Author Topic: Video Game discussion  (Read 298857 times)

Offline Unbeliever

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Re: Video Game dicussion
« Reply #500 on: September 18, 2012, 12:56:25 PM »
@Bioshock
I actually found Bioshock 2 a superior gameplay experience.  It's too short, but the controls are a bit tighter.  And, most importantly for me, Bioshock 2 was able to elicit quite powerful emotional responses from me personally.  The original Bioshock's social commentary cum madness stuff was, by comparison, relatively stale fare, in my humble opinion. 

@Borderlands 2
I was pretty disappointed by the first Borderlands.  I really wanted to like it, even though I'm not the biggest FPS player in known space.  But, the blandness of the enemies (so.  similar.  all.  the.  time) and the fact that they didn't do enough with the glib Mad Max setting hurt the game for me a lot.  Those might be better this time around.  But, and it's a big but, Borderlands 1 had absolutely no loot management tools.  In this day and age, that's unforgivable.  For a game with bazillions of guns, I want a huge inventory that I can sort, store, etc.  ATMA game out a decade ago ...

Is Borderlands 2 better in this regard? 

Offline Childe

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Re: Video Game dicussion
« Reply #501 on: September 19, 2012, 12:08:47 AM »
I would actually appreciate that take on Bioshock. It's a great game to be sure, love its ambiance, but there is no such thing as a perfect game.

I'll post it tomorrow then. It's a bit much to make sure I've cogently written all of my issues with it in a single sitting without just throwing my computer out of buyer's remorse. :P
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Offline Childe

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Re: Video Game dicussion
« Reply #502 on: September 20, 2012, 02:05:34 AM »
Alright, here's my list of problems with Bioshock:

