I tired to come up with something fun for my first blog here so i came up with the holy commandments of video games after I heard Mark kermode ranting about the holy commandment of films.
The Holy Commandments of Video Games and Video Games Making.
I tired to come up with something fun for my first blog here so i came up with the holy commandments of video games after I heard Mark kermode ranting about the holy commandment of films.
How 'bout this one?
Thou shalt let me skip cutscenes, somehow.
ESPECIALLY before frustrating boss battles (Riku/Ansem 2, Zeromus, etc.).
Thou shalt not release a game in an unfinished state, riddled with bugs, glitches, and the like. A patch can help, but please try to get as many bugs out as you can BEFORE launch.
That's the dumbest list ever man. If you're going to list rules that game makers SHOULDN'T break, you shouldn't be listing good games as examples. Killzone 2, Gears, and Resident Evil 5 were all great games.
Thou shalt checkpoint me right when the boss battle starts, not before like Gears of War 1 (If the boss is kicking my ass, I don't want to have to run around, pickup my ammo and weapons, press a button, view a cutscene and then start the fight, only to get my ass kicked again.)
@ Superchris129: As i said in my fist initial post all the games I listed are good games that just had that little nagging drawback that kept it from being great.
A mandatory cover system? Why?
Also, to play Devil's Advocate in the inventory debate, people would have complained if Resident Evil's inventory system had stayed in its Diablo-esque state. I actually read this in a thread not long after Resident Evil 4 was released:
"I can carry three shotguns, a missle launcher, two handguns, and several healing herbs without trouble, but all this plus a single grenade is an impossible task."
Plus, you and "Yahtzee" are both fixated on the inventory itself, and are overlooking the reason why the inventory was altered in the first place: Resident Evil 5 is a game built for cooperative play. Imagine how much less immersive the experience would be in the event of having the game pause, regardless of your character, when someone needed to access a healing item or a different weapon.
Furthermore, if the game didn't pause, you'd be tasked with protecting your partner the whole time they're digging through their attache case combining herbs. It's bad logic, man. The inventory system is servicable at worst, and at best, is something of a stroke of genius when you realize the ease of combining and equipping disparate items.
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