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2kings

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#1  Edited By 2kings

This is a sad day for Giant Bomb and for media in general. The void will never be filled. What a pure soul R.I.P. Ryan Davis. You will be missed.

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@zeezkos said:

Yes, we remember. If everyone has kinect from day one then developers know everyone will have kinect and they'll do more than a half-assed effort to include kinect in regular games. This has been stated over and over again.

"A couple of games with voice command" comes around because of the outright (and largely unwarranted) hatred flowing towards kinect. While I won't say it's going to change things like adding a Mouse to FPS use (we all used to play Doom, Duke Nukem etc with just a keyboard and thought it was fine, remember?) I think it will be good to have.. and it will only get better.

And, really, I do not understand why people assume MS is leaning away from games because they're showing all the additional stuff their hardware can do besides gaming. It's an xbox. It games. It also does other things, isn't that nice? =/

@alkusanagi said:

That hundred dollar price difference is still going to be the breaking point. They need to stop trying to hitch their horse to Kinect, and just offer it as a separate peripheral.

Remember when every 360 game was supposed to have Kinect components? And how all we got were a couple of games with voice command? Most likely less than a year into the One we'll see see it dropped altogether just like is was on the 360.

You have faith in a peripheral that had it's shot and failed. *sighs* Different strokes I guess.

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I think we just saw the rise of the entitlement generation now dictating the future for everyone else with their incessant, butthurt, and whining. Yet, it should be said, that these weak-minded fools can also be easily manipulated into cheering for things such as now having to pay for multiplayer. Did you see how happy they were for that?

WOW, what a douchy thing to say.

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#4  Edited By 2kings

They don't usually have you escorted out unless shit gets real. I would assume Patrice got kinda nasty with someone. Don't call Ubisoft the asshole until you know. Thing is we will probably never know.

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@2kings said:

@lackingsaint: I think you should play it again as you were wrong in a couple of your points in your little diatribe.

Mind pointing out what those are?

@jacksmedulla said:

@themasterds: I completely agree. By never engaging in a contrived boss battle where the character somehow figures out how to defeat the seemingly unstoppable force, I experienced more dread than I ever have in a horror game. It also made the death scene much more effective.

I would like to point out I actually totally agree, having Songbird not be a force you fight as a boss I think was a great idea, and i'm glad it's the case. What i'm not so keen on is the fact that Songbird not only disappears between the The Beach area and the Siren section, but is basically never mentioned during that space of time. You'd think this monster that's trying desperately to hunt down Elizabeth wouldn't only notice you again after you try and fly out of there.

To point them out would not be doing you any favors. I think you owe it to yourself to play through a 2nd time. Not to mention there are threads with great story dissection that would undoubtedly answer some of your questions. Although, that maybe isn't as fun as the "AH-HA" moment. I had some confusion as well but the replay rid me of it.

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@lackingsaint: I think you should play it again as you were wrong in a couple of your points in your little diatribe.

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#7  Edited By 2kings

Bunch of "negative Nancy's" up in here. Geez.

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#8  Edited By 2kings

Also, there is a bit of dialogue after she kills a guy for the first time where Lara is asked how hard it was, to which she replies "its scary how easy it was". Which brings into focus what catagory of personality she falls into. Lara=fighter not fainter.

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#9  Edited By 2kings

Articles like this really remind me that the games industry is still young ,and quite Immature. So are the journalists bloggers that write about said industry.

The issue wasn't the cost of games, or the funding campaign, or some silly forum comments. The issue was that their publisher was in a legal battle, and was short on funds. I'm no right winged economics preacher, but if a business looses its backing, it goes out of business. If there's no demand for a certain game, then the business closes down unless it iterates a new product that does fulfill consumer demand.

It seems people like to preach the economics of salaries, but everyone likes to ignore the fact that game dev studios are businesses. Why should game dev studios be entitled to survive, while other business simply shut down? Its all well and good to make the games that you want to make, but don't come a crying when there's no money stream.

People like Patrick likes to knock large franchises, and first person shooters but the thing is there is a demand for such games. It follows the sensible route of "Shit man people really want these games! Lets make them!", then you add your own personal touches to the concept to make it unique. Instead the games industry fancies itself some kind of art-scene" Hey man I got this obscure idea for a game that will be so cool! Shit man lets make it!" then by great astonishment no one buys the obscure game, and the business looses its funding.

What most people fail to understand, is that the brilliance of such studios like Naughty Dogs, and Bungie lies in making games that the consumers continuously demand, but then they place their creativity in the details and fine tuning of the concept.

Its not the only way to make games though, and admire the entrepreneurial spirit of indie studios, but please stop crying when new wacky ideas don't work out. Don't beat the dead horse, let it go and go and try to make something new. Its not like there isn't a new dozen indie studious forming every day.

-Jonathan Blow's Arch Nemesis

Thank you. :)

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#10  Edited By 2kings

@sweetz said:

@brodehouse said:

I think Infinite is going to end up a lot like BioShock; a content tour through beautiful architecture and art design, that suffers from half-baked game design. Combat mechanics that are more dream than functional, a game that is more about what you're seeing than what you're doing. I found Rapture a beautiful place, but I found encounters with dirty sploycers to be no fun whatsoever.

Not sure how you could call it half-baked unless all you care about Call of Duty style gun porn. I had way more fun with the various options available to me in Bioshock than a typical gun only shooter. Various encounters with Big Daddies were some of the best combat moments I've ever had a shooter.

It's half baked because all of those various options aren't solid or reliable, there's no guarantees that when you try to use some of the more esoteric combinations whether or not they won't be immediately rendered useless by guys getting their pathfinding locked up or have some unforseeable nonsense completely derail your entire idea. The entire combat setup in BioShock is a chaotic mess, as the mechanics all struggle to co-exist and eventually you just resort to the few things that are boring and reliable. As I said, it sounds more like Ken Levine just throws his combat ideas into a pot and then pours it out completely heterogeneous rather than refine them until there is a slick, clean fundamental level to lay embellishments on. It sounds like he thinks of the embellishments first and then just chucks them out there. In fact, it sounds like he spends more time trying to refine the story and the exploration than he does the core gameplay, and it shows.

And no, I don't like the majority of first person shooters on mechanical levels (and I HATED shooters in the past). I feel like third person shooters do much better simply because they allow you to have an idea of your body and allow for defensive play that the majority of FPS absolutely do not.

You are demonstrably wrong. ;)