PeezMachine's forum posts

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#1 Posted by PeezMachine (343 posts) -

Shadow Warrior 2. It was a banner year for shooters, which probably didn't help this gem get a lot of exposure. Look, I love the Borderlands series, but I'm still waiting for a BL game that gets it all right. Shadow Warrior 2 IS that game. Play it.

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#2 Posted by PeezMachine (343 posts) -

Arrival

Loved it, but then again, I'm a sucker for non-linear storytelling. It felt like a very strong episode of Dr. Who.

I appreciate a film that will take its time with slow establishing shots and strong visual language over pure dialogue, though Arrival ends up paying back the interest on this by VO-ing it's way through some interesting stuff in order to make up for lost time. It's a bit of a missed opportunity given that the film has the tools to deal with leaps in time built right in to it, but certainly not a dealbreaker for me.

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#3 Edited by PeezMachine (343 posts) -

Yeah, the "Career" mode isn't that extensive, and since there's no persistence between scenarios, there's not a lot of incentive to do anything above the bare minimum to meet the conditions. It seems like the weakest part of the game by far. The "Challenge" mode is your standard "start with X budget, build and manage a park," which also means researching new rides and whatnot. This mode will occasionally pop up goals like "make a coaster with at least X Fear rating" and will throw some cash at you for doing so, but there'e no win condition. The hook so far for me is that there's a great toolset for making rad rides and parks, but if you want more structure you might be disappointed.

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#4 Edited by PeezMachine (343 posts) -

The Vive is some impressive-ass hardware, but the software lineup means I'm more than happy to keep using my friend's every month or two. As for standout Vive games, I'm personally a big fan of Space Pirate Trainer, largely because it feels really nice to be physically dodging incoming shots. I've had a near-perfect experience with the head and hand tracking in all games.

As for the future (since you seem to be in the wait-and-see camp), The GB gang mentioned the potential for something like a VR Black and White, which I think would be a great use of the tech -- even the controller-bound AirMech VR is pretty rad. I think the real limiting factor for VR is going to be movement. Vive games typically rely on teleporting, and having done some playtesting for a PSVR game that had more traditional joystick movement, I can say that teleporting is MUCH nicer on my stomach. As such, I think it'd be a real shame if folks simply tried to make VR games that are effectively "traditional" games but now in VR instead of really building from the ground up to play to the strengths and shortcomings of VR. It'd be a bummer if all we have in two years are a bunch of games where folks said "it's a shooter, since people like non-VR shooters, but you just jump around because hey VR," but I guess we'll never know unless the hardware catches on.

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#5 Posted by PeezMachine (343 posts) -

Might go random since I don't think my Dutch Crew is available. Rome looks preeeetay nice, but I'll see if there are any big trading civs up for grabs.

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#6 Posted by PeezMachine (343 posts) -

Now I'm reading some flat earth stuff, please send help.

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#7 Posted by PeezMachine (343 posts) -

Man this guy's memory is FOR SHIT. Like, we all have really bad memories, but this level, it is next. Getting to the end where he's like, "this isn't a conspiracy theory, I'm just saying that people are conspiring to change shit" is just [chef's kiss].

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#8 Posted by PeezMachine (343 posts) -

Civ VI bring it.

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#9 Posted by PeezMachine (343 posts) -

@silver-streak: I think a more elegant solution here would be to spread some of the first-level perks out over several levels. For example, give the initiative advantage at level 1, the first-round damage at level 4, etc. The same could also be done with the non-combat Natural Explorer perks, which could gain radius or utility over several levels. This eliminates the "one-point-wonder" effect while keeping the spirit of the changes intact.

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#10 Posted by PeezMachine (343 posts) -

@arbitrarywater: The Extra Attack perk is there, it just got moved out of the class and into the Conclaves -- both Hunter and Stalker get it -- and Beast companions now get their own turn.