  • We have to start with "Would You Kindly?" because it's on everyone's mind if we're discussing Bioshock. Despite the magnitude of the reversal, this twist fell completely flat, at least for me. There are several reasons for this, but first I'll provide a general sense of what I think it requires to be successful. In order to feel the power of the subversion of your will, you have to first of all feel a sense of will, of choice. Further, for the undercutting to have an emotional connection, not just be technically impressive (that is, to catch you unaware), it needs to violate your sense of choice, to make you feel that not only your actions, but your desires, were misguided, that your choice played into someone else's plan. The problem was that I never felt that. I never felt I had a choice. The game is on the rails from the very start, and there's no real sense of control. More than that, however, is the mystery of your character. Not knowing who you are actually hurts, because it leaves you unable to identify with the character and seek to accomplish the protagonist's own agenda (thereby imprinting their agenda on the player, giving the player a sense of purpose to be undercut later). Yet, building on all of that, it becomes still worse because, left without any real motivation beyond "complete the game" (because there's no means to connect with your character emotionally, as your character is a blank shell), you quickly become aware of how fully you are on the rails and guided by "Atlas." It came to me very quickly that I could be serving another purpose, connected to the ADAM. The game does hint at this as well, which makes it all the less surprising. The conversations with Atlas and Tenenbaum regarding the "little sisters" and ADAM foreshadow the true nature of "Atlas." That, combined with sheer tedium, led me to frequently try to break out of the mono-directional game -- trying to climb back up the shattered stairs at the very beginning, even, and finding myself unable to despite their relative lowness to the rubble. It was clear the game applied its own rules selectively to force you along a tired path.
  • Edit: Lest I forget, there's no reason Ryan couldn't have just turned you to his side against Fontane with the phrase and had you get rid of the radio so that "Atlas" couldn't reach you.
  • Next, we need to discuss just how the storytelling is handled in general. People champion Bioshock for its integrated storytelling in the form of the recorded tapes. The problem with this is the tapes themselves. There's no reason for the tapes to be lying around, and less for them to each come in a separate tape player (does everyone constantly lose every tape player they purchase and then buy new ones? Where is the lucrative RadioShock?). Half the time there's no real reason for the person who recorded them to have done so; and the characters have a lot to lose if some of these tapes fall into the "wrong hands," which is just generally whomever they are talking about at the time. The tapes are essentially a massive paper trail of doubt, defection, and the considerations of treachery. But even if they do record them, why are they always in such random places? You don't find a whole collection of them sitting on a shelf in someone's study. You find them scattered across Rapture. It's convenient to the pacing of the story along with semi-rewarding gameplay to keep you hooked. But it comes at the cost of the verisimilitude of the world itself.
  • While I have the idea of story pacing on the table, let's talk about the ... "flashbacks"? Seizures? - the parts where you run blindly through flashing images of random unexplained people that are (apparently) your falsified memories, but could also possibly be memories from your time on the surface. That's not actually fully explained. It's very, very, very strongly "suggested" they're false memories, but given that you have no idea of what memories your character actually believes are real memories, or any information about your character before or even during the crash, as mentioned, there's no way to tell, and little value in telling, and these exist only to try to get you on the hook - "what exciting plot twist must exist behind these?" and "who are these thrilling sepia-tone characters?" The issue is there existence has no pay-off, and their occurrence is easily ignored. You don't care who it is that you're supposedly seeing in your memories, and the game doesn't tell you. You just charge onward anyway, because swinging your wrench absolutely demolishes everything. They're spread out, but that fact actually hurts their relevance. They're all kept so short that they can't present any meaningful information, and the fact that they aren't separated from the gameplay means that they become tedious, but not so intrusive that they actually require you to change your gameplay method, or so refreshing that you can engage in the story rather than keep on your button-mashing 'guard' against noisy enemies that compete for the shared volume with these sequences.
  • As a general note on gameplay, and one of my lesser complaints, as my primary issue is not with a bad game, as there are many of those, but a nonsensical story (or a story nonsensically integrated into a game), it's worth mentioning that there's little depth. You smash things with your wrench. I ignored the camera almost completely, just snapping photographs of already-dead enemies typically, and even then only when the camera was still new. You stop hacking things as the game progresses because the difficulty ramps up in such a way that some hacks actually are impossible, and others are just virtually impossible. You also cease caring about the items as you have maximum of everything and have no need for more items. I never used special ammunition once. I almost never used a non-wrench weapon. I killed things, and frequently found my wallet full and unable to take large stacks of cash from Rosies and other "Big Daddies" that would drop 60 or more dollars at a time. Only at the very end of the game did I ever drop below 8 EVE Hypos and 8 First Aid Kits (after I had crossed those thresholds early in the game). The final boss is a pushover. I wailed on him with the 'life leech' ability with the wrench. I also never used the item-creation except for the quest item.
  • Moving back to the story, while I can accept ADAM as it is named - the city is named Rapture, after all, so Ryan clearly has Biblical themes on his mind, and the city is meant as a figure for a post-civil paradise, so the primary method of 'perfection' being called ADAM is ok, even if it's a bit cheeky. But EVE is never explained by anyone. Its name exists solely to complement "ADAM." Further, health stations were specifically made interactive with enemy units, but the designers didn't add the internal consistency of enemies using EVE hypodermics, so the suspension of disbelief is strained further by that. I understand that EVE plays a vital mechanical role, but it is poorly integrated. And, as Bioshock is championed as perfection in storytelling, that's a huge problem.
  • Next, the "Big Daddies" seemingly exist to protect the "Little Sisters." Why they do so is still unclear. (I assume Bioshock 2 clears it up, but I can't motivate myself to play it further than I already did in an attempt to justify having bought the two games together.) We have to understand that their role may just be something like security guards for the sisters against thieves and murderers running rampant in Rapture, under the employ of either Ryan or Fontane, though the idea that they work for Fontane is suspect given the laboratory's disrepair at the end of the game, and the fact that their AI doesn't change once you've clearly aligned yourself against him.
