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lapsariangiraff

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lapsariangiraff

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Explaining metaphor to Dan is hysterical.

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lapsariangiraff

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This is 7 years late, but, for Arnold Schwarzenegger Fulton lines:

"Need a lift?"

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lapsariangiraff

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@nodima: Resident Evil Village is... deeply goofy. If "less scary, more B-movie" is what you want from your RE, then I think you'd like Village a lot. There are a couple of more horror-y bits, but they are the exception, not the rule.

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lapsariangiraff

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@topcyclist: Totally, I tried to get more of my positivity across with phrases like "hey, these are only problems compared to one of my favorite games of all time," but the piece is definitely nitpicky on the whole.

I've been enjoying my Hardcore difficulty playthrough a lot though! I hear the one above that, Village of Shadows, is just insufferable on a new save file. That might be intended for New Game +.

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lapsariangiraff

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@brick_shithouse: I didn't mind the factory so much because I got some off-brand Regenerator vibes from the Soldats, and there was some backtracking with Heisenberg's key, but for me the breaking point was the stronghold with endless Lycans to fight. I actually backtracked a little to pick up some loot, and you can retrigger the "here's a lot of guys showing up to fight you" moment multiple times, which feels like a huge oversight in scripting. Literally just ran away from them and yelled "fuck you, game," as I proceeded. Also, if the 4 comparison tracks, and the big hammer guy is kind of like the Big Cheese, then he's a way less interesting fight than that guy was.

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lapsariangiraff

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Edited By lapsariangiraff

@panfoot: Ahem. You can rotate items to be vertical or horizontal, but you cannot deliberately meme your inventory to be straight up upside down, either vertically or horizontally! They will always be properly upright, no matter how hard I mash the rotate key.

I DEMAND JUSTICE, CAPCOM!

In all seriousness I had no trouble organizing my inventory but it bummed me out I couldn't do silly stuff like having my guns upside down.

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lapsariangiraff

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Edited By lapsariangiraff

@crashman06: I will say, there is a lot less of that dynamic in Village, ie, here's a menacing figure you can't kill but who will chase you around the house. The castle has a lot of that, but that's pretty much it, save one sequence a little later.

But that is still present.

Edit: Also that game opens up with your wife trying to kill you with a chainsaw and then you shooting her in the head, I think it's totally reasonable to nope out at that point, lol.

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lapsariangiraff

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@efesell: I hear in 9 they're just going to start the game with your character losing every limb in a woodchipper. Then you wake up the next day with a couple of staples and some duct tape on your character model and it's A-Okay from there.

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lapsariangiraff

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@dijidiji: Fun fact, Hunt was originally going to be Hunt: Horrors of the Gilded Age, as a PvE 4 player co-op third person shooter. So the desire for co-op in this setting makes sense, ha. The early footage looks just as pretty as the game ended up being, but the actual gameplay there is pretty rough. Very bullet sponge-y enemies to compensate for 4 players running around, as opposed to the final game, where every monster can be killed in 1-2 hits if you have the right weapon. (The only possible exception being the Meathead, which can be killed with one explosive but you need to use an explosive to get him down quick.)

In the case of XCOM, I genuinely think it's a problem with creating interesting problems to solve with the new power level, things you couldn't do before which you can now. Just having bigger health bars on every enemy who powers up to do a big damage attack, turning every encounter into a DPS check (defeat the Sectopod before it fires -- or else!) is boring. And it encourages that super passive playstyle of keeping 5 guys on Overwatch because you want every possible gun firing per round to succeed those DPS checks.

I agree that a lot more games would be more interesting if the power "cap" put you in a position where you still had to engage with the core gameplay to the same degree you did before. I understand the impulse to give players a fun "haha, you can just wreck everything!" moment or two near the end, but when it lasts for longer than a couple of hours, it's just not very fun anymore.

In short, it's not really a question of power -- that's what comes up when a designer has failed to make the enemies as engaging throughout. It's a continual question of player verbs and whether there are interesting problems to solve with those player verbs. I might update this later with a list of games I think do pretty well at this.

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lapsariangiraff

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Edited By lapsariangiraff

@cptbedlam: Thanks! Yes, this is a game that is best played with friends when you're new. You can have a good time solo, but it will be an uphill battle as matchmakers (I hear) don't tend to play with new people, and alone can be done but you're literally fighting 2 to 1 or 3 to 1 battles.

@mr_guffman: Thank you! This game is incredibly underrated, and it's been pretty nice hearing people say that this piques their interest. Sadly, this is the most commented Hunt thread on GB : ( I'm just glad that the playerbase has bounced back recently so I can wholeheartedly recommend it.

@big_denim I know very little about the Xbox playerbase, but I'm sure the folks in r/HuntShowdown are more knowledgeable than I on that.

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