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VengefulGiblets

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VengefulGiblets

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#1  Edited By VengefulGiblets

All this means, if anything, is that we'll get an announcement in two years and maybe see the game actually released in five. HL3 is the new Duke Nuke'em Forever. Hints of a ghost, but nothing substantial until there's proof that you can hold.

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VengefulGiblets

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#2  Edited By VengefulGiblets

Clearly, the Greek just thought that abducting their tourists and selling them back for ransom was the quickest way to make some money. But hey, what do you expect from a country that lied and cheated its way into the EU to begin with? Pretty much this.

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#3  Edited By VengefulGiblets

@benspyda said:

After all this news about the new video cards for the next generation being low end current cards, what do people think about graphics in the next gen of consoles?

Personally, I just hope that these "low-end" cards in the new consoles (can) use DX 11. If that's the case, then studios should have a lot more options when it comes to porting games to or from the PC.

Admittedly, none of this matters if it's another "Dungeon Siege III". No amount of technology can fix something that is inherently flawed.

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VengefulGiblets

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#4  Edited By VengefulGiblets

/pops popcorn

This will end well. Very, very well - for us, not so much for you. You're on the train. We get to watch the sparks, the fire, and the explosions from a safe distance.

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#5  Edited By VengefulGiblets

I agree that the button reading in these games is absurd, and needlessly inflates the frustration level. Fighting game devs can't seem to tell the difference between "difficulty" and "frustration", although that can probably be said about most genres these days.

I've thought about this and I've come to the conclusion that not only is it a good method to squeeze more money into arcade machines (which I agree with completely), but it's also a quick & simple way to "add difficulty". There is no real AI to speak of, so no coding goes into creating AI or even logic. It appears to be completely binary, in that the CPU either does or does not react to button presses. Sometimes they stand around waiting to get hit or will throw out a pointless attack, and other times they read your inputs and react perfectly.

This isn't limited to Soul Calibur 5, of course, and it makes the concept of "unlockable" characters all the more frivolous.

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#6  Edited By VengefulGiblets

So I'm just about to 50. It's been, by and large, best described as "okay". A few of the worlds are places that you just want to be done with and feel akin to taking out the trash. Others manage to be alright. It's very much a mixed bag. BioWare certainly seems to enjoy making desolate landscapes of one form or another, though, and that gets old after awhile.

I think that a part of the problem for me is the class. When I rolled a consular, I wasn't expecting a combat class. I was expecting a class that had a story line around diplomacy, investigation, and generally something a little more "Star Trek: Next Generation"-ish. A story that's more about the characters, people, and circumstances than the pew, pew, pew - THAT would be for the Jedi Knight.

As it turns out, my expectations were entirely wrong. BioWare made the Consular class just another "bash them in the head" approach to gaming. It's very disappointing, and the class never becomes more about diplomacy. Every class mission is you being sent into a location to kill a bunch of bad guys. Never once are you making any real decisions, meeting politicians (who you don't kill, anyway), or in any way being a diplomat, unless you think that stuffing a light saber into someone's back is, in fact, legitimate diplomacy - then you do it constantly.

I think that SWTOR would have been more interesting had I rolled a Knight, or any other combat class. Everything would have felt like it fit. As it is, it's like they give Hillary Clinton a machine gun and tell her to make a surgical strike against the enemy in order to further her diplomatic ends. While certainly amusing, it just doesn't make any damned sense. You get a few diplomatic responses in text when making your "choice" during cut scenes, but those are immediately brushed off by the NPC that you're talking to. All roads lead to Rambo Hillary; just you, your light saber, and your companion taking out entire armies.

There's also the issue of your character's abilities (otherwise called "spells" in other MMOs). Basically, you'll be using the same three main attack abilities from level 1 to level 50. In regards to the consular, that's the Pebble Pew ("Telekinetic Throw"), which toss a lot of tiny rocks at your target, and the Chunk Chucker ("Project") that you've seen in the videos that tosses a large rock or such at your target. Those are your primary attacks, and your skill trees revolves around them. Your basic rotation is: Double Strike to get the critical hit bonus to pop, then Project to hit them with a guaranteed critical hit. You do this three times, while using your single, basic light saber swing between these attacks because that builds up your "Force" (aka "Mana"). Once you do this three times, you get a stackable buff that causes your Pebble Pew to do a lot more damage as well as heal you (I have no idea why throwing a bunch of rocks at people heals you O.o).

Between that rotation you'll be using your interrupts / brief stuns in order to stop the bad guy from using their special abilities. It's all very basic and repetitive.

Is the game terrible? No. Is it very simple and full of single player game issues? Yes. Maybe I can talk more about those later. For now, I've typed enough and I'm going to go do something else.

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#7  Edited By VengefulGiblets

Pay to win. I'm sure it'll be a hoot when they sign in to "deal pwnage" to the "losers" who haven't paid as much money as they have, only to QQ over the frustration of playing against their own kind. You lot have fun with that mess.

This was going to be a day one purchase for me, but there's no way in hell that I'm spending money on it after this gem business.

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#8  Edited By VengefulGiblets

Ah, AJ, I just fell in crush with her all over again. <3

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#9  Edited By VengefulGiblets

This article has a good point, and I'll add to the question:  Where do you go back to, when you release an updated version of these classics?
 
Phantasy Star is a perfect example. The experience with the RPGs (I'm thinking Phantasy Star II+) and the experience with the online version were completely different.  One had a focus on character development, story, and the world in which the events were unfolding.  It was at least as good as Final Fantasy in FF's heyday.  The other was.... well, it was PSO which, as far as I'm concerned, should never have been called "Phantasy Star".  I'll be uncharacteristically polite and leave my PSO comments at that.
 
But there exists the problem. Which do they pull inspiration from if they make another Phantasy Star?

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