  • But there's much more inconsistent with the Big Daddies, and more that's problematic (or weak) from a writing perspective. The first obvious issue is the voice modifier in the laboratory. If you played through, you probably remember it, because it's just a metal rotor that gouges your throat. Given the genetic technology that exists, and given even basic electrical technology, this is insane and unnecessary. A simple electronic voice modulator would suffice even if a plasmid or some other kind of genetic change couldn't do the job. This is especially pertinent as you see quite a lot of blood start flying when you use the device. Your health is, of course, poorly explained because reconciling the health needed for an ARPG/FPS with reality is hardly possible, especially when "First Aid Kits" can prevent you from dying after dozens of rounds of machine gun fire. But even disregarding your own character's health, we know most enemies (NPCs) follow a slightly more realistic model of survivability. Now we have to imagine them surviving this process (the blood loss, system shock, and more), not drowning on their own blood, not dying of sepsis or other infection (you try treating and patching up a throat that's been torn apart), and so on.
  • We'll also talk about their equipment. Now, the city is underwater, so it makes sense they have water-tight suits, right? Well, no, not really. When do they ever need to go out into the water? Sure, you see a few that are out in the water, but there's never a reason. Remember, they either exist to protect the little sisters or their interaction with the little sisters is itself a gaping plot hole. After all, if they're not somehow conditioned to protect the sisters (by training, mind control, or other means), then they should be just like anyone else in Rapture, more than eager to steal some free ADAM at the cost of a girl's life. So when you see them out in the water, do you think, "where's its little sister?" Well, no. How would a little sister survive out in the water? There's no indication they can miraculously breath water. So the suit is complete nonsense. The armor is acceptable. The game gives it an implied function by increasing your defense/damage reduction when you use it. But the boots are useless, and even make you noisier (easier to detect), and the helmet actually hinders your peripheral vision. In fact, it's at no point explained how the big bulky suit has anything to do with attracting the little sisters anyway. You're told there's some connection, and the pheromones and voice modification are at least touched on, but the suit remains unjustified.
  • The little sisters: there are a fixed number of them that appear in the game. I understand reusing art assets, but they're all identical. It's just ridiculous.
  • The Bathysphere. As a bathysphere, it has a cable that lowers it. This cable has to extend to the surface somewhere. We get not-infrequent mentions of the CIA and FBI and other organizations as threats to Rapture. Who is keeping this cable anchor secret? Remember that, given the existence of Bioshock 2, Rapture eludes everyone for ten years between the two games(, and for quite some time before Bioshock 1). And that's after the little sisters escape to the surface and presumably could tell people where Rapture is, or where it can be accessed (by the Bathysphere, or a bathysphere). It's not as if they don't have a good reason to tell, either. They've witnessed (a lot of) murder, been victimized, and are finally rescued. Additionally, they're all thankful when they're rescued, so it's not as if they all suffer from Stockholm Syndrome. They all recognize that they're better off now that they're rescued. Moreover, the completion cinematic - which is startlingly brief - suggests that they aren't so horribly scarred that they can't bring themselves to tell someone either. At least one of them graduates from college; at least one gets married; and at least one raises a child to a few years of age without signs of abuse or other mistreatment. They even respectfully hold your hand as you die, which seems a little odd. Your body is very noticeably older. This means your character - who took it upon himself (by Railroad Plot intervention, of course) to save the little sisters, doesn't think maybe it's worth going back to Rapture to make sure he got them all, or to help Tenenbaum with anything. This just seems inconsistent.
  • So, anyway, like I said, you save the girls, they escape-- Wait, how did everyone escape? If they took the Bathysphere, we hit the roadblock above, but how else could you and the girls escape? Additionally, this runs into the plot-constructed Waist-High Fence: shouldn't the Bathysphere have let you leave all along? Where was that option? Even after the intended-mind-screw "reveal." you're unable to just leave and call it a day, but the means by which you should be able to are then vital to the game's logic, and yet cause the contradiction of moral character. (If you had just left, of course it would make sense the protagonist wasn't going to return to Rapture.)
  • As another issue about Rapture, Rapture is neither subtle nor protected. It's a fairly big expanse of a city. And it has no real defenses that are mentioned or seen. A submarine could torpedo the city with ease. Because it isn't subtle, and because this is in the mid-1900s, the idea that no submarine has ever spotted the underwater city (that major government agencies are hunting) is beyond belief. Rapture should be waste before the game begins -- certainly before Bioshock 2.
  • Bleeding sculptures: you can't break or kill them; you can't chip off the stone as if it were a coating. They're simply a physical nonsensicality. I'm not even talking about the unlimited blood the game allows. (Try whacking a corpse for a while.) I'm not talking about the similar phenomenon when you keep damaging some of the screens, although even those are inconsistent. I mean that there are some "statues" you can break. Then there are these, which ignore any imitation of physics because the developers didn't want to program that functionality. Regarding the consistency of monitors in the game: some monitors cannot be broken. Some can. There is no visual difference between these kinds of screens. It seems that the ones that cannot be broken are those with people appearing on them, such as Ryan. You're basically railroaded into not even being able to destroy what should be a destructible object (that has no relevance to the plot progression).
  • A minor gameplay issue: the default key bindings are terrible, particularly the Walk/Run toggle, and particularly how difficult it is to figure out that it is a Walk/Run toggle (or what is the Walk/Run toggle if you've accidentally hit Ctrl, not realized it, and then found you're moving in slow-motion.
  • I'm sure I've missed a few of the points from my original massive rant, since I wasn't writing it down at the time, but I'll conclude with another gameplay one, but this time a pretty major one: the game has some replay potential, and then it destroys it with the Auto-Save feature. There's a bit of a game to collecting Plasmids, even if it's not rewarding (you might use the fire one to take out cameras far across a room, or lightning if you accidentally hit Ctrl and switch to Walk mode and get frustrated by Houdini Splicers and want to get them to stand still. But you can't even go back and collect because the Auto-Save isn't before Fontane. It's at Fontane.
« Last Edit: September 20, 2012, 03:00:21 AM by Childe »
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Offline Unbeliever

