|
NickPancakes posted:Added to our list. Thanks friend. There's an abundance of these right now, but I'd put Nidhogg at the top of the list if it's just you two. If you have two other people, Sportsfriends.
|
# ¿ Jun 23, 2015 20:05 |
|
|
# ¿ May 21, 2024 09:00 |
|
The intro to Phantom Pain is much more interactive than previous heavily-scripted sequences in MGS. You are definitely in a scripted (often-literal) hallway with a lot of small cutscenes, but you frequently have control of the character while things are happening, even if it is just following an NPC or pressing "Up" on the stick. I was definitely growing tired of it by the end, but it's far better than the hour-long cutscenes you can just put the controller down for during other games in the series.
|
# ¿ Sep 5, 2015 03:34 |
|
Hakkesshu posted:shady tree
|
# ¿ Feb 5, 2016 15:41 |
|
From the first couple minutes it seems like the video part is not super important. I wish it was in a podcast feed somewhere.
|
# ¿ Feb 13, 2016 21:25 |
|
Woffle posted:As far as the Witness, the key word in my point about the paper thing is "largely." I'm aware that several puzzles incorporate the environment, but the vast majority don't. Thinking about it, the game really wouldn't work on paper, because opaque rules enforcement is a huge part of how it plays out. Learning the rules of the puzzles often involves finding a solution through experimentation and further experimenting to hone your understanding, and any hypothetical paper version of the Witness' puzzles would have to include the very rules they're trying to teach you so you can check your answers. It would completely fall apart without something else checking your answers. Could some of it work as a simple 2D video game? I guess, but the additional dimension of the island environment opens up the solution possibility space for all puzzles, even if they don't directly involve it.
|
# ¿ Feb 28, 2016 21:57 |