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Fenrisulfr

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Fenrisulfr

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Well, you could get the Fog Ring from Alvina, the cat in the forest ruins (which is located near the smith in the Undead Parish, where you fought the gargoyle), after joining the forest covenant and getting 3 kills or by getting a Skull Lantern from the Catacombs and giving it to Snuggly (just Youtube how to get there), and by getting the Slumbering Dragon rings by killing Griggs, the blue wizard that you may have rescued while en route to the Depths. Equipping these rings will make you fairly stealthy and allow you to run past a lot of stuff without too much trouble.

It'll take a while, but I think it's easier than trying to brute force or sprint past everything only to be taken out by those dick archers on top of the walkway.

As far as weapons go, where are you putting points as you level? Some weapons scale with leveling the stats and provide extra damage. If anything, double hand a weapon for a higher output. My guy is using a +15 Iaito and he was able to chop through the gargoyles in a couple of blows when I went through Annor Londo. If you find yourself lacking in level, go to the Painted World of Ariamis, fight through the level, open the massive doors and you'll open yourself an excellent source of farming for souls by killing the clump of phalanx hollows near the bonfire.

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Fenrisulfr

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#2  Edited By Fenrisulfr

Edit: Double post.

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Uff dah. I played this game for one minute, maybe two minutes, and I couldn't go on. The shit piled up too quickly and I became bored with it. It's bad when the first thing I thought when I walked out of the first room was, "Alright. When is the obnoxiously loud, in your face, ghost/zombie/corpse-thing going to show up and 'scare' me?" And the game disappointed without missing a beat. Cut to a mauled face of a female (I think that's what it was) with a loud screech before anything was set. And I mean anything. A series of pitch black rooms with white X marks that reveal something when the camera flashes isn't a setting, isn't context, isn't interesting and isn't scary. What it is, is tedious, boring and predictable.

Do yourself a favor: don't bother with this.

On a side note, the option functions don't work for me, I have no idea why. Because of this, the audio is permanently set to "way too fucking high."

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#4  Edited By Fenrisulfr

While it's cool, this game is way too damn hard for me. I couldn't get Russian Ryan below 50% health.

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#5  Edited By Fenrisulfr

So... Does anyone know that there was the Pacific Theater of Operation? With the Marines and Navy? You know, Guadalcanal, Midway, Peleliu, Okinawa, Iwo Jima? Just to name the most commonly known engagements.

Very few games have ever touched on the conflict with the Japanese Empire and even fewer were any good.

After all, it was the Japanese that bombed Pearl harbor and brought us into the war full speed. The war also didn't end with the capture of Berlin and dismantling of the Nazi party, it ended when two bombs were dropped on Japan and forced them into unconditional surrender.

I for one would love to play a Brother in Arms/Company of Heroes/ Band of Brothers styled game in the Pacific.

I would also love to play as a Nazi. Even with all the deeds that they did, not everyone was in the SS. I see some great story material here.

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#6  Edited By Fenrisulfr

The amount of people suggesting to run them over with a truck is appalling and grotesque as well as showing how ethically and morally bankrupt people are when it comes to "humor." The amount of damage that could be done is abhorrant and unforgivable.

If you're going to run them over, put a cattle catcher on the truck first. Not only will this achieve the desired effect, but it'll also prevent damage to the truck. It's a two ton, it ain't cheap and some ass hole with a sign shouldn't be the cause for its first scratch. The way some of you will just damage a perfectly good vehicle blows my mind.

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#7  Edited By Fenrisulfr

@BigChickenDinner: Be aware I was paraphrasing there, but it was this really stiff delivery of, "Hey, I found a corpse. I'm going to inspect said corpse." I didn't even see the option to keep the dialog in German. I was looking more for button presses and for tuning the audio levels.

No music, ever. Messes with the game.

@BPRJCTX said:

The thing you have to consider when talking about this game is, this is a budget title, it's coming out at a reduced price, and they probably didn't have much money or time, to work with, that's why a lot of it, is just an improvement from the first game, they probably just didn't have the funds to start from scratch on this concept.