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Re: Video Game dicussion
« Reply #503 on: September 20, 2012, 08:32:48 AM »
While I can agree with the "would you kindly?" point -- I felt little agency and emotional connection with the character in Bioshock 1 (in stark contrast to Bioshock 2) -- a lot of the other storytelling points are extremely nitpicky.  There are lots of reasonable complaints, some of which Childe makes (e.g., I had the same feelings about the flashbacks).  But, many of them are the kinds of things that every video game -- and every great video game -- are guilty of. 

The tapes are a videogame convention.  I think the assumption is that people keep diaries or something.  You might as well complain about Skyrim's journals or dozens (hundreds?) of other games.  I think it's a reasonably effective way to convey the story unobtrusively, and they were among the most engaging parts of the game.  That justifies them more than any "logic."  Video games don't have much of that to begin with, and if they did it would heavily impinge on the gameplay experience. 

Likewise, Big Daddies look like diving suits b/c they look cool.  That's enough of a justification in and of itself.  And, it's not like anything in Rapture is designed with a real integrated plan.  Things are very haphazard, and they seem to have used what they had lying on hand.  Again, it's extremely nitpicky to ask "what justification does this incredibly cool, iconic, and at least borderline sensible imagery from the game have?" 

Finally, as to gameplay, I had a very different experience.  It sounds like he is a whole lot better at wrench wielding than I am and a whole lot worse at hacking.  It's been a long, long time since I played Bioshock (like, whenever it came out ...).  I recall hacking things a fair bit, and using various kinds of weaponry.  That being said, I will totally agree with him that (a) the weaponry choices in Bioshock are fairly standard, they're the usual, and not particularly deep.  As a side note, in Bioshock 2, you really can just play the entire game with your melee attack pretty much.  It's stupid good.

And, (b) the Bioshock games are essentially easy.  Too easy in my opinion.  I can't remember if they had the ability to adjust difficulty on the fly -- a feature every friggin' game should have -- but for anyone experienced with FPS gameplay or stealth games and who enjoys a challenge, I'd recommend playing them on hard. 

tl;dr:  Childe's not off-base.  Bishock's vaunted story isn't all it's cracked up to be.  The game lacks real emotional depth, though I found it's sequel to have it.  And, the game is easy, the final boss is a pushover, and the gameplay pretty standard fare, though the Plasmids are a welcome addition.  But, the "verisimilitude" critiques are overstated.  If you're going to judge games that way, then virtually none of them will be any good.  And, a game built to answer such critiques would likely be less fun. 

