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Lucifer

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Lucifer

338

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I think this was a thing better left dead and buried. Whatever thoughts people had on this controversy won't change now.

It will simply lead to more shitflinging, harassment and people being mad at each-other over the internet.

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Lucifer

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#2  Edited By Lucifer

Fake e-sports commentary makes me want to jump into a fire.

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Lucifer

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#3  Edited By Lucifer

I am in the minority who liked a lot of what Resident Evil 6 brought to the table, they just presented it in the worst way possible.

Sliding, dodging, quick shooting. Mechanically, I thought RE6 was interesting, but the pacing and the way the campaigns were designed was just terrible. It acted like a corridor cover-shooter yet it was in no way designed to be played as such. Story was a goddamn mess; instead of feeling like one long game, it felt like 4 extremely short ones. Way too many shitty set-pieces and explosions, no scenario in the campaign was properly explored since it all moved at such a breakneck pace. It was extremely disappointing since Resident Evil 4 is one of the most finely crafted campaigns ever in my opinion.

I think games like Dead Space 2 have proven Action-Horror can work, and with RE5 and 6 being Capcom's best selling games an old school Resident Evil 7 is a pipe dream. RE7 needs to ditch the cramped corridors and non-stop explosions, while also introducing an opposing force that provides a significant threat to justify the more action oriented gameplay.

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Lucifer

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#4  Edited By Lucifer

It has a nonsensical story, mediocre gameplay, hilariously bad acting, shitty performance and is all around rough around the edges.

Yet it is easily one of the most memorable games in recent years for me. Even though it is a horror game, I feel the horror is almost secondary. It has a certain charm and quirk that is so typical of Shinji Mikami. The campiness of Resident Evil certainly shines through, but it is still very much its own thing.

The Evil Within is a very hard sell; because the things some people love about is also what many others hate. The best way I can describe it is that it feels like a japanese horror game released 10 years ago, but with modern elements kind of hamfisted in at the last second, for better or worse.

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Lucifer

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I have said this before, but I think the solution to the Open World fatigue lies in games of the past.

It's time for big, non-linear levels of the late PC games era to make a return. A linear and controlled progression to the pacing of the story, but great freedom for the player when it comes to gameplay instances.

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Lucifer

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After playing close to a 100 hours of this game, I have to admit that it benefits very little from being "Open World".

The freedom of infiltration is amazing; but that is really all it has going for it. MGSV's achilles heel is its progression, pacing and variety problems, the story constantly has to justify going back to Afghanistan and Africa and a lot of the missions just feel like filler in areas you may have already visited. I can't help but feel that a game design similar to Hitman would have worked much better for this game. Several open levels, multiple ways to tackle an objective, but just overall smaller zones spread all over the world with more tight level design instead of just massive landscapes.

I see what KojimaPro was trying to do here, but it is ambitious to a fault. There are definitely some really cool moments like running into Quiet out of the blue, but one or two cool moments doesn't really justify the big worlds for me. Especially seeing as the missions are cut up into area of operations anyway.

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Lucifer

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I thought the character change was pretty weird. Naturally it has to line up with him killing himself due to MGS2; but was there anything to foreshadow him being such a giant shit in Peace Walker? He just seemed like Otacon in that game. I know it's been 9 years but the change was pretty jarring.

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Lucifer

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I was talking with somebody on a message board about why the Fox Engine does what it does, and he geeked out pretty hard over it. He basically told me that it gets away with doing what it does because all of the models are fairly low poly, but that the lighting techniques and shaders give it all a high poly sense of depth.

I noticed this while playing and it's extremely fucking clever. Some times it's more noticeable like with Snake's normal arm in the chopper. But my mind was truly blown when I played the C2W Subsistence mission and Snake had no gear on him, he was actually super square'y and low polygon at times. But the weapons, lightning, blur and art-style hides it super well.

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Lucifer

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I had the sneaking suit and the first shitty rocket launcher for this mission. I must have died 20+ times to those fucking tanks that snipe you with one shot.

I refused to use the Chicken hat.

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Lucifer

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The plot twist basically saved the whole story for me.

It had been extremely underwhelming and disappointing at face-value; but the twist puts this kind of meta spin on it typical of Kojima. When Big Boss is talking to you it feels like he is saying that this was never meant to be his story, but yours. Hence the focus on player freedom and choice. It was very similar to MGS2 with its bait-and-switch marketing. It was never going to be about Big Boss's downfall really. I feel that the horn just perfectly symbolizes this. People thought it would grow in relation to the story, but it grows in relation to player actions.