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PJOmega
May 5, 2009

Morpheus posted:

I have yet to play a videogame where the romantic writing isn't hamfisted, awkward, and embarrasing.

I remember Viconia from Baldur's Gate 2 at least not being terrible, along with Annah from Planescape: Torment.

Disclaimer: I haven't played either in a long, long time.

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PJOmega
May 5, 2009

eddoghetto posted:

Just recently replayed God of War, and I got through like 90% of the game on Spartan difficulty. Then I kept dying on one of the platforming parts with spinning logs, and the game kept repeatedly asking me if I wanted to lower the difficulty because I was dying so much, and I accidentally said 'yes' without realizing it, and ended up saving right at the end of the game on the lower difficulty.

The only thing the difficulty affects is the combat, which I wasn't having any trouble with, and once you lower it you can't change it back without restoring a previous save or starting a new game. So after hours of playing on the hardest difficulty, I ended up spending literally less than a minute on the final boss of the game.

Why not let me change the difficulty to a harder mode during play? Or at least stop asking me if I want to switch to an easier one after I've already said 'no' like ten times.

You're not missing anything. Trust me. The final boss on Spartan has an unavoidable supermove which is unavoidable and hits for 100% of the tug-of-war. You can be one hit from winning and if he RNGs that move you lose, try again.

And again. And again. And again.

PJOmega
May 5, 2009

Oliver Madly posted:

That sounds horrific. I thought about picking up a used copy after I "finished" SI but never mind.

65,535 floors. Yeah gently caress no.

PJOmega
May 5, 2009

The Moon Monster posted:

The endgame in Wildstar is too drat hard. I thought all that "hardcores only!" hype was just big talk, but no, it was actually true. I'd bet the majority of their potential player base doesn't consider that a good thing. I haven't played an MMO endgame since WOW TBC, but for reference the max level dungeons in Wildstar are tougher than most TBC heroics, and they gate the rest of the PVE endgame content that isn't just grinding dailies indefinitely.

Ah TBC, what a shitfest of an expansion that was that survived simply because it was WoW. Levels 60-70 are still insufferable even with immediate access to flying mounts.

PJOmega
May 5, 2009

The Moon Monster posted:

I hear people say it's the worst part of leveling up a new character these days, but at the time the general feeling was that it was a big step up :shrug:

I played classic and quit shortly after TBC came out. It was a slog of poorly designed quests that would task you with delivering a message from one side of a zone to the other simply to immediately be given a message to go back to the original quest giver. I sure hope you had your hearthstone off cooldown!

As for the end of 40-mans, yes that was nice but it had nothing to do with the TBC zones themselves. The zones were (with 2 exceptions) bland and overly huge. The size was because they understood how many people would be funneling into these zones, and at release they were still overly full. Now the zones could be shrunk 30-40% and nothing of value would be lost.

PJOmega
May 5, 2009

Rick_Hunter posted:

I happen to think he did a good job as Leeron in Gurren Lagann.

Okay that one I definitely didn't catch.

PJOmega
May 5, 2009

SpookyLizard posted:

There this thing that I always find really distracting in all of the assassins creed games: Enemies run around exactly the same goddamned way you do. They'll climb over and around poo poo like you do, and a lot of them fight the same way too. I find it incredibly odd that Spainish soldiers and marines climb around on poo poo like a half drunk, plunder-and-murder crazed lunatic. Or that British and Spainish soldiers fight exactly the same, which is the same way that basically everyone fights. Even the assassins don't have any different styles that really stand out. There's different enemy types, sure, but those types are present across most groups of people.

I mean I know mocap is expensive, but c'mon, folks, put some effort in. Uncharted has different animation sets amongst the different characters, especially the major NPCs or groups. Sully doesn't climb the same way as Drake does, but Elena has a style similar to Drakes. Sully climbs like an old man, whereas Nathan climbs like a monkey. It has a fantastic effect.

You... have a very good point, and might explain why combat feels so dull and lifeless in the AssCreed games. At most there are what, three types of enemies (Light/Normal/Heavy)? With light really only being different in that they can run faster than you. Different styles might make the encounters at least a smidgen interesting beyond "stand in place, counter kill extend into kill chain, counter kill, repeat ad nauseum."

That and their free running being on par with yours makes it seem less significant. I get that it's a gameplay caveat or else you could escape almost any fight by going vertical but that doesn't make it any less true. Hell, you should be able to escape most fights, you're a ninja-assassin not a street brawler who can only end fights when there's dozens of bodies on the ground.

PJOmega
May 5, 2009

moosecow333 posted:

Instead I got to punch a lot of guys on a boat and ride a horse around as some chuckle-gently caress yelled at me to go left.

"To the left Connor!"

They could have had it be a breakneck race ahead of Paul Revere to assassinate red coats lying in ambush. They could have had it be an escort where each attack has you engaging the red coats so Paul Revere can ride ahead, tasking you with disposing of the attack quickly in order to catch up to the next.

