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Sway Grunt
May 15, 2004

Tenochtitlan, looking east.
I'm playing some game called Elliot Quest, which is basically like Zelda 2, and it feels like almost every single design decision belongs in this thread. They are all little things - things that in more expert hands perhaps would be good - but instead they collectively drag the game down, down, down.

Like, exploration is good. Discovery is good. Backtracking for secrets, optional bosses and new abilities is good. But not here, because basic traversal is too plodding and combat too slow. Too many enemies are of the type that disappear / shield for a time so you have to wait until you can hit them, and they all respawn, and too often you can't just ignore them, but have to kill them or take a hit. If you die you lose XP, which is a lot more punishing than losing money. So you get a new ability and have to explore to find where you can use it but the basic gameplay makes that kind of a chore. And sometimes it's just extremely unclear what you can or cannot do. By all means, let me figure out on my own that a block with a crack in it can be bombed, but at least make that block distinctive from the others. I honestly thought it was just texture variance. The signal was there but it just wasn't loud enough.

The whole game is like that. It's almost good, but instead it's just kind of annoying.

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Sway Grunt
May 15, 2004

Tenochtitlan, looking east.

Overwatch Porn posted:

name, like, one single Mom Game. literally the only one i can think of is the one where you're like a mom badger or whatever. shelter?

Games are definitely in need of more moms.

Rakuen is a good game and has a very good mom, although you don't play as her.

Sway Grunt
May 15, 2004

Tenochtitlan, looking east.

Cleretic posted:

The one that got me was that sending Samara as a fire team leader is a bad choice; in retrospect that does make sense, as she was always a lone agent, but the game never really says that's what's going on.

Years later and I am still sore about this. :argh: What pissed me off even more at the time was reading afterwards that Miranda would've been a good choice; like, I deliberately avoided giving it to Miranda because I had just watched a long cutscene where it was made clear everyone hated and distrusted her, why on earth would I make her a team leader? Yeah Samara was a lone agent but she was still capable and trusted. Bah.

RIP Tali.

RIP Legion.

Sway Grunt
May 15, 2004

Tenochtitlan, looking east.

exquisite tea posted:

Miranda, the leader of the Lazarus Project that brought Shepard back to life, whose trait is named Cerberus Leader and passively increases the strength of your group. Who has been your right-hand girl and exposition machine for the past 30 hours of the game.

Goons: Hmm, really gotta read between lines here.

I dunno, at the time I felt I made a good call. Yes she was my right-hand girl, but I'm not the one she'd be leading into combat. The game had just made a big deal about the sheer animosity and distrust towards her from the rest of the team, so when making my decision, with so much at stake, and not knowing what's going to happen, I thought it prudent to put someone else in charge (who I viewed as capable) as I didn't want to risk Miranda's authority being challenged in case the team ran into trouble.

Maybe my real mistake was underestimating my team's professionalism.

But anyway I do love the suicide mission and though yeah I'm still harboring some resentment about how it shook out in my case I also kind of like that I didn't manage to save everyone. At the time I was disappointed it was Tali and Legion who died cause I was interested in seeing how that plot would turn out in ME3 but I never ended up playing ME3 cause it never came to Steam. I still have my save files, just in case, but by now I remember very little of Mass Effect so it doesn't even matter.

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