ArtelinaRose's comments

Posted by ArtelinaRose

@Kraznor said:

@Iodine: Yes, and I guess I feel a bit choked about Giant Bomb specifically as I've been following these gents for about a decade and its disappointing to see them fail to evolve with the times. They don't seem to be asking tougher questions about why it is they like what they like, and I truly find that disheartening. Patrick seems to be coming around a bit on Far Cry 3's shortcomings if some of his comments in the deliberation episode are any indication, but I would have said the same thing about the thoughts expressed some weeks ago when Jeff and Brad both expressed their disappointment in the storyline and the misuse of Vaas as a character. It just makes no sense to me that such grievous missteps can be forgiven because its really fun to drive around on an ATV and shoot sharks with rocket launchers. That is such a low-bar for a passing grade it just seems worthless.

And I do pull from as wide a variety of sources as I can, but they are largely very uniform in terms of criteria. The one noteworthy exception I've found is Idle Thumbs who absolute deconstruct every single bizarre decision contained within Far Cry 3 in their latest episode. It is definitely worth listening to. THAT is the kind of in-depth analysis we need more of.

So it's unforgivable if the story in a video game, something judged on how fun it is, is overlooked because the game is fun to play? I don't get it.

Posted by ArtelinaRose

@verysexypotato said:

no no no no NO NO NO NONONONO

Posted by ArtelinaRose

Nope, still don't give a shit about Call of Duty.

Edited by ArtelinaRose

@Kosayn said:

1. In comments here - "It seems like they instantly become aware of you and your entire squad's position the moment you peel back the fog of war and reveal them." The IGN review also states that aliens aren't roaming, and won't come and slaughter your dudes till you find them. There's still the barest of chances that this isn't accurate, based on the way the original game handled enemy movement (tons of TUs, no energy, I think... which kept them pretty confined to specific regions of the map while still allowing them to roam and snipe you). But it's starting to look like this new XCom is not an exploration game where aliens can ever wander off the beaten path and need to be hunted down, so much as a linear path to the target with choreographed encounters. That's a really big problem for replay value

Alright, sure. Aliens don't tend to wander too far from their positions which is not immediately a bad thing. The excitement now lies in the encounter and outmaneuvering, out-thinking and out-shooting the opposition rather than slowly plodding your way across the map for 4 turns trying to find the ONE Sectoid hiding behind a tree where you can't see him except for at certain angles only to have the two guys that found him get killed from reactive fire. The moment to moment gameplay is more focused, which may not be what certain people want from XCom and I guess if people really want a "walking around and diddling myself hoping to find something" simulator there's nothing that can be done there.

@Kosayn said:

2. Inventory. I know paperdoll systems aren't console friendly, but having inventory seemingly consist of apparently just main weapon / sub weapon / item, rather than picking up and dropping items and using them on the fly, priming grenades, stowing equipment in your pack, choosing to carry way too much stuff for your strength rating and getting penalized... I wanted that stuff. That's changing a game with unique pedigree on the PC far too much for the sake of consoles which aren't doing so hot against the PC right now.

It's been streamlined so you can get into the action faster. Streamlining =/= making worse or dumbing down. The inventory system in the original is cool and allows for more flexibility in that you could strap 80 grenades to one dude if you really, really wanted to, but it got real fucking old. Frankly, it was a waste of my time to have to go in and manually equip everything I wanted individual soldiers to have on any given mission when all it really came down to was a primary weapon, SOMETIMES a secondary weapon and a grenade or high explosives.

@Kosayn said:

3. So much of this game's interface is nothing but text and button prompts. How about putting in some of the sweet 2d art of Xcom members kicking ass in the interface, hidden movement, and loading screens, like in the original game? I love Firaxis to death.. they made Alpha Centauri... but come on, this isn't that same sort of game. Put some cool atmosphere into it, it's far too sterile. It doesn't have to be like Double Dragon Neon, but there are a lot of 90s people out there who will want this game to have something between its legs.

Uh, the original UI was nothing but text and buttons too. The UI in the original didn't even tell you what the buttons did, you had to learn that stuff through repetition and the loading screens in the original game were a black screen because they didn't exist. In the remake, you get a shot of your dudes en route to wherever they're going. Hidden movement was obtrusive and "ALIEN ACTIVITY" serves the same purpose without literally removing your ability to see what's going on for every individual alien that you can't see that wants to do something.

@Kosayn said:

4. Was it too much to hope for, seeing some Geoscape action? I mean, the ad for the game doesn't even acknowledge that this is a turn based strategy game, but I've come to think of Quick Looks as 'real talk,' right? Geoscape was actually one of the weak points of the original game, you just got the mighty Avalanche missile, kept hitting standoff and aggressive attack, and that handled most of the early going. I'd like to know about whether it's better balanced and more tactical now. I'd like to know if fuel or fueling time still matters. ETC.

It's a thing. People whine that you can't do much of anything during the interceptor portions but most of the buttons in the original didn't do a whole lot anyway. They amounted to "don't do anything" or "shoot that guy." I NEVER found a difference between the different attack types so I don't know enough about those systems to be able to comment.

@Kosayn said:

5. What is up with that drifting camera as soon as you stop pressing buttons? Are we putting presentation before user experience, here?

That's Ryan being a dumbass and drifting the stick, and the game working with the camera pressed up against the edge of the map. Lots of games do that, this isn't a valid complaint.

@Kosayn said:

6. 6 dude limit? That goes up with bigger craft right? Right? Oh, it starts even lower than that?

Four to six dudes that matter is more fun than sixteen that don't. The point of the new game is that XCom is actually an elite organization designed with the idea of fighting against an advanced alien threat. They are the tip of the spear, thrust into the vitals between the armor. They are strike teams, not sixteen idiots in jumpers trying to find their way out of an airplane without getting shot. Going back up, from a design perspective, it's about not wasting your fucking time with clutter.

It looks to me that you, like so many others, have already decided on your position and aren't willing to accept new things because they are different. If you give this game a try instead of comparing it to something it doesn't want to be you might actually have fun.

Posted by ArtelinaRose

I love Brad Muir. Consistently hilarious every time you guys have him on.

Posted by ArtelinaRose

I am REALLY interested in this now, oh god.

Posted by ArtelinaRose

Okay, I'm back on board. I didn't really care all that much but now I'm stoked.

Posted by ArtelinaRose

I love these videos, a lot. I will be very very sad if they go away.

Posted by ArtelinaRose

I've never watched a single trailer for this game and now that I have, I still don't know a damn thing about it.