Instead it's playing hot or cold.

PJOmega
May 5, 2009

Ryoshi posted:

I finally got around to playing some Uncharted (a little late on that one, I know), but the fight at the end of Chapter 17 is the most unfun thing I've ever had to do half a dozen times before I finally pulled it off.

To top it off, I played it at a friend's place and now I feel like beating it, so I get to play through the whole game again. So far I'm only dreading two fights in the whole thing, but Chapter 17 is so bad that it just makes the other fight I'm not looking forward to seem like a mild setback by comparison.

Is that the first dark horde things?

PJOmega
May 5, 2009

SpookyLizard posted:

i'm sorry you're bad at games

Hasn't that been Tiggum's MO forever?

PJOmega
May 5, 2009

Croccers posted:

The Saboteur had if you reached the highest level of alert you had planes strafing you and tanks and everything. You only had a limited amount of hiding spots to actually lose that alert.

One of which was on top of the Eiffel Tower. Which was decorated in a way that made no sense if you hadn't completed the plot yet.

PJOmega
May 5, 2009

scarycave posted:

An AC game where you have to assassinate the dinosaurs to extinction.

Well, AC3 let me pretty much make all wildlife endangered out of callousness. I now understand why people shot at buffalo from trains, because why not?

PJOmega
May 5, 2009
MMX's weaknesses made sense due to the fights, not necessarily the bosses' types.

Boomer Kawanger moves so fast he almost teleports, making Homing Torpedo a natural choice.
Launch Octopus is weak to Rolling Shield, but he gets a special injury if you cut off his tentacles with Boomerang Cutter. As for the Rolling Shield, ???
Sting Chameleon turns invisible and shuffles around the screen, making an attack that covers much of the screen and doesn't use up ammo if it misses a natural choice ala Boomerang Cutter.
Storm Eagle attacks from an angle, making Chameleon Sting's triple attack advantageous to hit those angles.
Flame Mammoth once again loses an appendage to Boomerang Cutter. His arena is the longest in the game, and his jumps cover a large amount of area, perfect to be hit by a long attack that stays in place ala Storm Tornado.
Armored Armadillo is covered in armor, and it gets electrocuted off by Electric Spark.
Chill Penguin is ice, Fire Wave is fire, pretty self explanatory. Although I never have actually used Flame Wave on Chill Penguin since he should die first because you want to get get yourself some kicking rad shoes.
Spark Mandrill... I got nothing.

PJOmega
May 5, 2009
How do X-Wing & TIE Fighter play without a joystick? I want to get them but haven't had a PC stick in years.

PJOmega
May 5, 2009
It says explicitly there will be no Assassin's Creed: Tokyo Drift?

PJOmega
May 5, 2009
Pet classes in a game that isn't all about pets are a nightmare to balance. If you keep them dead in line with other classes DPS-wise they've got a healthy amount of their DPS tied up in a fraction of their HP. While the Warrior can be at 10% health and function at full capacity a Hunter who has lost their pet (30% of their HP) loses a huge amount of DPS. If you keep their full DPS higher than the line it feels unbalanced unless things specifically make the pet a liability, therefore making their DPS encounter dependent.

PJOmega
May 5, 2009

Who What Now posted:

It feels like all this could be avoided by making pets invincible or share a pool of health with the player while making sure that they wouldn't take additional damage from AoEs

The former is how I'd do it 99% of the time. The latter is difficult because then you've got players having to control two characters anytime environmental positioning is a factor or risk going down. Because no matter how good pet AI is it is still an AI.

PJOmega
May 5, 2009

Cleretic posted:

Bravely Default tries to do a murder mystery for one of its sidequests. An assassin traps your party and a group of top commanders of an army you allied with, and begins picking people off one by one. You need to find out who it is and stop them to get out... and more importantly, earn the Ninja job.

Unfortunately, it fucks it all up by having no actual gameplay, or mystery-solving, involved in the mystery; your job is to talk to everyone and let cutscenes happen until one of your party members figures it out. It's a shame, because they actually come up with a really good twist: it's the first victim, who nobody actually saw die, and whose body you never got a proper look at, because everyone thought it was a bit insensitive to treat someone who just died like that.

The entire segment of the game around the fire crystal sort of bungles its sidequests, frankly, but that one's easily the worst.

The payoff for the lack of interactivity in the murder mystery is several chapters later. You can even solve it early if you check things thoroughly.

Will agree with the writing around the fire crystal having some weird plot holes though.

PJOmega
May 5, 2009
Hey guys, I've never played Destiny but maybe we could stop Dark Souling every time bitches about a game in the bitch-about-a-game thread.

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PJOmega
May 5, 2009
For the love of whatever go ahead and put Tiggum on ignore and move the gently caress on. This 'conversation' wasn't fun to read the first time it happened, much less so the twentieth.

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