Once you get the BFG, the Hyperblaster becomes irrelevant and obsolete.Q2 isn't bad but it does feel somehow underwhelming IMO. It's a little like the boilerplate FPS games Raven would go onto make (which is probably why Q4 ended up in their hands), in that it's fully solid throughout but doesn't have anything particularly outstanding or memorable.
The problem I always had with it is that you tend to burn through the Hyperblaster and SMG/Chaingun ammo too fast, especially on top difficulty, so you're using the Super Shotgun for 80% of the game and it kind of sucks, the only real strategy you can do is either run directly up to people and hope they play a stun animation from the blast, or circle strafe round the bigger ones at point blank range.
I was thinking more along the lines of RPGs...I've not played nu Zelda, but heck I can vouch for Link to the Past and Link's Awakening (goat) having good non-linear design.It's regrettable that I didn't know how to add Switch games to the emulator menu that logs hours until after I had already finished my four month long playthrough of Tears of the Kingdom. The total must have been nuts. Hours and hours every weekend.Play games with better non-linear design.Replaying Arkham City for hate material (Yes, I'm serious.) made me also realize that there is no point to the open world, since you just glide and rappel over everything anyway. It's just an empty sea between the locations (inside buildings) where stuff actually happens. Just one more example of many of how linear design crushes almost every time.
The Fallout artstyle looks completely retarded, to the point that I never want to touch any of the games in the series. Like a cartoon for 10-year-olds:
Tears doesn't have real dungeons. In fact, the main quest was the worst I've ever played in the series. MAYBE Breath of the Wild's was worse, can't remember, but Tears felt worse by virtue of being more of the same. Still, they're the only open world games I seriously got into in several years. They knew how to leave me alone. Something like Red Dead Redemption 2, just kill me.I was thinking more along the lines of RPGs...I've not played nu Zelda, but heck I can vouch for Link to the Past and Link's Awakening (goat) having good non-linear design.It's regrettable that I didn't know how to add Switch games to the emulator menu that logs hours until after I had already finished my four month long playthrough of Tears of the Kingdom. The total must have been nuts. Hours and hours every weekend.Play games with better non-linear design.Replaying Arkham City for hate material (Yes, I'm serious.) made me also realize that there is no point to the open world, since you just glide and rappel over everything anyway. It's just an empty sea between the locations (inside buildings) where stuff actually happens. Just one more example of many of how linear design crushes almost every time.
So how is Tears of the Kingdom? Does it actually have dungeons now?
Mostly don't care about RPGs.
Also the other character's armor/helmet has very silly (Americanized?) cartoon proportions. I could live with that in more childish games, but it ruins the post-apocalyptic setting for me. I recall avoiding Bioshock for similar reasons.The Fallout artstyle looks completely retarded, to the point that I never want to touch any of the games in the series. Like a cartoon for 10-year-olds:
I don't think this guy is aware that the vault boy is not THE art style, as in it is seldom seen (mainly only in the level up screen) and both the 2D and 3D games otherwise have a gritty somewhat realistic art style. It is perhaps understandable you may think to the contrary when we all have these avatars + the game's promo material leans into it. But know this: you're missing out. As for cartoon, well yeah, it is parodying 1950's cartoons.
That's unpopular? Anyone who can stand the way the game looks likes it, to my understanding.I liked SWAT 3
Some time around the PS2 era developers got really enamored with the idea of trying to build up enemies ahead of time as some terrifying foe and it never works. Look at what we made saps the danger out of that foe and if it turns out to be lame, you've ruined your ability to be taken seriously. What games should do is take a lesson from Ecstatica. Throughout that game you fight a werewolf and he's really hard to kill. You don't see him in a cutscene beforehand, you just stumble onto him killing someone else or him jumping on your back and knocking you unconscious. You only survive because he loses interest in you after hanging you by your legs.I miss good cutscenes. Well, I just killed the T-rex in the original Tomb Raider for the first time and agree that its reveal was better without the cutscene in the remake, was more a surprise coming out of the darkness.
That's unpopular? Anyone who can stand the way the game looks likes it, to my understanding.I liked SWAT 3
In fairness to Fallout, the vaults being experiments does lend credence to why a private company like Vault-Tec would build them in the first place.Probably said this before but I hate the idea of vaults from Fallout being experiments. It's far more interesting if Vault-Tec is a legit company and when/if vaults do go wrong, they do so because the people inside them managed to fuck them up on their own. The idea of them all being cartoon deathtrap experiments is the single worst idea Fallout 2 introduced, which is really saying something.
