Thread View: comp.sys.ibm.pc.games.action
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Started by Justisaur
Wed, 07 Sep 2016 16:14
Assassin's Creed
Author: Justisaur
Date: Wed, 07 Sep 2016 16:14
Date: Wed, 07 Sep 2016 16:14
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In my effort to post more often instead of bottling it all up for the end of month report, I'm posting on this one: Assassin's Creed for xbox 360 I picked this up for cheap in the used bin at gamestop (along with some other games I haven't tried yet) a couple weeks ago. The game looked mildly interesting for some time, and I figured with all the sequels there must be somthing to it. I'm finding it pretty interesting. I hadn't realized you weren't the actual assassin and are somehow picking up 'ancestral DNA memories.' which doesn't seem necessary, or really make much sense, but it does make it a bit more interesting. I've never been much for sneaking around, but it hasn't been too bad though with the exception of some times when I have to walk really slowly through some large numbers of soldiers. I've got a few issues beyond that, I don't seem to be able to grok combat, sometimes I do really well and other times I get my ass handed to me. I've lately taken mostly to pushing people down and hitting them when they're down, which seems a bit unfair and unrealistic which takes me out of the immersion a bit, but it seems to work better than trying to time sword swings which I'm never sure I did right or not, and getting hit by another guard while doing so. I'm having a lot more trouble running away and hiding when I'm suppose to. I can climb just fine when I'm not trying to run away, but I keep wall-jumping instead when I'm trying to run away climbing a wall, or if I do manage to climb, getting hit on the way up and knocked down repeatedly, If somehow I do get up, it seems the soldiers always follow and find me, and I can't seem to find anywhere to hide when I'm out of sight, if I try to go to a bench the people get up or the soldiers show up again before I can. I'm tempted to just kill everone instead, but that'd be against the creed. Speaking of which, it seems odd I was told not to just kill people at random and only kill my target, but I get a lot of 'rescue civilian' missions which entails me killing 4 or more guards who are harrassing someone. Still liking the game, but these issues are definitely detracting from it. - Justisaur P.S. I've had some back issues crop up I couldn't even play games for the last couple days, I really hate being laid up, and all I could do was watch TV. I did watch Batman vs. Superman, which was alright. It was a bit difficult as the kiddies were running back and forth in front of the TV yelling at the top of their lungs though, so that might have affected my enjoyment.
Re: Assassin's Creed
Author: Tim O
Date: Wed, 07 Sep 2016 19:05
Date: Wed, 07 Sep 2016 19:05
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On Wed, 7 Sep 2016 09:14:21 -0700, Justisaur <just...@gmail.com> wrote: >In my effort to post more often instead of bottling it all up for the >end of month report, I'm posting on this one: > >Assassin's Creed for xbox 360 > >I picked this up for cheap in the used bin at gamestop (along with some >other games I haven't tried yet) a couple weeks ago. The game looked >mildly interesting for some time, and I figured with all the sequels >there must be somthing to it. I'm finding it pretty interesting. I >hadn't realized you weren't the actual assassin and are somehow picking >up 'ancestral DNA memories.' which doesn't seem necessary, or really >make much sense, but it does make it a bit more interesting. I've never >been much for sneaking around, but it hasn't been too bad though with >the exception of some times when I have to walk really slowly through >some large numbers of soldiers. > >I've got a few issues beyond that, I don't seem to be able to grok >combat, sometimes I do really well and other times I get my ass handed >to me. I've lately taken mostly to pushing people down and hitting them >when they're down, which seems a bit unfair and unrealistic which takes >me out of the immersion a bit, but it seems to work better than trying >to time sword swings which I'm never sure I did right or not, and >getting hit by another guard while doing so. > >I'm having a lot more trouble running away and hiding when I'm suppose >to. I can climb just fine when I'm not trying to run away, but I keep >wall-jumping instead when I'm trying to run away climbing a wall, or if >I do manage to climb, getting hit on the way up and knocked down >repeatedly, If somehow I do get up, it seems the soldiers always follow >and find me, and I can't seem to find anywhere to hide when I'm out of >sight, if I try to go to a bench the people get up or the soldiers show >up again before I can. I'm tempted to just kill everone instead, but >that'd be against the creed. > >Speaking of which, it seems odd I was told not to just kill people at >random and only kill my target, but I get a lot of 'rescue civilian' >missions which entails me killing 4 or more guards who are harrassing >someone. > >Still liking the game, but these issues are definitely detracting from it. > >- Justisaur > >P.S. I've had some back issues crop up I couldn't even play games for >the last couple days, I really hate being laid up, and all I could do >was watch TV. I did watch Batman vs. Superman, which was alright. It >was a bit difficult as the kiddies were running back and forth in front >of the TV yelling at the top of their lungs though, so that might have >affected my enjoyment. I wanted to love this series due to the open world and nice graphics. I bought 3 or 4 of them during one a Steam sale and tried ACIII first.I hated the controls so much it ruined the game for me. I can repeatedly push a button and climb a 50 foot tower in ten seconds but I can't draw a pistol and aim it without going through some crazy select target/auto aim thing? Not a fan of console controllers to begin with, but found the game near unplayable with the mouse/keys. It was the same vibe I got from ARMA, the intentionally convoluted interface got in the way of doing even the simplest things. I gave it the old college try to the tune of about 4 hours, but finally gave up.
