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randyf

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randyf

200

Forum Posts

10

Wiki Points

4

Followers

Reviews: 2

User Lists: 3

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randyf

200

Forum Posts

10

Wiki Points

4

Followers

Reviews: 2

User Lists: 3

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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randyf

200

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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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randyf

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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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randyf

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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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randyf

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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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randyf

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#7  Edited By randyf

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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randyf

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#8  Edited By randyf

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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randyf

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@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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randyf

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I'm currently playing the Closed Beta on PC - the one that was released after the game went gold already - and I'm enjoying it quite a bit. However, after playing it most of the night last night, I have a major concern with it.

From what I can tell, the only other mode that is not currently in the game is Evacuation. I saw a video on it and it looks cool and everything, but it just kind of seems like a more prolonged version of the mode that's already there. Which is a fine mode, but it's essentially you just hunting the monster if you're the humans and hunting down the humans if you're the monster. The game doesn't change dramatically from match to match. I'm not sure the player count or the limited mode varieties will be enough to sustain this game for that long after release. You're not unlocking stuff that much, and the things you do unlock are only slight variations on the things you already do have.

Titanfall had a similar problem of not enough content and having no single player to speak of, but that game had way more unlockables and other modes and it still didn't take the world by storm. How is a game with one concept and no variations on that concept going to hold anyone's attention for much more than a couple of weeks at most? A $60 price tag might be a bit steep for what's here.

I realize that this is a beta, but after doing some research last night, from what I can tell there will be 12 maps, 3 characters per class (and 4 classes, so 12 characters), and 3 monsters (and an extra if you preorder, which sucks). While the game could add more content in the future, that content will more than likely cost money. It kind of sucks that they would expect you to shell out more money to make the base game feel complete.

It sucks, though, because I had a really good time with it. I know it's a smaller-than-average team working on it, but when they're charging a big developer price, they're going to get big developer comparisons. That's only fair.

Have you guys been playing it? What do you think?