RandyF's forum posts

#1 Posted by RandyF (189 posts) -

You find some codes by using the hack gun on certain parts of the environment. They pop up in the jarbled characters in the top right of the screen. If you use the codes in that area, you unlock a hidden passage.

I've only found a couple.

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#2 Posted by RandyF (189 posts) -

My PSN is Rabdt.

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#3 Posted by RandyF (189 posts) -

For someone who is used to the cold, t-shirts in the current NY temperature isn't unheard of, but for someone used to California weather, it would be advisable to wear a light jacket, a sweatshirt, a hoodie, or something along those lines. It's still not exactly warm just yet.

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#4 Posted by RandyF (189 posts) -

Not to bum anybody out, but there is very little to actually do in the Gold Saucer. You can do these weird lottery ticket things, play Triple Triad, do the Chocobo Racing (theoretically - I haven't seen it yet), and that's more-or-less it. It's nowhere near as jam packed as it was in FF7.

I'm all for nostalgic locations in FFXIV, but people need to be realistic about this. I saw people in the chat losing their minds.

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#5 Posted by RandyF (189 posts) -

If the difficulty is such that a big portion of the playerbase will be unable to see the content of the game, then maybe have an easier difficulty setting. Otherwise, design it to make it the best game possible.

That doesn't mean super hard games can't exist. Super Meat Boy's whole point is being super difficult. It would be silly to have an easy mode for that.

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#6 Posted by RandyF (189 posts) -

As a song, I think Resident Evil 2 has the best, followed by 3. For what it's going for, I think the original Resident Evil is the best. The safe room is supposed to give you a breather and give you a false sense of safety. Nothing does that better than the original's. I could easily see it fitting in at an office of an acupuncturist or something.

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#7 Posted by RandyF (189 posts) -

It's an age thing. Either you're too old to think of video games as anything other than toys that should never be mainstream, or you're too young to understand the difference between a critic and a creator. Eventually, the older generation will die off and video games will have been around long enough that this stuff will happen less frequently.

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#8 Edited by RandyF (189 posts) -

I think any advantage you gain by being more agile is instantly diminished when you are forced to switch camera angles and have to alter your stick to go in the right direction. Yes, being able to turn on a dime will get you out of situations, but the way in which you'll have to constantly readjust during scene changes is a major drawback. I think it balances out. Not to mention, the way zombies grab you, I don't think being able to move around faster will help all that much. They kind of suck you in if you're in front of them. Just stick with what feels comfortable to you.

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#9 Edited by RandyF (189 posts) -

I don't think the controls "add" anything to the experience. I do think, however, that when you're moving in a direction with the alternate controls and the camera changes to show you running in a completely separate direction, it is extremely jarring. Then, if you move the stick slightly, your character starts running in the direction of the stick relative to the camera. The game was not built for these controls. With the tank controls, you know exactly which way you're going to be running at all times.

I've never gotten the hate with the tank controls, anyway. I think they're fine once you get used to them. But that's coming from somebody with many years of Resident Evil/Silent Hill experience.

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#10 Posted by RandyF (189 posts) -

@csl316: Essentially, yes, they are tank-ish battles. But the thing that Left 4 Dead has that this doesn't is that there are objectives outside of the tank battles. In this, your sole reason for entering a match is to FIND the tank and kill it. You are far more capable of doing so in this game than you ever were in Left 4 Dead, though, so it's a lot less tense. That's not to say it's bad, but the rest of the match doesn't really have anything else. There are environmental obstacles and enemies that kind of just feel like they were put there because the maps felt empty without them.

I think it really does just come down to the value proposition. $60 just seems like too much money for what's offered here. Titanfall had this problem. Destiny (in a separate but similar way) had this problem. And the skill progression is what keep people going back in Call of Duty, but this game has very little of it. You unlock new characters and monsters (which, in my opinion, should be unlocked from the start anyway). That's kind of it. You get little "perks" that you can take with you in a match, but you can only take one, so there's no sense of a class build or anything.

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