Re: Assassin's Creed
Author: Trimble Bracegirdle
Date: Wed, 07 Sep 2016 22:19
Date: Wed, 07 Sep 2016 22:19
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I tried that 1st one & did not like it.
I recently decided to try the series again & after much searching settled on
"Assassin's Creed Brotherhood" (2010)
I like this .
It has much the same setting as the first 2 games.
I agree with Tim O re. the control system being maddening ,
no so bad in '..Brotherhood'
(\__/)
(='.'=)
(")_(") mouse ( Squeak)
Re: Assassin's Creed
Author: rms
Date: Thu, 08 Sep 2016 03:39
Date: Thu, 08 Sep 2016 03:39
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>Assassin's Creed for xbox 360
I loved AC1 on the pc. First things first: Do NOT waste time looking
for flags! Not a single second! Phew, that's out of the way. As for
combat, I used m+kb so can't comment too much, except that I did find it
difficult to pull off battles smoothly. But everything else was just so
fun: moving through crowded streets, climbing so fluidly, horseback riding:
I *loved* horseback riding! Excepting flags, I think I 100%'d that game.
AC2 is also great.
rms
Re: Assassin's Creed
Author: Toby Newman
Date: Thu, 08 Sep 2016 11:32
Date: Thu, 08 Sep 2016 11:32
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On 2016-09-07, Justisaur <just...@gmail.com> wrote: > In my effort to post more often instead of bottling it all up for the > end of month report, I'm posting on this one: > > Assassin's Creed for xbox 360 > > Still liking the game, but these issues are definitely detracting from it. I played and enjoyed it on 360 a few years ago. I remember coming out of it thinking "that was good, I'll play the next one". Then they started releasing so many Assassin's Creed games that it became apparent that I would never be able to keep up unless I never played another game. Consequently I've never played AC2 or beyond. There's something to be said for the slower release cycle we see with games like Doom, Duke, Quake, Half Life. I need a bit of time in-between games to muster the excitement again. -- -Toby Add the word afiduluminag to the subject to circumvent my email filters.
Re: Assassin's Creed
Author: Spalls Hurgenson
Date: Thu, 08 Sep 2016 13:11
Date: Thu, 08 Sep 2016 13:11
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On Thu, 8 Sep 2016 12:32:28 +0100, Toby Newman <goo...@asktoby.com> wrote: >On 2016-09-07, Justisaur <just...@gmail.com> wrote: >> In my effort to post more often instead of bottling it all up for the >> end of month report, I'm posting on this one: >> >> Assassin's Creed for xbox 360 >> >> Still liking the game, but these issues are definitely detracting from it. > >I played and enjoyed it on 360 a few years ago. I remember coming out >of it thinking "that was good, I'll play the next one". Then they >started releasing so many Assassin's Creed games that it became >apparent that I would never be able to keep up unless I never played >another game. Consequently I've never played AC2 or beyond. You haven't really missed anything. They improved the controls somewhat in the "AC2 trilogy" and generally made the core gameplay more polished but that's pretty much it. The stories are purest nonsense and at this point actually detract from the game. They keep experimenting with new gimmicks (the most blatant being the "tower defense" mode in Revelations), most of which aren't that much fun. The new features that aren't completely awful - such as the crafting - get added to the franchise's repitoire, until it gets to the point where the game just has too many sub-systems and mini-games; the franchise desperately needs to slim down and focus. The graphics and set-pieces are usually impressive, and I love the climbing and exploring, although these seem to be taking a back seat to the combat and grindy "find the gimcrack" nonsense that Ubisoft games are famous for. Assassin's Creed is worth playing and if you haven't, then you should give it a try. But just play one game of the franchise; it really doesn't matter which one (AC1 is a bit rough around the edges though; I think most people would say AC4 Black Flag is the best, although I think I personally enjoyed AC3 more). Just don't bother with more than one game; you aren't going to get any more out of it than you would if you replayed the one you already have ;-) > >There's something to be said for the slower release cycle we see with >games like Doom, Duke, Quake, Half Life. I need a bit of time >in-between games to muster the excitement again. Well, maybe not like Half Life ;-) But Ubisoft, taking the hint from Activision and EASports, has really jumped onto the yearly-iteration-train for its franchises, and it has definitely cost their games character and freshness. Apparently even Ubisoft noticed this, as they've put the AC series "out to pasture" for a few years so they can think up some new ideas. Unfortunately, Watch Dogs and Far Cry (and to some degree, Ghost Recon) series have been roped in to take up the slack...
