I'm one of the fairly unapologetic lovers of this game: the shooting is servicable and the story can and will get cheesy, but the environment and atmosphere are utterly fantastic and definitely but it way above the average military shooter. Looking forward to experiencing this game again.
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# ¿ Jun 4, 2015 12:48 |
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# ¿ Apr 26, 2024 06:02 |
Part of the problem with translating that sentiment to a game is that it's apparently hard to make a game with this statement fun - and it's an effort and risk most companies aren't willing to make. All the better this game exists.
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# ¿ Jun 5, 2015 18:20 |
Well, what do you call it when there's a Kurtz in Apocalypse Now? Same deal.
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# ¿ Jun 9, 2015 18:35 |
Bruceski posted:Bullets come from the bullet farm. Unrelated, but a good book.
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# ¿ Jun 11, 2015 09:54 |
I never realized just how much more interesting this game must be to play through when you're American.
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# ¿ Jun 12, 2015 12:09 |
Save Gould, I don't remember how that one goes.
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# ¿ Jun 19, 2015 14:54 |
Fish Noise posted:Uhh, yes? Mr. Violence, this is not a game about CEC Engineer Isaac "Babypunt" Clark. I understand how this can be confusing, especially since Delta Force Captain Martin Walker never uses stasis, but that's because he doesn't actually have a stasis module. Spudd posted:I can't get all that emotionally invested in this game is all so feeling bad about civilians or mowing down American troops (I'm Australian in the first place ) just doesn't do anything for me. Learning more about the plot is for me.
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# ¿ Jun 20, 2015 16:44 |
The WP scene was a pain in the rear end for me because all their talk about choices and ways actually leaves it a bit ambigous. It's entirely possible for you to just start shooting the enemies one by one - and then you'll get mobbed and killed by endlessly coming snipers on the surrounding buildings. Didn't stop me from trying to beat it this way for about an hour, though. WP is terrifying stuff.
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# ¿ Jun 23, 2015 17:18 |
Wa11y posted:The story just really seems disjointed and forced, unless I'm just not paying attention and really missing things.
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# ¿ Jun 23, 2015 22:04 |
biosterous posted:Every chapter so far, Walker ends of physically lower than before. Symbolism, yo. pkfan2004 posted:Team members and their reactions anilEhilated fucked around with this message at 09:05 on Jun 24, 2015 |
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# ¿ Jun 24, 2015 08:58 |
"It's fine it tortures to death anyone caught in the affected zone because we aren't actually using it to kill people. Any damage is collateral, honest."
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# ¿ Jun 25, 2015 17:49 |
So it's an atrocity but it's fine to use it as long as it doesn't hit too many unintended targets?
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# ¿ Jun 26, 2015 18:38 |
This whole level is one of the best setpieces in the game; it's amazing what they managed to do to get away from the whole brown desert atmosphere. edit: Let him burn. Again, choosing what I didn't do. anilEhilated fucked around with this message at 22:24 on Jul 4, 2015 |
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# ¿ Jul 4, 2015 22:09 |
Dead Reckoning posted:Hahaha, please tell me you have a link for this. anilEhilated fucked around with this message at 11:07 on Jul 5, 2015 |
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# ¿ Jul 5, 2015 10:59 |
MURDER DEATH KILL (Still going with the "voting for what I didn't do" strategy)
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# ¿ Jul 10, 2015 21:35 |
Aces High posted:Of course I might be misremembering and he says that if he gets shot too many times, can't recall exactly but I do remember thinking it was a good delivery from North
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# ¿ Jul 11, 2015 11:04 |
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# ¿ Apr 26, 2024 06:02 |
At the risk of losing my gooncred, this game worked for me. Here's why: I know gently caress all about warfare and good storytelling. But I play a lot of shooters, and Walker behaves like a shooter protagonist even in the context of his world - progress at any price, a line he's being pushed along, never turning back and reflecting, approaching every situation as an obstacle that has an inherent solution present somewhere within it (hey, let's not try to use a different route when we have this WP mortar thingy here). It's not realistic and I don't know enough to be able to judge whether it was meant to be but it's obvious a lot of situations are game situations - think the CIA's autodestructing trucks, all the "hold the line until your squadmates do something" situations, hell, loving turret segments - that are presented in an overly serious, grimdark context that just makes them stand out more. The message I took from that wasn't about the nature of warfare, choice, responsibility, whatnot, but that shooter games are a pretty absurd storytelling medium, simply because at some point your disbelief at mowing down hundreds of mooks just has drop, potentially killing the story. I got this triumvirate of fairly modern shooters that I feel manage to work story-wise because they embrace that absurdity - this one, Bioshock Infinite and (obviously) Shadow Warrior 2013 - but they do it in different ways and in case of The Line, it's because it stands back and points at what exactly your character is doing, not just in the context of the story, but also in the context of the player sitting behind a computer. Forcing you to commit what you do in this game isn't there to feel bad, it's to make you distance yourself from the game and think about it. Just my two (currency of choice). Oh, for the inevitable rebuttal, you're probably right.
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# ¿ Jul 13, 2015 18:26 |