Demon's Souls and Dark Souls. I really like the design philosophy behind those games, but hate the way they control.
Slaker117's forum posts
I don't think so. It's a neat little thing, but to have such a large part of the game rely on something so far removed from the central gameplay mechanics makes for uninteresting game design.
Is it weird that my mind automatically filled in the word "shooter" after seeing "first person"? Made the thread title really confusing.
My math professor only posts one assignment at a time, so I can't get all the work done a week early like I like to. :(
I knew Fez was supposed to be a puzzle game, but I thought it would be more about playing with 2D/3D environment in clever ways than decoding random shit. I mean, you certainly play with rotating the world, but I feel like it never exploited the mechanic to it's full potential, so the all the puzzles, if you can even call them that, involving it sort of solved themselves. What you're left with is a bunch of challenges that don't engage what makes the game unique, and are thus uninteresting. It's like if Portal or Braid only used portals and time manipulation, respectfully, for traversal, and the puzzle solving was limited to deciphering the Ratman messages or story books.