You can look at this game as test of the waters, if ppl like it, and it sells well, they'll make another one, and they'll get more funding, and more funding, equals a better product in the gaming industry.

More money doesn't always tranlaste into a good game, i know that, but look at what these guys did with a limited budget.

Imagine what they could do with a COD budget.

$50 is only reduced on a console, on PC, that's a full on release, but that is changing because the cost is going up and there's inflation and what not. If it were more in the $40-$30 price ranges, then, yeah, that'd be understandable.

While it may be a test, I don't think they're testing the correct things. Their game has windage and bullet drop, great, but that doesn't make combat much more exciting than what CoD pulls of. Eventually, it'll just be second nature as the hours tick away. As it is, a lot of what is in the game feels very artificial. It's there to support this one mechanic, rather than exploring everything around that mechanic. In a game that wants to be a sniper/stealth game, staying out of sight completely (not just belly crawling from hunched-over high wall/object to the next), taking shots from awkward angles, and firing while backs are turned should be the surrounding emphasis of the mechanic.

Money can translate into a better game, but only if the parts the support the main reason behind the game existing are there. The X-ray shots of guys, while admittedly morbidly fun to watch, aren't vital to the core game mechanics and ideas. Spend that money and time elsewhere. Also, I'm assuming this game is 6-8 hours long. Make it shorter, condense it, and flush out the individual scenarios that are more fun to play, allowing for a more dynamic approach to problems, rather than just saying, "This game features a full campaign and there's sniping." While I'll be among the first to say that story and setting are important, the reason game's are unique among media is because they can be interacted with directly, and if that interaction is flat or tedious, it's not a very good game. Or at least, it's not as good as it could be. I think this game could use some better allocation of resources.

Now that's got me thinking about the business: who's the target market and how many copies are planned to be pushed? If it's as narrow as I think it is, why have the extra tidbits, like music or non-German speaking Germans, if this game stays mainly in the core sector? I'd like to see the finances and design docs behind some of these types of games.

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#8  Edited By Fenrisulfr

I don't know what to think about this game. The demo mission was super linear, and as much as I want to enjoy it, I ran into a few issues with it, including my arch nemesis:

The Explosive Proof Door

I think a game like this can be well done, but it has to be more open. Like most shooters, this is just another gallery when the awkward, as another poster mentioned, bullet movement parts are removed. If the designers were to open up the maps more to allow more dynamic encounters, or if they'd change the approach to the game entirely (think either a scout[support fire]/sniper team, or being some sort of designated marksman in a squad of infantry/Rangers) would really help with how the combat somewhat stagnates a little, even so early in the demo. I'm thinking less about initiating combat, and more about being a support element that takes out some guys behind an MG42 that's opening up on your boys, while a mortar team is zeroing in on them.Right there, you've made a much more dynamic encounter. How? Take out the MG42 to let your homies get the hell out of dodge before some 80mm explosive finds its mark, or do you take out the mortar team and hope that your boys can out flank the MG42 and handle that situation themselves?

The AI was also really dumb. And not in the good way. I popped a kraut with the pistol, then another guy came up and said, "A dead body!" We stepped on top of the body, I popped him. The guy immediately behind him said, "A dead body!" Repeat this sequence a couple more times. Even though they're more quiet, silenced weapons still aren't very silent. Within an X amount of distance, the AI should know where I am. I was hoping that grenades and automatic fire would be pouring around the area I was, trying to flush me out into a head on fight. But, unfortunately, that didn't happen and I easily cleaned up all of the guys that suffer from Stormtrooperhelmetitis.

However, the plus side to this game is that it'd be a good learning experience for designers. It has a concept, but I don't think there's enough emphasis on the surrounding material to really make what it wants to do pop and stand out from the rest of the crowd.

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#9  Edited By Fenrisulfr

Would anyone be offended if I left this here?

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#10  Edited By Fenrisulfr

This is a simple literacy test. There's no D in the letter Z. Therefore, it's pronounced "zee."

*scoff* Some English that the English speak. They have the stones to name it after themselves then refuse to speak it properly.