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sgt_match

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sgt_match

141

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#1  Edited By sgt_match

Zombie hunter, it is out now, and you were right.

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sgt_match

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#2  Edited By sgt_match

The demo blew.  But it truthfully shouldn't be the reason you don't buy the game.

 If you dug Res 4, there is no good reason you shouldn't dig this. Is it linear? yeah. so what? so was dead space and nobody complained. The gameplay hasn't advanced much, but neither have most franchises.  IT AINT BROKE.

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sgt_match

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#3  Edited By sgt_match

Wasn't great. some pretty good laughs but I got it on the second, finished it with 65 percent of the tropies and traded it in. Wish I had rented. no reason to go back.

But some good jokes...

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sgt_match

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#4  Edited By sgt_match

WTF? grinding?  I think the multiplayer is pretty accessible to new players.  I don't have constant internet access and have managed to have plenty of fun.  I'm dying more than I am killing, but it doesn't feel like a chore.   Doesn't feel like grinding at all.  It just limits your choices until you have some play time in.  But I'm not getting slaughtered.

(stop bitching about the aiming.)

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sgt_match

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#5  Edited By sgt_match

The games do keep getting better.  Contracts was better than Silent Assasin, Blood Money was better than Contracts.  It was a good idea to reduce the proximity alert factor.  I'd like to see notoriety play a bigger role.  Upgradable weapons are a must, I missed them in Contracts.

What if the entire game takes place in one city.  I know the locales are a big part of Hitman, but what if there was more of a sandbox feel and maybe some side missions.  Imagine actually stalking someone for a couple days, getting to know their routine, sneaking in and looking at their daily planner maybe? dunno. it could work. It looks like 47 might be freelance, not working exclusively for the Agency anymore... so it could work. 

In any case I loved accidents, but they need to not be the only way to get a silent assasin rating.  Just because a guy was strangled doesn't necessarily make me a worse assasin.  There should be multiple paths to your objective and therefore many ways to get in, kill, and get out without being seen and without leaving evidence.  And then there could be some online community play like in Banjo Kazooie where people could compare their silent assasin rated kills.  maybe even a  points system where one silent assasin kill is better than another.  Both don't gain you any notoriety, but cutting a dude's break lines might be better than sniping him.

I like the way Hitman handles their stories.  you kinda have to look for clues them to find out how the missions are connected and what they mean to 47.

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sgt_match

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#6  Edited By sgt_match

I HAAATED resistance.  call me a douche. Just didn't care about anything.  Nothing was bad... just wasn't special.  I had zero interest to finish it.

 I think that the weight behind movement in Killzone is a nice change of pace.  Floaty Halo controls are commonplace, you just have to get used to something different.

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sgt_match

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#7  Edited By sgt_match

I haven't played any sf4 yet... so I will wait to prove you wrong.  The characters in Street Fighter are mere stereotypes and in past games spamming E. Honda's fast attack always allowed me to kick ass.  No game will reward you for juggling combos like MK.  So in the meantime, I can only call you a douchebag.

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sgt_match

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#8  Edited By sgt_match

So there, I am standing in best buy.  Today is payday... and  I really should be saving toward next month's rent and not counting on my tax rebate getting in by then.  But no.  There it is, Fear 2... I hadn't realized it was realeased. But no, I decide I don't need it.  Save your money.  You have Killzone pre-ordered.

When what to my wonder should appear but Brothers in Arms: Hells Highway limited edition for 50 bucks.  I know nothing about the series.  "Wow," I think to myself, "50 dollars is cheap for a collector's edition" My inner monologue doesn't actually read the difference between the words "collector's" and "limited"

A generic WW2 shooter you might say?  I don't know, I haven't played it yet.  But I gots me a 6 inch action figure of a WWII soldier and that is pretty damn cool.  I still have Call of Duty: World at War rented... I shouldn't have bought it... but yay for impulse purchases... guess I'll see.  That was a lot of ellipses.  What is the plural of ellipsis?  is it just Ellipsis?  Am I even spelling Ellipsis correctly?  Word up?  no red line.  cool.  No matter, I've got one and a half hours of gaming to do before I have to drive to Emmett to eat dinner with the parents.  Worst case scenario,  l'll trade in the game towards Killzone and keep the action figure.  action figures are sooooo much cooler than figurines (Capcom... take note... 90 bucks is a horrible price for a crappy bunch of extras in the Res 5 special edition).

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sgt_match

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#9  Edited By sgt_match

I see what you are saying.  And I have no doubt that RE5 will be fabulous.  You just can't ignore that the Dead Space controlls feel like a streamlined RE4 scheme.  I get what RE5 is trying to do, I just think that the genre of video games has moved past using those methods  (stop to shoot movement, complicated interface) to achieve it.  I think the comparison is fair.

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sgt_match

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#10  Edited By sgt_match

Ok, so now I have played the Resident Evil 5 demo and... well, it felt a lot like Resident Evil 4.  A friggin beautiful, hand-your-ass-to-you Resident Evil 4, but the feeling was still there.

The demo was difficult, it was kind of the anti-twitch shooter.  The zombies are slow, but so are you.  With inventory control and ordering Sheva around, it felt a little complicated.  The gameplay in Resident Evil 4 felt revolutionary, but in 5 (so far) they just feel kinda sluggish.  This is the last game they will be able to get away with forced stop-moving-to-shoot mechanics.  Frankly, gameplay felt last gen, adding complexity to simulate realism.  Current gen can afford to be more intuitive.

Dead Space had a similar control scheme, but the Dead Space controls felt better.  The Resident Evil context-sensitive melee moves are not as cool as stomping limbs off.  Being able to creep down a hallway with my gun drawn didn't hurt the presentation in any way.  The extra frills in Resident Evil 5's controls hinder it.

Graphically, Dead Space isn't as good as Res 5, but  what is? The game is so pretty, I tried to get it drunk and take it home.

I'm still keeping my pre-order of Res 5 and will get it day 1.  I'll enjoy the hell out of it... but so far, I'm more of a Dead Space guy.  If I wanted to stomp a dude, I just did it, as opposed to thinking about shooting them in the leg, running up and contextually uppercutting him.  I could back-peddle while shooting rather than stopping.  The Res 5 demo was hard and a little frusterating.  I didn't want to die because it kind of felt like a chore.