Re: Assassin's Creed
Author: Rin Stowleigh
Date: Thu, 08 Sep 2016 14:37
Date: Thu, 08 Sep 2016 14:37
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On Thu, 08 Sep 2016 09:11:52 -0400, Spalls Hurgenson <spallsh...@gmail.com> wrote: >On Thu, 8 Sep 2016 12:32:28 +0100, Toby Newman <goo...@asktoby.com> >wrote: > >>On 2016-09-07, Justisaur <just...@gmail.com> wrote: >>> In my effort to post more often instead of bottling it all up for the >>> end of month report, I'm posting on this one: >>> >>> Assassin's Creed for xbox 360 >>> >>> Still liking the game, but these issues are definitely detracting from it. >> >>I played and enjoyed it on 360 a few years ago. I remember coming out >>of it thinking "that was good, I'll play the next one". Then they >>started releasing so many Assassin's Creed games that it became >>apparent that I would never be able to keep up unless I never played >>another game. Consequently I've never played AC2 or beyond. > >You haven't really missed anything. They improved the controls >somewhat in the "AC2 trilogy" and generally made the core gameplay >more polished but that's pretty much it. The stories are purest >nonsense and at this point actually detract from the game. They keep >experimenting with new gimmicks (the most blatant being the "tower >defense" mode in Revelations), most of which aren't that much fun. The >new features that aren't completely awful - such as the crafting - get >added to the franchise's repitoire, until it gets to the point where >the game just has too many sub-systems and mini-games; the franchise >desperately needs to slim down and focus. The graphics and set-pieces >are usually impressive, and I love the climbing and exploring, >although these seem to be taking a back seat to the combat and grindy >"find the gimcrack" nonsense that Ubisoft games are famous for. > >Assassin's Creed is worth playing and if you haven't, then you should >give it a try. But just play one game of the franchise; it really >doesn't matter which one (AC1 is a bit rough around the edges though; >I think most people would say AC4 Black Flag is the best, although I >think I personally enjoyed AC3 more). Just don't bother with more than >one game; you aren't going to get any more out of it than you would if >you replayed the one you already have ;-) > >> >>There's something to be said for the slower release cycle we see with >>games like Doom, Duke, Quake, Half Life. I need a bit of time >>in-between games to muster the excitement again. > >Well, maybe not like Half Life ;-) I doubt it would be a wise move to even bother releasing another HL game at this point. After all these years, gamers have had time to fester in their anticipation, creating intrinsic expectations about what that game might be like in an ideal world. Designing a game to accomodate such deep-rooted belief that a game should be a certain way is an impossible task. At the very best, it would get trashed in reviews and induce a lot of polarized opinions like Duke Nukem Forever did. When a game is initially released, it has the advantage of not having these pre-assembled expectations to live up to. If it's a follow up with a high bar of expectations, it has a big challenge. If it has a decade or more of festering expectations, it has an impossible challenge. Doom was of course a success, but the expectations weren't really there. Most Doom fans already felt let down by Doom 3 (or the audience was polarized at best), so it didn't matter much if Doom 2016 was a stinker. Thankfully it wasn't.
Re: Assassin's Creed
Author: Spalls Hurgenson
Date: Fri, 09 Sep 2016 13:27
Date: Fri, 09 Sep 2016 13:27
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On Thu, 08 Sep 2016 10:37:59 -0400, Rin Stowleigh <rstow...@nevrhadgmail.com> wrote: >On Thu, 08 Sep 2016 09:11:52 -0400, Spalls Hurgenson ><spallsh...@gmail.com> wrote: >>>On 2016-09-07, Justisaur <just...@gmail.com> wrote: >>>There's something to be said for the slower release cycle we see with >>>games like Doom, Duke, Quake, Half Life. I need a bit of time >>>in-between games to muster the excitement again. >>Well, maybe not like Half Life ;-) >I doubt it would be a wise move to even bother releasing another HL >game at this point. I read an interesting article - https://kopitiambot.com/2016/09/05/why-you-will-never-see-half-life-3/ - that postulated that there can't be a HL3 because the hero of HL2 died. The gist of the article - and I can see their point - the hero of HL2 was /not/ Gordon Freeman but Eli Vance, and his death at the end of episode 2*, the game lost its main protagonist.** An interesting read. Of course, the death of the main hero has never stopped a popular franchise from continuing on, and I'm sure Valve is clever enough to think up a story if they want to. But given the money-machine that is Steam, I don't think they really want to. >After all these years, gamers have had time to fester in their >anticipation, creating intrinsic expectations about what that game >might be like in an ideal world. Designing a game to accomodate such >deep-rooted belief that a game should be a certain way is an >impossible task. At the very best, it would get trashed in reviews >and induce a lot of polarized opinions like Duke Nukem Forever did. >When a game is initially released, it has the advantage of not having >these pre-assembled expectations to live up to. >If it's a follow up with a high bar of expectations, it has a big >challenge. If it has a decade or more of festering expectations, it >has an impossible challenge. This is a problem for games, but an "easy" way around this is to re-introduce the franchise with "mini-games" first. E.g., don't jump right into Half Life 3, but instead first release Half Life 2 Episode 3, Half Life: The Platformer and Half Life: The Ultra-HD-Remake-With-VR-and-Whatever-Other-Tech-Is-The-Current-New-Hottness. Only /then/ do you release Half Life 3. This method not only gets you some extra cash and readies people for the "big game", it lessens people's expectations because - instead of having waited ten years for a "new Half Life game", they've only been waiting two or three. Think of it like an appetizer for a big meal; stuff 'em full of chicken wings first and they won't wolf down the main course and then complain about how fast it disappeared ;-) * spoiler, but c'mon, it's been 9 years. Also, Darth Vader is Luke's dad) ** The article does not challenge the idea that Gordon was the hero of Half Life 1, however.