Vaults were build at the behest of the US government.In fairness to Fallout, the vaults being experiments does lend credence to why a private company like Vault-Tec would build them in the first place.
In the Fallout world, the paranoia leading up to the actual war must have been pretty immense with things like the Resource Wars, the growing tensions with China, and the scary rate of technological progress. A private company in that climate could make stacks of money by building bunkers and selling spaces to the wealthy, just as a lot of the elite are looking into constructing bunkers in the real world today. For Vault-Tec, as with most companies, the objective would just be just to play into people's fears and get as much cash from desperate people as possible, and hope that a war never comes to pass and their vaults never actually need to be used.In fairness to Fallout, the vaults being experiments does lend credence to why a private company like Vault-Tec would build them in the first place.
Now imagine it's 1996, 3D gaming is relatively new, and you know nothing of any T-rex. It's only level 3 so you're still not comfortable with the mechanics and such yet, It just pops around the corner from the darkness while the ground shakes and does that fucking roar while you poop your pants.I miss good cutscenes. Well, I just killed the T-rex in the original Tomb Raider for the first time and agree that its reveal was better without the cutscene in the remake, was more a surprise coming out of the darkness.
It's amazing how even among people who claim to be monocled, give them a game with unlimited saves and suddenly they have the impulse control of a teenager who just discovered porn.Anyways, my often unpopular FACT is unrestricted game saving is peak decline in almost all cases. It ruins many PC classics, or at least holds them back from their true potential anyways.
Just like with fast travel, once you give the players the option, it influences the design of the whole game.It's amazing how even among people who claim to be monocled, give them a game with unlimited saves and suddenly they have the impulse control of a teenager who just discovered porn.Anyways, my often unpopular FACT is unrestricted game saving is peak decline in almost all cases. It ruins many PC classics, or at least holds them back from their true potential anyways.
Here's an idea, if unlimited saving bothers you, restrict yourself. Surely you have the ability to do so, right...?
dark souls combat was always garbage, the game is about exploration. i literally beat dark souls 1 by killing the same wyvern for ten hours until I was level 100Never played any of the Dark Souls games because the fighting system looks completely asinine.
Stalker Clear Sky also avoids abuse by NPCs charging money for fast travelling. Otherwise I'm conflicted about it. If the gameworld is fun to just to walk around in, you may only use fast travel in the rare cases when you're so weighed down with loot that slow walking would take forever. And if the gameworld is so boring to walk around in that you rather want to fast travel through it, maybe the former is the real problem? Skyrim has a third problem, it spams so much distractions everywhere you go that fast travel was often my way of keeping track of which quest I was doing.Just like with fast travel, once you give the players the option, it influences the design of the whole game.It's amazing how even among people who claim to be monocled, give them a game with unlimited saves and suddenly they have the impulse control of a teenager who just discovered porn.Anyways, my often unpopular FACT is unrestricted game saving is peak decline in almost all cases. It ruins many PC classics, or at least holds them back from their true potential anyways.
Here's an idea, if unlimited saving bothers you, restrict yourself. Surely you have the ability to do so, right...?
Fair point. They ruined the gameplay further in 3rd installment by giving enemies unlimited stamina and lightning fast movement.dark souls combat was always garbage, the game is about exploration. i literally beat dark souls 1 by killing the same wyvern for ten hours until I was level 100Never played any of the Dark Souls games because the fighting system looks completely asinine.
It's amazing how even among people who claim to be monocled, give them a game with unlimited saves and suddenly they have the impulse control of a teenager who just discovered porn.Anyways, my often unpopular FACT is unrestricted game saving is peak decline in almost all cases. It ruins many PC classics, or at least holds them back from their true potential anyways.
Here's an idea, if unlimited saving bothers you, restrict yourself. Surely you have the ability to do so, right...?
What other games have a similar sense of a journey?The exploration is best part of any of souls games. You sorta set on the journey and game does not hold your hand, which is nice change of pace compared to watered down crap of AAA industry.
Northern Journey.What other games have a similar sense of a journey?