Ares42's forum posts

#1 Edited by Ares42 (2797 posts) -

It's funny how neither of them seemed to grasp what he was really saying with his second to last "question". He was basically insulting her straight to her face, and she had no real response at all (although she did seem pretty nervous, so might've just not had the nerve to actually retort). Great segment nonetheless, both funny and brought some perspective to the whole thing.

#2 Posted by Ares42 (2797 posts) -

Been playing it on and off a bit the last few days and I'm sorta torn. The game has all the bells and whistles that make me love these kinda games, but there's something about the base traversal mechanics that's not quite right. Third person platforming while not paying attention to the platforms leads to a very "leap of faith" kinda playstyle, while there's certainly a lot of stuff you can jump on I often end up just plopping down in the middle of nowhere as well. And on the same note, grinding while fighting is basically the worst part of traditional shooters; on-rail (duh) sequences where you're constantly fighting the controls to aim where you want to.

What's really strange to me is that while other open-world games (like AC or Infamous) also operate with very static places you can latch on to I feel much more inhibited with my movement in Sunset Overdrive, and any time you're forced to just run normally is just terrible. Thinking about it I'm wondering if the big difference is that you can't scale terrain, you're forced to find specific pathways to get up on things and generally have to move around structures instead of over them.

#3 Edited by Ares42 (2797 posts) -

@savage: Some very obvious ones are weapon stats in games like Borderlands and Destiny. If you look at laser weapons in pre-sequel specifically they come in many different forms, one of them being rail guns which straight up do less dps while consuming more ammo/damage. While there is an argument for the fact that you can land every hit as a critical due it's low rate of fire there are plenty of rifle variants that are more than accurate enough to do the same.

As I said, it's not that it breaks the games or anything, but it seems so sloppy to put these things into the game and then make them pointless because you didn't bother to do some extremely basic math. It doesn't require extensive play-testing or anything, it's stuff you could figure out and fix in less than five minutes. At least that's what it seems like.

#4 Posted by Ares42 (2797 posts) -

Ignoring pet-peeves, one of the thing that really annoys me is how common it is for developers to fail at basic math. In this day and age of choices, options, currencies and xp in every game it is way too common to see completely illogical numbers. Sure, it's usually not a functionality issue, but at the same time it's something that's incredibly easy to fix and tends to have a very significant impact on the overall game experience. It just comes off as sloppy work to me. Going back through the games I've played the last few months I can very easily point out several glaring mathematical mistakes in most of them.

#5 Posted by Ares42 (2797 posts) -

@cagliostro88: Killing the stations is very very easy. They don't attack on their turn, so you can basically take them down with a pair of any unit but basic marines.

#7 Posted by Ares42 (2797 posts) -

@alexw00d: hmm, I'm running it at 1680x1050 on my TV just fine.

#8 Posted by Ares42 (2797 posts) -

Played about two full games and so far it's the breath of fresh air I needed for my Civ fatigue. The biggest change is by far the tech web. While the concept is much much better than what we're used to, the presentation feels like a complete mess. I understand how they've structured it, but finding the tech you want is a nightmare. It also feels like they've gone a bit overboard on the "hidden" dependancies. There's good depth there though, and I bet it gets more managable after several games, but for a first-timer it's too chaotic.

I'm also not quite sold on the quests. The affinity stuff is good, but the building quests feel very punishing for new players. Basically every building has 2 hidden attributes (and you pick one of them) and there's no way of knowing what they are before you build a few of the buildings. Some of the bonuses basically make the buildings, while others are pretty much useless. It ends up being a trial and error experience.

There also seem to be an issue of lack of variety outside the tech web. The factions aren't distinct enough to really feel like you're changing play style, and with only 4 virtue trees there isn't much choice there. Not to mention how the thing that really forces your hand is the resources near your first city.

Having that said, I've been enjoying it quite a lot. My first game I landed on a ton of "free" bio mass, and went full on harmony, which seems like the best resource by far. Got an alien bee from an excavation really early, which was amazing. I could just fly all around the place picking up resource nodes giving me a great start. Ended up screwing myself over with the tech web though, going too hard in one direction instead of slowly but surely spiraling out.

My second game was sorta strange. Landed on a good deal of firaxite, but ended up getting level 1 purity from an excavation early on. And from that point on it was as if the game had decided that I had to go down the purity path, even though it didn't fit my situation at all. Managed to turn it all around in the end though (after royally screwing myself by not realizing manufacturies give you bad health) and the game ended up with me frantically sending CNDRs into my emancipation gate while everyone else was attacking me from all sides.

Can't wait to jump back in again tomorrow, still got a lot to learn. Just hope the game has enough legs to keep me going.

#9 Posted by Ares42 (2797 posts) -

@haniball: it's the really low profile and wide chests with a circle unlocking mechanism in the middle. I beleive it's the blue ones that takes moonstone.