Re: Assassin's Creed
Author: Xocyll
Date: Fri, 09 Sep 2016 18:24
Date: Fri, 09 Sep 2016 18:24
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Spalls Hurgenson <spallsh...@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >On Thu, 08 Sep 2016 10:37:59 -0400, Rin Stowleigh ><rstow...@nevrhadgmail.com> wrote: > >>On Thu, 08 Sep 2016 09:11:52 -0400, Spalls Hurgenson >><spallsh...@gmail.com> wrote: >>>>On 2016-09-07, Justisaur <just...@gmail.com> wrote: >>>>There's something to be said for the slower release cycle we see with >>>>games like Doom, Duke, Quake, Half Life. I need a bit of time >>>>in-between games to muster the excitement again. > >>>Well, maybe not like Half Life ;-) > >>I doubt it would be a wise move to even bother releasing another HL >>game at this point. > >I read an interesting article - >https://kopitiambot.com/2016/09/05/why-you-will-never-see-half-life-3/ >- that postulated that there can't be a HL3 because the hero of HL2 >died. The gist of the article - and I can see their point - the hero >of HL2 was /not/ Gordon Freeman but Eli Vance, and his death at the >end of episode 2*, the game lost its main protagonist.** An >interesting read. Read the article and it is an interesting theory but one I don't believe. While they did take the focus away from Gordon, *YOU* were still playing Gordon, not Eli. In most games the player character is the hero, not a sidekick or other bit player. His analogy at the end is semi-apt about You being a Mario equivalent and Eli the Princess Peach - except it's Half-life not Mario, and the princess was never even in the first one. Just because Gordon got relegated to seeming gopher status in HL2 does not mean there can't be a HL3, Eli is irrelevant except as a symbol, after all he never actually did anything (that I can remember anyway.) Funny I can remember pretty much all of Half-life and pretty much nothing about HL2, it was that forgettable. So just forget it and pick up with Gordon as the hero, as he is supposed to be. I just treat HL2 like the *other* Hl2 and pretend it didn't exist. The other one of course being Highlander2. Hopefully HL3 the game turns out better than Highlander3. :) >Of course, the death of the main hero has never stopped a popular >franchise from continuing on, and I'm sure Valve is clever enough to >think up a story if they want to. But given the money-machine that is >Steam, I don't think they really want to. It depends on their gamerness and self-image I guess - are they game devs or are they beancounters and salescritters? >>After all these years, gamers have had time to fester in their >>anticipation, creating intrinsic expectations about what that game >>might be like in an ideal world. Designing a game to accomodate such >>deep-rooted belief that a game should be a certain way is an >>impossible task. At the very best, it would get trashed in reviews >>and induce a lot of polarized opinions like Duke Nukem Forever did. Well honestly DNF did suck hard and was so heavily consolized no PC player could really be happy with it. >>When a game is initially released, it has the advantage of not having >>these pre-assembled expectations to live up to. > >>If it's a follow up with a high bar of expectations, it has a big >>challenge. If it has a decade or more of festering expectations, it >>has an impossible challenge. Yes and no. If you keep the hype machine alive, then you build those expectations - if Valve were to just get on with making halflife3 *without telling anyone they were doing so*, then there would be no expectation, and then when they suddenly, out of the blue, announce beta testing, the hype machine that is the internet would cream it's jeans in rapture, but with a fairly short time between the announcement and release, you wouldn't have festering expectations, just expectations for a game they never though would happen. That is I think the problem with beancounter run companies, because they want market saturation and want to sell as many copies as humanly possible, they start advertising the game when it's in pre-alpha stages to build hype, hype they cannot possibly maintain in a positive way. Every delay costs them, every feature that gets dropped costs them, every change costs them. If they'd just shut the fuck up until the game was actually playable and ready for public beta, and then let people know it's happening, they wouldn't fuck themselves like this over and over again. Don't want people to be disappointed with a game, don't hype features you don't actually end up including and don't start hyping a game you know is not going to be ready for years. The need to just make it and then blindside the gamers with it's existence. No hype = no theories about what's going to be in it, no featurets on youtube showing gameplay = no grumbling when those features get changed or cut. Valve aren't a new company, they don't need to find a publisher, they don't need to hype at all, they don't need to show off at E3. They could just wait until it's ready for beta and slap a splash screen on steam "Sign up for Halflife 3 beta test" and probably bring steam to it's knees with millions of people trying to sign up all at once. >This is a problem for games, but an "easy" way around this is to >re-introduce the franchise with "mini-games" first. E.g., don't jump >right into Half Life 3, but instead first release Half Life 2 Episode >3, Half Life: The Platformer and Half Life: The >Ultra-HD-Remake-With-VR-and-Whatever-Other-Tech-Is-The-Current-New-Hottness. >Only /then/ do you release Half Life 3. This method not only gets you >some extra cash and readies people for the "big game", it lessens >people's expectations because - instead of having waited ten years for >a "new Half Life game", they've only been waiting two or three. > >Think of it like an appetizer for a big meal; stuff 'em full of >chicken wings first and they won't wolf down the main course and then >complain about how fast it disappeared ;-) I was thinking bread sticks or garlic bread rather than chicken wings. >* spoiler, but c'mon, it's been 9 years. Also, Darth Vader is Luke's >dad) > >** The article does not challenge the idea that Gordon was the hero of >Half Life 1, however. Since he's the character you play, he's the hero in hl2 as well, even if it seems he doesn't lead - he's the only one actually doing anything. Xocyll -- I don't particularly want you to FOAD, myself. You'll be more of a cautionary example if you'll FO And Get Chronically, Incurably, Painfully, Progressively, Expensively, Debilitatingly Ill. So FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
Re: Assassin's Creed
Author: Tim O
Date: Fri, 09 Sep 2016 18:47
Date: Fri, 09 Sep 2016 18:47
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On Fri, 09 Sep 2016 09:27:10 -0400, Spalls Hurgenson <spallsh...@gmail.com> wrote: >>If it's a follow up with a high bar of expectations, it has a big >>challenge. If it has a decade or more of festering expectations, it >>has an impossible challenge. > > >This is a problem for games, but an "easy" way around this is to >re-introduce the franchise with "mini-games" first. E.g., don't jump >right into Half Life 3, but instead first release Half Life 2 Episode >3, Half Life: The Platformer and Half Life: The >Ultra-HD-Remake-With-VR-and-Whatever-Other-Tech-Is-The-Current-New-Hottness. >Only /then/ do you release Half Life 3. This method not only gets you >some extra cash and readies people for the "big game", it lessens >people's expectations because - instead of having waited ten years for >a "new Half Life game", they've only been waiting two or three. > >Think of it like an appetizer for a big meal; stuff 'em full of >chicken wings first and they won't wolf down the main course and then >complain about how fast it disappeared ;-) >* spoiler, but c'mon, it's been 9 years. Also, Darth Vader is Luke's >dad) > >** The article does not challenge the idea that Gordon was the hero of >Half Life 1, however. When did that Lost Coast thing come out? That was well after HL2, right? Didn't that add a bunch of ligthing effects and stuff? Was that just a test for what was coming in Left 4 Dead? My timeline might be a bit screwed up, I never felt the HL2's were more than OK games. From Xen to that thing with the flinging the barrels with the car... Its like Valve tries to top themselves for shittiest last level with every release of the game.
Re: Assassin's Creed
Author: Spalls Hurgenson
Date: Sat, 10 Sep 2016 13:37
Date: Sat, 10 Sep 2016 13:37
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On Fri, 09 Sep 2016 14:47:55 -0400, Tim O <n...@thanks.com> wrote: >When did that Lost Coast thing come out? That was well after HL2, >right? Didn't that add a bunch of ligthing effects and stuff? >Was that just a test for what was coming in Left 4 Dead? Lost Coast came out in 2005. It was an update to the HL2 engine, so yes, it came out after HL2, which was released a year earlier. It wasn't a test for Left4Dead (2008) as much as a graphical-overhaul of the Source engine with a tech-demo map attached to it, perhaps in anticipation of Episode 1 (2006). >My timeline might be a bit screwed up, I never felt the HL2's were >more than OK games. From Xen to that thing with the flinging the >barrels with the car... Its like Valve tries to top themselves for >shittiest last level with every release of the game. I too was underwhelmed by Half Life 2. Its level design was disgustingly linear - even for FPS games of the day - with too many invisible walls destroying immersion. The story and characters were absolute crap, not helped by Valve's insistence on keeping Gordon Freeman as a voiceless protagonist (the plot improved some with episodes 1 and 2, but the original was awful). Except for the water effects and the facial animation, I thought the graphics were /average/ but the actual artwork was often an eyesore (Nova Prospekt especially). Unlike most, I was not particularly impressed by the gravity gun or half-assed "physics puzzles" that were crammed into the gameplay willy-nilly. It was, in my opinion, an average game that achieved renown far beyond its worth simply because it was a sequel to the far-better Half Life 1. But I have accepted that I am in the minority here ;-) Mind you, I didn't hate the Xen levels that much either. The platforming at the start of that chapter was attrocious, of course and it ran in opposition to the strengths of the rest of the game, but I could see what the developers were trying to achieve. They admirably created a world that felt very alien - all the more impressive given the limited technology of the era - where the player felt truly isolated. The actual gameflow was poor and definitely needed more of Valve's famouse iterative process, but - after fighting so long through the samey-looking halls of Black Mesa, I didn't mind the change of scenery. In no way can I call Xen my favorite part of the game - I agree it is the weakest chapter - but I did not feel the same vehemence toward it as did others.
