thomasnash's comments

Posted by thomasnash

@drewbert Tommy is from "Tommy Atkins" - it's basically just a generic English sounding name, I think, like calling German soldiers "Fritz"

Posted by thomasnash

@hassun said:

We got a great big Convoy rocking through the night.

We got a great big Convoy. Isn't she a beautiful siiiize?! Convoooooooy!

Ain't she a beautiful sight.

Also, Eastbound and Down is the superior trucking song. Sorry, CW McCall.

Of course neither is a patch on Champion At Keeping 'Em Rolling by Ewan McColl, sung here by Martin Carthy.

Posted by thomasnash

@brad@danryckert The torch is pretty useless. You can buy an item from the bath messenger that cost 2000 blood echoes and it basically does what the torch does, but you equip it onto your belt which keeps both your hands free to use weapons. It's called the lantern or something.

The Hunter's Torch in Old Yarnham (I think) is actually pretty good. It does a surprising amount of damage, fairly quickly, and enemies are scared of it. As a way to save bullets it's pretty effective.

Edited by thomasnash

Did Dan seriously not know what custard is?

Edited by thomasnash

Maybe it's just Jeff rubbing off on me, but I feel like this game is suffering from a bit of an identity crisis.

They want everything to look character action cool, but know that a big portion of the fanbase want old school RPG flavour. By the sounds of it there's a Dark Souls-ish system with the potions/lack of healing options, but that's a system that doesn't make sense in a game where taking hits is an inevitability. The movement is slow and plodding, which undercuts the sense of fun that most open worlds have.

My initial, kneejerk, reaction was actually to say that I thought it looked really sloppy, to be honest.

Ultimately though I think it comes down to this (for me, anyway): Between the revival of turn-based tactical games (Divinity, Banner Saga, Shadowrun and even XCOM), upcoming throwback Isometric RPGs and, on the other hand, more skill based RPGs like Dark Souls, I don't really think Dragon Age is really filling the niche that it was when Origins came out.

Even back then it was a slightly truncated experience compared to the 1998 glory days, and it looks like they haven't totally out of the mindset that has them chasing the look of more action/skill based games. They've never even come close to matching those games (certainly not in how much fun they are to play), and now that smaller studios are going more directly back to the well in terms of RPG design, it just feels like whichever direction you try and approach it from, it looks a bit lacking.

Then again, this is entirely based on the QL here, so please feel free to disregard!

Edited by thomasnash

Oh man, Drew losing patience with the exposition in the middle of this quick look is my Giantbomb moment of the year. Finally they've found a game too slow for Drew!

Edit: Also, that crosshair is horrendous. It's like the worst kind of "laser sight" thing crossed with a horrible original xbox game crosshair.

Edited by thomasnash

@keichan said:

@mbr2: Boy, I'm usually not the type to agree with this sort of sentiment, but...

I feel sort of grossed out, too. I mean, when they went down into that area with the big cartoony gas machine pumping chlorine gas to the surface, turned wheels and pushed boxes around until it stopped, and then picked up a urine-soaked rag as a collectible, I felt very confused, frustrated, and maybe a little offended, though I'm having a difficult time putting into words why I feel that way.

It's worth noting that the "share on twitter/facebook" buttons on the edutainment-like pages for the collectibles amplified that feeling of grossness.


I'm with you on this, kind of. I sort of admired what they were trying to do with the collectibles, with it being just straight up, here's some history business. But the desire to let players know something about the reality of the war is undercut by the rest of the game. Chloring Gas wasn't being pumped out from some crazy machine in a supervillains underground lair, and I think the reality of it is probably much more unnerving and powerfully frightening. Maybe to some extent that's the point? I don't know. I felt something similar when the aeroplane appeared to strafe the car near the end, which seemed to sensationalise the role of aircraft in the conflict?

But the biggest thing that I feel this game gets "wrong" is that the mood it creates isn't one that chimes with what I know about World War 1, because they make it an odyssey, always moving from left to right. World War 1 was a very static conflict - in fact that's one of the most tragic things about it, in my opinion.

I've not played it obviously, so I'm just reacting to what I saw here. Ultimately I don't even know whether I think these are ruinous problems. Like I said, I think the sincerity of their intention shows through, and I don't think that there is necessarily a problem with softening up some of the presentation with a cartoony art. I just wonder whether some of the license they took damages "the message" a little bit.

@darek006 said:

Seems neat. I don't have a problem with the abstracted puzzles because, really, what's the alternative? Pick up bonesaw, use on ankle to remove trench foot?

Posted by thomasnash

@scodiac: I think that's a really perceptive point. I was trying to work out why I found this so compelling! Just a shame that it's not really a vibe you can replicate.

Posted by thomasnash

Actually made me seriously consider buying a PS4. I did a little fist-pump at Grim Fandango - I love that game!

No Man's Sky continues to look awesome, even if that Hell Games guy was super uncharismatic. Some of the things they were saying about it though made me wonder about it, in particular he said a lot about putting each player on a different planet, and how he was looking forward to discovering what we found in the procedurally generated universe. It suggested to me that rather than randomly generated worlds a la Dwarf Fortress, what they had created was one very large (infinite!) universe using their procedural generation tools, and that this was then being solidified as the game universe? Not sure really. I'd also be interested to know what the object of it is though. At the beginning of the trailer it showed some blocks which had a material name and said they were explosive, and it made me wonder if there was going to be a Minecraft/Terraria/Starbound element to it?

Hadn't been at all interested in the Order, but that trailer looked cool. I thought what Jeff was saying about how they were aiming for those really smooth transitions into gameplay from cutscenes seemed really impressive - although I do get his point about not wanting control taken away too often. I'd hope that a system like that would be used more to insert gameplay into cutscenes (beyond QTEs) than to insert cutscenes into gameplay...

Thought Abzu looked real nice - but didn't it look a lot like Journey 2 the ocean floor? I found something about that a little disappointing in a way...

Really liked the look of Blodborne, but I'm a big fan of Dark Souls so not surprising. Hard to say, but I thought maybe some of the world design was trying to differentiate itself from Dark Souls? Maybe I'm imagining that because the creature design looked very familiar.

So yeah, that opening hour really held my interest!