Offline Kuroimaken

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Re: Video Game dicussion
« Reply #504 on: September 20, 2012, 09:48:39 AM »
I think the "would you kindly" bit is meant less to be about emotional attachment to the character (which admittedly is, like a bazillion FPS's out there, a blank slate) and more about introducing a certain element into the narrative that seems innocuous but is actually pretty surprising when the reveal comes up. That said, it only works once. Sure, it doesn't make all that much sense in hindsight. But you can't say you weren't really surprised when it came up.

In the case of the bathysphere: it's worth noting that, in the event that you WERE able to take it back up, you'd still be hundreds of miles off in the middle of the FUCKING OCEAN. Plus, bland as it might be, the mindscrew portion kinda justifies that you aren't really able to leave until you set yourself free.
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Offline Kethrian

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Re: Video Game dicussion
« Reply #505 on: September 20, 2012, 10:07:55 AM »
While I didn't guess the exact cause for it, the fact that you were "guided" by Mr. Main Bad Guy throughout the game was glaringly obvious to me.  When the big reveal for it finally happened, I just wanted to headdesk.

I agree that those tapes were horribly placed.  If you are going to use that kind of device for narrative delivery, at least put them in logical locations!  And they really are completely unnecessary for effective story delivery 99% of the time.  I mean, c'mon already!  Half-Life placed pretty much all of its narrative into background dialogue, location design, and events.  Not one note or recording that is found in some random-ass location where it doesn't fit.  And not much in the way of notes or recordings, either.  If a similar game can do that roughly a decade earlier, there's no excuse for such shoddy design nowadays.
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Offline brujon

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Re: Video Game dicussion
« Reply #506 on: September 20, 2012, 12:19:27 PM »
I pre-ordered Borderlands 2 but haven't played it yet because of not living in the U.S and all... *sigh*...

Well, from what i hear people say it, there's a pretty good system this time around for storing loot. You have a personal bank, and there's a secret claptrap shared stash that you can access with other characters you have saved games with. Personal inventory space wise, it's the same deal as the first Borderlands.

Now, you have to take into account that they borrowed HEAVILY from Diablo 2 whilst developing this game, and in in Diablo 2 one of the main things was that your inventory was heavily limited. At one point, i literally had over 100 mules spread over different accounts just to keep my loot in order...

In Borderlands 2, everything is now randomly generated. Things that weren't in the first game, like grenades, now have variants. There are thousands more options for shields, mods, grenades, etc... But frankly, most of them are crap. In the same vein as Diablo 2, what you gotta do in Borderlands, is compromise. You can't be too attached to your items, and need be continually swapping them around. There's also a new elemental property... All things considered, it doesn't even pay off hoarding items in Borderlands 1, i don't think it'll be different with 2.
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Offline Kethrian

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Re: Video Game dicussion
« Reply #507 on: September 29, 2012, 12:31:43 AM »
Torchlight 2 has been out for over a week now, and though I haven't had much time to play it, I can say from what I have played, it's a total blast!  There's enough of the old D2 vibe running through it to give you those warm nostalgia feelings, yet everything is fresh and new, and untainted by association with D3.  It plays well, the classes feel distinct, yet any class can use any weapon or armour found, though they will have skills that favour certain weapons over others, so you will have a selection of weapons that you prefer, but just because your class may be melee focused doesn't mean you can't use that nice crossbow you found for the times when a ranged weapon will be useful.

And they kept the pet feature from Torchlight 1.  An animal companion that fights along side you, dealing a little extra damage and taking a few hits you otherwise might, but more importantly, you can send it back to town to buy scrolls and potions, and sell a pack full of gear!  None of this "my inventory is full.  Time to stop having fun, portal back to town to sell stuff, then return to have fun again".
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Offline Jackinthegreen

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Re: Video Game dicussion
« Reply #508 on: September 29, 2012, 04:16:21 AM »
Torchlight 2 has been out for over a week now, and though I haven't had much time to play it, I can say from what I have played, it's a total blast!  There's enough of the old D2 vibe running through it to give you those warm nostalgia feelings, yet everything is fresh and new, and untainted by association with D3.  It plays well, the classes feel distinct, yet any class can use any weapon or armour found, though they will have skills that favour certain weapons over others, so you will have a selection of weapons that you prefer, but just because your class may be melee focused doesn't mean you can't use that nice crossbow you found for the times when a ranged weapon will be useful.