Re: Assassin's Creed
Author: Mr Rob
Date: Sat, 10 Sep 2016 14:44
Date: Sat, 10 Sep 2016 14:44
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On Sat, 10 Sep 2016 09:37:50 -0400, Spalls Hurgenson <spallsh...@gmail.com> wrote: >I too was underwhelmed by Half Life 2. Burn him! >But I have accepted that I am in the minority here ;-) I don't think anything beat it at the time. It's still one of my most favourite games (along with the original). I also dearly loved the Bioshock games...well the first two anyway. I really didn't think much of Bioshock Infinite. I'm looking forward to playing the first two again very soon when "Bioshock: The Collection" is released very soon. The remastered versions look rather nice. I never finished Infinite (although I'm pretty sure I was close to the end when I quit) but I won't play it ever again anyway. The first two I played multiple times and will do so again. http://www.gamespot.com/articles/bioshock-the-collection-pc-system-requirements-rev/1100-6443455/ -- Rob
Re: Assassin's Creed
Author: Tim O
Date: Sat, 10 Sep 2016 15:38
Date: Sat, 10 Sep 2016 15:38
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On Sat, 10 Sep 2016 15:44:45 +0100, Mr Rob <noemail...@jsjsaiiowppw.com> wrote: >On Sat, 10 Sep 2016 09:37:50 -0400, Spalls Hurgenson ><spallsh...@gmail.com> wrote: > > > >>I too was underwhelmed by Half Life 2. > >Burn him! > > >>But I have accepted that I am in the minority here ;-) > > >I don't think anything beat it at the time. It's still one of my most >favourite games (along with the original). I played HL2 after playing the orignal Far Cry. Even though FC only hinted at the open world action games to come, it felt so much more immersive than HL2 with its levels that looked open, but were actually little pathways with obstructions preventing you from getting to the painted backgrounds. It felt like being on a movie set after Far Cry. Looked great, but was all fake.
Re: Assassin's Creed
Author: Toby Newman
Date: Mon, 12 Sep 2016 10:24
Date: Mon, 12 Sep 2016 10:24
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On 2016-09-10, Spalls Hurgenson <spallsh...@gmail.com> wrote: > > Mind you, I didn't hate the Xen levels that much either. The > platforming at the start of that chapter was attrocious, of course and > it ran in opposition to the strengths of the rest of the game, but I > could see what the developers were trying to achieve. They admirably > created a world that felt very alien - all the more impressive given > the limited technology of the era - where the player felt truly > isolated. The actual gameflow was poor and definitely needed more of > Valve's famouse iterative process, but - after fighting so long > through the samey-looking halls of Black Mesa, I didn't mind the > change of scenery. In no way can I call Xen my favorite part of the > game - I agree it is the weakest chapter - but I did not feel the same > vehemence toward it as did others. I preferred Xen to the monorail level. In fact I didn't get the hate at all until I read about it years later on the web. -- -Toby Add the word afiduluminag to the subject to circumvent my email filters.
Re: Assassin's Creed
Author: Xocyll
Date: Mon, 12 Sep 2016 11:44
Date: Mon, 12 Sep 2016 11:44
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Toby Newman <goo...@asktoby.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >On 2016-09-10, Spalls Hurgenson <spallsh...@gmail.com> wrote: >> >> Mind you, I didn't hate the Xen levels that much either. The >> platforming at the start of that chapter was attrocious, of course and >> it ran in opposition to the strengths of the rest of the game, but I >> could see what the developers were trying to achieve. They admirably >> created a world that felt very alien - all the more impressive given >> the limited technology of the era - where the player felt truly >> isolated. The actual gameflow was poor and definitely needed more of >> Valve's famouse iterative process, but - after fighting so long >> through the samey-looking halls of Black Mesa, I didn't mind the >> change of scenery. In no way can I call Xen my favorite part of the >> game - I agree it is the weakest chapter - but I did not feel the same >> vehemence toward it as did others. > >I preferred Xen to the monorail level. In fact I didn't get the hate >at all until I read about it years later on the web. I never understood the hate. I can see why some people didn't like it since it was a drastic change of pace, but that's also what made it good - it was extremely different and _ALIEN_. Instead of some alien shit in our world, you have the occasionally bit of human stuff in their world, the exact opposite of what happened in the first 80% or so of the game. They broke into your house, first you kicked em out, then you took the fight to them. As odd as the levels are, it's still damn good, in part because it is damn odd and utterly alien feeling, and that is hard to do. Xocyll -- I don't particularly want you to FOAD, myself. You'll be more of a cautionary example if you'll FO And Get Chronically, Incurably, Painfully, Progressively, Expensively, Debilitatingly Ill. So FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
Re: Assassin's Creed
Author: Spalls Hurgenson
Date: Mon, 12 Sep 2016 13:32
Date: Mon, 12 Sep 2016 13:32
