got more XP for stealth and non-lethality, regardless of the flavor of the game.
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# ? Jun 28, 2015 22:38 |
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I still stand by my opinion that giving you less XP for loud is justified because you have much less of a need for XP, as there are way fewer combat-based augmentations than stealth-oriented ones.
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# ? Jun 28, 2015 22:40 |
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CJacobs posted:I still stand by my opinion that giving you less XP for loud is justified because you have much less of a need for XP, as there are way fewer combat-based augmentations than stealth-oriented ones. Less XP for loud IS justified. Lethal being loud is rear end backwards though. I think if they made it so that stealth kills were worth the same as loud incapacitations that would be a good tradeoff. But I hate fun, so w/e.
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# ? Jun 28, 2015 22:44 |
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# ? Apr 19, 2024 13:06 |
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I guess the problem stems mostly from the fact that the player has no reason to actually DO lethal incapacitations unless they're already discovered and in combat, at which point you could just shoot the guy. The game's justification for having it as a mechanic is that enemies can't be woken up by their buddies if they're dead instead of knocked out, but since you can move sleeping bodies and doing a takedown leaves you right on top of the relevant person, that's basically never going to ever be a problem in normal gameplay anyway. I can't think of any way to really fix that.
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# ? Jun 28, 2015 22:50 |