And they kept the pet feature from Torchlight 1.  An animal companion that fights along side you, dealing a little extra damage and taking a few hits you otherwise might, but more importantly, you can send it back to town to buy scrolls and potions, and sell a pack full of gear!  None of this "my inventory is full.  Time to stop having fun, portal back to town to sell stuff, then return to have fun again".

I downloaded the demo and have definitely had a fun time.  I won't be getting it for a while though because I know it would distract me from the more important things I have to do like clean my shit up so I can actually work and study.  Having played the original for about a year now I have to say I absolutely LOVE getting the hell out of those caverns and unlike the D1 - D2 transition the outside environment is actually interesting!
« Last Edit: September 29, 2012, 04:19:59 AM by Jackinthegreen »

Offline Unbeliever

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Re: Video Game dicussion
« Reply #509 on: September 29, 2012, 09:48:13 AM »
I have also been seriously digging Torchlight 2.  I like it more than I expected to as I wasn't all that into the previous game. 

It is hella distracting, though.  Even now, as I'm working on an article I really *want* to be playing TL2.  The loot is interesting, the classes are neat, and so on. 

And, a lot of the things about the original TL that annoyed me don't now.  Whether that's b/c they are better implemented in the sequel or b/c my tastes have changed I don't know.  While I prefer Diablo's grimdarkr setting -- back when that was sort of a unique thing, and I've actually always loved Diablo's setting in general -- TL's art style has grown on me.  Likewise, I find the pet thing a little campy, but it's also grown on me.  Maybe it's just all in comparison to D3:  D3 didn't really nail Diablo's art style for me, and god almighty am I sick of hearing my companions prattle on in that game.  I'll take a quiet dog over hearing about the Scoundrel's abortive love affairs for the 8,000th time! 

Offline Jackinthegreen

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Re: Video Game dicussion
« Reply #510 on: September 30, 2012, 12:54:25 AM »
I can imagine they added extra dialog for the companions so people would be inclined to ditch them by Hell or so.  The art is also one of the things that might turn me off from D3 because they knowingly made it less grimdark, even going as far as to take out any pentagrams and crap.  Seriously, it's an M rated game!  Let it have mature themes for Diablo's sake!

Sometimes the pets annoyed me in TL1, but I can definitely see that being better than the annoying prattle of D3 companions.  One thing I don't quite like about TL2, and it's extremely minor, is that the return time for the pet is in their health bar now and rather difficult to read.  In TL1 it was a little popout that was clear as day.
« Last Edit: September 30, 2012, 12:57:19 AM by Jackinthegreen »

Offline Nicklance

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Re: Video Game dicussion
« Reply #511 on: September 30, 2012, 09:03:06 AM »
Anyone playing Guild Wars 2? Any reviews?
Will add later

Offline littha

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Re: Video Game dicussion
« Reply #512 on: September 30, 2012, 11:58:08 AM »
Anyone playing Guild Wars 2? Any reviews?

It is really really good fun to play for about 200 or so hours but gets a bit dull after that. That said it has no subscription fee so I will probably go back at some point

Offline SorO_Lost

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Re: Video Game dicussion
« Reply #513 on: September 30, 2012, 02:12:03 PM »
Alright, here's my list of problems with Bioshock:
I couldn't help but notice, some of those things listed are there because well,  umm... how do I say this?

I suppose first of all, as a guy running around a city built in the middle of the ocean (or near land *shrug*) with a single entrance disguised as a light house but fully armed to the teeth with boiled water AI ran rocket launchers I'm not sure you're view as a player is qualified to say the city isn't hidden or secure. And while bitching about the plot is lame, you failed to notice something as easy as Ryan not knowing you had a password (until it was too late, the frackin audios allude to such plainly enough), because screw 4th wall this shit was spoiled by the interwebs! And why do Big Daddies wear armored diving suits inside a leaky underwater city with numerous air locks? Possibly because I'm blind and again possibly because I'm only seen the Alpha series concept art I'm going to make a bigger ass of my self and ask how they can breath, cus I don't see any air tanks on their back. Oh and I pressed up on the elevator and it didn't take me up, instead some dude unresistibly ordered me to walk out so clearly it's broken right!?