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On Mon, 12 Sep 2016 07:44:18 -0400, Xocyll <Xoc...@gmx.com> wrote: >Toby Newman <goo...@asktoby.com> looked up from reading the entrails of >the porn spammer to utter "The Augury is good, the signs say: > >>On 2016-09-10, Spalls Hurgenson <spallsh...@gmail.com> wrote: >> >>I preferred Xen to the monorail level. In fact I didn't get the hate >>at all until I read about it years later on the web. > >I never understood the hate. >I can see why some people didn't like it since it was a drastic change >of pace, but that's also what made it good - it was extremely different >and _ALIEN_. Instead of some alien shit in our world, you have the >occasionally bit of human stuff in their world, the exact opposite of >what happened in the first 80% or so of the game. Well, the platforming segments at the very beginning probably had a lot to do with it. Platforming in FPS games - and especially early FPS games - is terrible. That first Xen level had you jumping onto floating platforms over an infinite abyss; one slip and you were toast. That's not a great introduction to the world. The Xen levels also had much poorer direction than the Black Mesa levels; it wasn't immediately obvious where you were supposed to go next. Again, this was a fairly radical change compared to the Black Mesa levels, where you usually had a good idea of what your next step was. Also, one of Half Life's most impressive features was its friendly AI; you met and worked with computer-controlled allies in a way that felt fairly lifelike. There was none of this in Xen. As I said, I understood what the developers were going for: they wanted to change things up by creating a world that felt different and alien, shaking the player out of his complacent understanding of the game's mechanics. Unfortunately, I think - and popular opinion seems to agree with me for once - that Valve did it in a half-assed way, resulting in a less-than-stellar experience. For a lot of player, these changes were too broad and sudden and just not fun. And since the rest of the game was so good, Xen compared very poorly. I think player's reception to Xen would have been less negative if Valve had introduced the players to the region more gradually; perhaps by having parts of Xen "bleed over" into our dimension (sort of like Hell did in the later levels of Doom 3), or if the player was briefly teleported to Xen for a quick puzzle before returning to Earth (similar to how was done in the Blue Shift expansion).
Re: Assassin's Creed
Author: Xocyll
Date: Mon, 12 Sep 2016 15:40
Date: Mon, 12 Sep 2016 15:40
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Spalls Hurgenson <spallsh...@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >On Mon, 12 Sep 2016 07:44:18 -0400, Xocyll <Xoc...@gmx.com> wrote: > >>Toby Newman <goo...@asktoby.com> looked up from reading the entrails of >>the porn spammer to utter "The Augury is good, the signs say: >> >>>On 2016-09-10, Spalls Hurgenson <spallsh...@gmail.com> wrote: > > >>> >>>I preferred Xen to the monorail level. In fact I didn't get the hate >>>at all until I read about it years later on the web. >> >>I never understood the hate. >>I can see why some people didn't like it since it was a drastic change >>of pace, but that's also what made it good - it was extremely different >>and _ALIEN_. Instead of some alien shit in our world, you have the >>occasionally bit of human stuff in their world, the exact opposite of >>what happened in the first 80% or so of the game. > >Well, the platforming segments at the very beginning probably had a >lot to do with it. Platforming in FPS games - and especially early FPS >games - is terrible. That first Xen level had you jumping onto >floating platforms over an infinite abyss; one slip and you were >toast. That's not a great introduction to the world. It actually is - you're not in the facility you know like the back of your hand, with allies and such, you are in an alien world and your life could be snuffed out in a second. Besides, this was before the over consolization of PC games and it had save anywhere didn't it? Save, try jump, fall, reload no biggie. Now had it come out post 2010 that would be: jump, fall, reload at save point, watch long annoying cutscene, travel some distance to reach the jump point again, try the jump again. >The Xen levels >also had much poorer direction than the Black Mesa levels; it wasn't >immediately obvious where you were supposed to go next. Again, this >was a fairly radical change compared to the Black Mesa levels, where >you usually had a good idea of what your next step was. Also, one of >Half Life's most impressive features was its friendly AI; you met and >worked with computer-controlled allies in a way that felt fairly >lifelike. There was none of this in Xen. Yeah, cause it's an alien world, not your place of work where you know the place and the people, you aren't supposed to be comfortable, or know what to do or where to go instantly, you're in an alien dimension and have to figure it out. You do have the advantage of knowing you aren't the first in and the previous people will have left signs, and they did. >As I said, I understood what the developers were going for: they >wanted to change things up by creating a world that felt different and >alien, shaking the player out of his complacent understanding of the >game's mechanics. Unfortunately, I think - and popular opinion seems >to agree with me for once - that Valve did it in a half-assed way, >resulting in a less-than-stellar experience. For a lot of player, >these changes were too broad and sudden and just not fun. And since >the rest of the game was so good, Xen compared very poorly. The pre-Xen world in half-life was on rails. Very pretty, very lifelike, very well done rails, but rails nonetheless, and methinks that people had a big problem going from on rails to "I have to think now" and just started whining and bitching about how they weren't being handheld anymore. >I think player's reception to Xen would have been less negative if >Valve had introduced the players to the region more gradually; perhaps >by having parts of Xen "bleed over" into our dimension (sort of like >Hell did in the later levels of Doom 3), or if the player was briefly >teleported to Xen for a quick puzzle before returning to Earth >(similar to how was done in the Blue Shift expansion). I doubt it - they got used to being told exactly where to go and what to do, in an environment that didn't really let them go off the rails, then they're placed somewhere that's not true anymore. Unless they were sent to XEN as part of an expedition under orders and told exactly what to do at every stage, the bitching would have happened exactly as it did. The mindless shooter suddenly made them think and they didn't like it one little bit. Probably thought it was a nasty trick; Valve gave them a fun mindless shooter and then suddenly made them think - what a dirty nasty trick! I'd almost be willing to bet you the people who didn't have a problem with it at all were all older gamers and/or RPG players, used to games that weren't on rails and that required thought, so the XEN levels were no big deal at all. For the DOOM type "just shoot everything" players on the other hand ... Xocyll -- I don't particularly want you to FOAD, myself. You'll be more of a cautionary example if you'll FO And Get Chronically, Incurably, Painfully, Progressively, Expensively, Debilitatingly Ill. So FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
