|
victrix posted:I thought it was a decent game that could be great with more enemy and weapon variety. There's tons of interesting level up mods to unlock, but the enemy roster isn't big enough to sustain interest through a ton of playthroughs. Yeah. Ziggurat gets most things right except the weapons and they're kind of important for an FPS. They are all basically the same. Hexen and Heretic had interesting secondary fires (through tomes) - in Ziggurat everything is either a machine gun or a shotgun with different projectile speeds and the secondary fire is always "more shotgun" and "more machine gun". It's utterly boring, especially if you've just completed a Hexen/Heretic marathon before and the way to do it right is fresh in your memory.
|
# ¿ Jan 22, 2015 23:14 |
|
|
# ¿ Apr 27, 2024 07:10 |
|
The Narrator is awesome, the music is fantastic, deckbuilding your own roguelike is fun as hell. There's a very large amount of reactivity in the text encounters in terms of player equipment and situation. For example: There's an event in the Jack of Plague dungeon where you are confronted by an angry mob demanding food. You can give them varying amounts of food, or run. If you run you play the card shuffle game that Hand of Fate uses for "random outcomes", but you can still watch the cards and keep track somewhat. But if you have the weapon that can freeze enemies in combat, the text event recognizes that and lets you freeze the angry mob and escape for free. There's a lot of item dependent special actions like that and they're really fun to discover (and you can play around them because you decide what equipment is in your deck). In terms of Combat, if it wasn't for Shadow of Mordor coming out, Hand of Fate would have been the game that did the Batman combat system best out of all games.
|
# ¿ Feb 3, 2015 13:54 |
|
Jack Trades posted:I think it's possible. The clear-the-map modes in the Rainbow Six games are basically that, minus progression. Slow paced, ultra lethal, randomly placed enemies and permadeath.
|
# ¿ Apr 26, 2015 12:51 |
|
victrix posted:I don't like that much either, just like the loot filter coming in PoE, it's tacit acknowledgment that your game has piles of poo poo loot that isn't worth the brain power it takes to parse it. Well not really - it's a way to let you get cool drops and also steadily progress in terms of money gained, without the hassle of having to pick it all up manually or juggle inventory weight for trash loot. It keeps gameplay options open (choosing cool loot for your hero, juggling inventory weight for non-trash loot) while dealing with the tedium. If they just cut the loot way down odds of getting something you want are lower and you'd get less money. Also Dungeonmans - so good, but it really, really needs an auto-explore button.
|
# ¿ May 2, 2015 17:08 |
|
Yeah that's the lovely part about the Xbox Controller that Microsoft managed to spin into great PR because games media takes anything they say in press releases at face value if it's vaguely about technology. Windows natively supporting Xbox controllers turned into "Windows has really good built in controller support!", even though what it actually did is provide an easy way for developers to lock out every non-microsoft controller. Gamepad support got worse when microsoft included native gamepad support in windows. On another controls related note: Hey indie devs: Don't hard-bind your games controls on the Y or Z button just because other indie darlings also do it (because I guess emulating 2-button NES controllers on a keyboard is all the rage now) and put their 2 buttons on Z and X. Z and Y are not in the same place on every keyboard, and in some parts of the world your game is unplayable when you force people to use X and Z. DatonKallandor fucked around with this message at 02:41 on Jun 10, 2015 |
# ¿ Jun 10, 2015 02:38 |
|
ToxicFrog posted:XInput is not without its troubles, but in no way does it "provide an easy way for developers to lock out every non-microsoft controller". An XInput game will work with every XInput-compatible controller, which is most controllers made in the last ~five years -- microsoft-branded or not. Best case scenario is your game displays meaningless xbox buttons when you're using your non-xbox controller. Worst case is your game displays meaningless xbox buttons when you're using your non-xbox controller and the buttons and sticks are all hosed up. Once in a blue moon you might get a game that can tell the difference between an xbox controller and a non-xbox controller. Having to use third party software to trick games into thinking you've got an xbox controller (and all the trouble that brings with it in regards to displayed buttons, etc) is hardly a good solution or situation.
|
# ¿ Jun 10, 2015 14:29 |
|
ToxicFrog posted:Again, it's not "an xbox controller", it's "any controller made in the last five years and at least some made in the last 15". If you insist on using decades-old hardware you've got to expect some new stuff won't work right with it without tinkering. Of course I can expect using that hardware, when input devices haven't changed and the only thing that has is that Microsoft wants to push their own product and they happen to have access to the OS driver layer. Joysticks haven't fundamentally changed and neither have gamepads - they weren't replaced with inherently superior technology. Just like I can still use my decade-old CDs and Harddrives.
|
# ¿ Jun 10, 2015 15:35 |
|
Dongsturm posted:I'd be fascinated to know what the proposed solution to this "Microsoft conspiracy" is. Do you seriously expect indie companies to buy like 50 controllers just so they can detect whatever novelty controller configuration you bought off taobao? Fully configurable buttons, configurable icon sets. Doesn't even need fully configurable icon sets. 3 would be a good baseline - Keyboard buttons/Xbox Buttons/Generic Buttons (and Playstation buttons if you wanna be fancy). Fairly easy to subdivide those depending on how customizable you wanna go. Lots of Gamepads share certain features, like Dpads or Analog sticks (and 4 Buttons in a cross layout). DatonKallandor fucked around with this message at 23:28 on Jun 10, 2015 |
# ¿ Jun 10, 2015 23:25 |
|
Geokinesis posted:
Well everything by Cryptic Comet is card based and procedural. If they had enforced perma-death they'd be loose roguelikes. I mean if you like Occult Chronicles, you'll probably love Armageddon Empires (singleplayer only turn based strategy on random maps and it's Warhammer 40k Humans vs Cthulhu Aliens vs Terminator AI Overlords vs Fallout Mutants - in a card and dice based game).
|
# ¿ Jun 30, 2015 23:25 |
|
Yeah to make Boardgames. It makes sense, since all his games simulate D6s and Card Decks. I'd love to buy a physical version of Armageddon Empires.
|
# ¿ Jun 30, 2015 23:56 |
|
|
# ¿ Apr 27, 2024 07:10 |
|
moot the hopple posted:Imagine trying to keep up your poker face for an entire game if you took Power Behind the Throne. The trash talk when you insult another player to get them to challenge you.
|
# ¿ Jul 1, 2015 11:33 |