Similarly, you take game mechanics and complain about their impact in the story.
Bioshock as a reason it railroaded you? Blasphemy, I am to be railroaded by invisible walls and designer intent, now excuse me but as a mobile ground infantry solider, I am clearly a qualified aerospace pilot and need to defend the mother ship. *cough* Low blow, low blow. Anyway, near-magical health potions didn't heal my voice? That's funny, leftovers didn't heal that rash I got from you're mom and I didn't intentionally do that, perhaps you'd like it if you had regenerating health because you're chainsawgun makes you look BA instead? And why did people leave incriminating evidence laying around for me to listen to anyway. It's not like in a pre-apocalyptic city sex tapes get loose now right and good thing they weren't all sitting in safes like some of them were eh?

The only relevant rants were the ghost thing, a hold over from the game Bioshock was based on, and the fact it's Steampunk. Also it's easy when playing on easy/normal is really easy and hard mode isn't Nintendo hard. To which I can only mention yes it was easy, in the word of Zero Punctuation, it was dumbed down for consoletards.

Also Steampunk is stupid. It doesn't work, it isn't logical, it calls it's self art as an excuse. But clearly we both agree it's a good game with replay value so there is that.

Offline Nicklance

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Re: Video Game dicussion
« Reply #514 on: September 30, 2012, 07:39:11 PM »
Anyone playing Guild Wars 2? Any reviews?

It is really really good fun to play for about 200 or so hours but gets a bit dull after that. That said it has no subscription fee so I will probably go back at some point

I was roaming about the forums and the complains about FPS makes a very worrying reason to not buy the game. Furthermore I'm using NVidia and AMD cores, which they claim are both the worse for this game.

Did you face FPS issues?
Will add later

Offline Kethrian

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Re: Video Game dicussion
« Reply #515 on: September 30, 2012, 08:32:05 PM »
I've played GW2 a little, and I have to say, it's very group-oriented.  I have no frame rate issues with the game, though, and I have an NVidia card, but with an Intel core.

I'd recommend you watch Yahtzee's review.  It's fairly accurate on many points, and isn't quite as cynical as you might expect.
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An awesome-five for mentioning Penny Arcade's On the Rain-Slick Precipice of Darkness.

Offline Nanshork

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Re: Video Game dicussion
« Reply #516 on: September 30, 2012, 10:55:03 PM »
I've picked up Star Trek Online again.  Anybody play?  I want to start a fleet, even if everyone else leaves it and I'm a fleet of one...

Offline Kuroimaken

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Re: Video Game dicussion
« Reply #517 on: September 30, 2012, 11:06:53 PM »
I could use some PSO2 partners. I can help you guys level ridiculously fast.  ;)
Kami darou ga akuma darou ga, ore no michi ni tateru mono NASHI!!

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Offline littha

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Re: Video Game dicussion
« Reply #518 on: October 01, 2012, 02:52:28 AM »
I've picked up Star Trek Online again.  Anybody play?  I want to start a fleet, even if everyone else leaves it and I'm a fleet of one...

I have a ship but Havent played for a couple months

Offline littha

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Re: Video Game dicussion
« Reply #519 on: October 01, 2012, 03:02:04 AM »
Anyone playing Guild Wars 2? Any reviews?

It is really really good fun to play for about 200 or so hours but gets a bit dull after that. That said it has no subscription fee so I will probably go back at some point

I was roaming about the forums and the complains about FPS makes a very worrying reason to not buy the game. Furthermore I'm using NVidia and AMD cores, which they claim are both the worse for this game.

Did you face FPS issues?

I have an Nvidia card with an AMD core and have no FPS issues at all... that said I have a Phenom II x6 1100T Black edition (overclocked to 3.6 ghz) and 16 gig of high speed gaming RAM so I am possibly not the best person to ask.