Re: Assassin's Creed
Author: Justisaur
Date: Tue, 13 Sep 2016 15:06
Date: Tue, 13 Sep 2016 15:06
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Xocyll wrote: > Spalls Hurgenson <spallsh...@gmail.com> looked up from reading the > entrails of the porn spammer to utter "The Augury is good, the signs > say: > >> On Mon, 12 Sep 2016 07:44:18 -0400, Xocyll <Xoc...@gmx.com> wrote: >> >>> Toby Newman <goo...@asktoby.com> looked up from reading the entrails of >>> the porn spammer to utter "The Augury is good, the signs say: >>> >>>> On 2016-09-10, Spalls Hurgenson <spallsh...@gmail.com> wrote: >> >> >>>> >>>> I preferred Xen to the monorail level. In fact I didn't get the hate >>>> at all until I read about it years later on the web. >>> >>> I never understood the hate. >>> I can see why some people didn't like it since it was a drastic change >>> of pace, but that's also what made it good - it was extremely different >>> and _ALIEN_. Instead of some alien shit in our world, you have the >>> occasionally bit of human stuff in their world, the exact opposite of >>> what happened in the first 80% or so of the game. >> >> Well, the platforming segments at the very beginning probably had a >> lot to do with it. Platforming in FPS games - and especially early FPS >> games - is terrible. That first Xen level had you jumping onto >> floating platforms over an infinite abyss; one slip and you were >> toast. That's not a great introduction to the world. > > It actually is - you're not in the facility you know like the back of > your hand, with allies and such, you are in an alien world and your life > could be snuffed out in a second. > > Besides, this was before the over consolization of PC games and it had > save anywhere didn't it? Save, try jump, fall, reload no biggie. > > Now had it come out post 2010 that would be: jump, fall, reload at save > point, watch long annoying cutscene, travel some distance to reach the > jump point again, try the jump again. > >> The Xen levels >> also had much poorer direction than the Black Mesa levels; it wasn't >> immediately obvious where you were supposed to go next. Again, this >> was a fairly radical change compared to the Black Mesa levels, where >> you usually had a good idea of what your next step was. Also, one of >> Half Life's most impressive features was its friendly AI; you met and >> worked with computer-controlled allies in a way that felt fairly >> lifelike. There was none of this in Xen. > > Yeah, cause it's an alien world, not your place of work where you know > the place and the people, you aren't supposed to be comfortable, or know > what to do or where to go instantly, you're in an alien dimension and > have to figure it out. You do have the advantage of knowing you aren't > the first in and the previous people will have left signs, and they did. > > >> As I said, I understood what the developers were going for: they >> wanted to change things up by creating a world that felt different and >> alien, shaking the player out of his complacent understanding of the >> game's mechanics. Unfortunately, I think - and popular opinion seems >> to agree with me for once - that Valve did it in a half-assed way, >> resulting in a less-than-stellar experience. For a lot of player, >> these changes were too broad and sudden and just not fun. And since >> the rest of the game was so good, Xen compared very poorly. > > The pre-Xen world in half-life was on rails. > Very pretty, very lifelike, very well done rails, but rails nonetheless, > and methinks that people had a big problem going from on rails to "I > have to think now" and just started whining and bitching about how they > weren't being handheld anymore. > >> I think player's reception to Xen would have been less negative if >> Valve had introduced the players to the region more gradually; perhaps >> by having parts of Xen "bleed over" into our dimension (sort of like >> Hell did in the later levels of Doom 3), or if the player was briefly >> teleported to Xen for a quick puzzle before returning to Earth >> (similar to how was done in the Blue Shift expansion). > > I doubt it - they got used to being told exactly where to go and what to > do, in an environment that didn't really let them go off the rails, then > they're placed somewhere that's not true anymore. > Unless they were sent to XEN as part of an expedition under orders and > told exactly what to do at every stage, the bitching would have happened > exactly as it did. > The mindless shooter suddenly made them think and they didn't like it > one little bit. > > Probably thought it was a nasty trick; Valve gave them a fun mindless > shooter and then suddenly made them think - what a dirty nasty trick! > > I'd almost be willing to bet you the people who didn't have a problem > with it at all were all older gamers and/or RPG players, used to games > that weren't on rails and that required thought, so the XEN levels were > no big deal at all. > > For the DOOM type "just shoot everything" players on the other hand ... > Sadly I don't remember hardly anything from HL2, and not the XEN levels. I remember thinking it was o.k. but no HL1. I know I finished it, but that's it. - Justisaur
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