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sinjunb

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sinjunb

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#1  Edited By sinjunb

I just spent like 6 hours straight playing it up until the first Cyberdemon fight. It's already one of the top 5 best shooters I've ever played. The gameplay is just fucking insane and always so much fun, there's a ton of variations on the weapons so you're never forced into one style, the maps are huge, and the story is both hilarious and awesome. I also happen to really enjoy the melee executioners in practice, I wasn't sold on them until I saw how they really integrate with the flow of the game. They do a really good job at breaking up all the shooting and adding some styyyyyyle into the mix. This really is the perfect Doom game, easy GOTY material and I'd frankly be shocked if shooter fans like Jeff don't like it.

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sinjunb

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#2  Edited By sinjunb

This. Game. Is. Perfect.

It's everything I ever wanted. The best SP FPS since Half-Life 2 was Wolfenstein TNO and this has blown that game out of the water. Yes, the story there was more emotional but the story in this is the quintessential perfect Doom story

I mean, good lord, they knocked it out of the park. It's literally a direct sequel to Doom 2 (maybe even including Doom 64?). Everyone is afraid of Doom Guy, and he's just fucking pissed all the time. Destroying things Samuel Hayden wants him to keep intact, slamming buttons, it's like he was having such a good rest until these asshole demons woke him up again. It's wonderful.

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sinjunb

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It took me 15 minutes to realize this is totally not my thing. I need more from my cover based shooter than collecting loot and making numbers go up. It seems like a really well made one of those, and Im sure people who like games like this will like this one.

Same here, though I spent an hour. The graphics are great and it's really atmospheric, but at the end of the day it's just the most substandard cover shooter ever. Go here, get under cover, shoot these guys. Rinse and repeat. That's the game from what I can tell. Maybe there's some variety with co-op, but I'm a SP guy.

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sinjunb

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#4  Edited By sinjunb

@nevergameover said:
@sinjunb said:
@knivesout said:

@twolines: Yeah I understand the in-world hike is long and arduous, but I dunno, after 79 days I'd like to think they would've said hey, let's meet half way for a picnic. She just felt too close in the game to only be contacted by radio, instead of being somewhere absolutely 100% out of reach. I understand that's the essence of the game, and I loved their interactions and what the game was trying ti go for, but the game didn't give me enough of a reason not to ever meet up. Like a story about an astronaut and someone on Earth, for example.

This was my big complaint, too. There's no logic behind it. Delilah was talking to Henry all the time, flirting with him and almost outright saying she'd like to fuck him. The hike from your lookout to hers at the very end of the game takes maybe 10 minutes, 15 minutes tops - there's really no reason for them not to have met.

That being said, even with the really unsatisfying third act (I can mostly accept Delilah and Henry never meeting and their relationship completely fizzling out after reality kicks back in), this was a really well written game and blows Gone Home out of the water. That game was extremely trite and heavy handed, this felt really natural right down to the dialogue. And the atmosphere is incredible. Very strong sense of place, and evoked the feeling of hiking out in the wilderness as well as any other game I've played.

Pretty much the entire point of the ending is that they have the opportunity to meet at the end of the game but they realize that it will break the illusion of their relationship. So, yes, there absolutely is logic behind the fact that they choose not to meet.

What I'm saying is I don't buy that explanation at all. Wanting to escape reality isn't the same thing as not wanting actual human connection. These are both well-rounded, outgoing people. Henry was (is) married and Delilah slept around, from a character level it makes no sense that in 79 days they didn't find some excuse to meet. If they'd expressed fear of getting close to people, were loners or introverts or something like that, I'd maybe be convinced. But neither of them were that type.

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#5  Edited By sinjunb

@sinjunb: Okay, but a lot of it still doesn't make sense. Ned was never reported missing by any family or friends? Brain had to have had a mother? That body would have been found pretty damn quickly being in a known cave, as well as Ned for hanging around that area. The whole mystery felt unrealistic, and as a result the way Delilah and Henry's relationship concluded did as well.

I also have gripes about how they never met up for lunch or something considering how close they were? At the end of that game I was baffled at how close her post was.

Also how does she cut off contact? Delilah said to deal with Julia, then maybe she could come down to Boulder to see Henry? Did I misinterpret that? Or you must mean her getting on the early chopper?

Totally agree with you about them never meeting like I said in the post above your last one. And I interpreted "maybe I'll come see you in Boulder" as letting him down easy, that she actually has no intention of doing that. Getting on the early chopper is what said it all. She had feelings for him during their time together, but then it was over.

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It really bothered me that it became some dumb mystery that ended up having no pay off as well as not making very much sense... The initial moments of the game, setting up this question of if it's wrong to fall in love with someone else while your spouse has dementia, a disease that kills the mind but not quite the body, was unbelievably interesting. It's one of those impossibly hard questions, and they really had me up until the morning after the Fire Naming Scene. The scene can play out very intimately and seems to start putting serious pressure on that question, then the game LITERALLY sucker punches you out of this character piece and into a mystery. The tricks with paranoia were at times very effective but overall it was a huge letdown that the story went that way.

The ending is something I'm still sitting on... Delilah leaves the whole relationship up in the air. He tells Henry to go see Julia and sort that out before seeing her, and that's completely fair, but why wouldn't she wait for Henry? He's wandering through smoke, alone, asking for her to stay and she leaves. I get that she sabotaged her relationship with Javier in the past but nothing else sets her personality up in a way that'd suggest she wouldn't stay, just in case. I guess it mostly makes sense, but I just felt like there was so much more left on the table to explore between the two. (Like instead of a mystery!)

At the end of the day, I loved certain parts about it a whole damn lot, but Firewatch is my biggest disappointment of the year so far.

Delilah was there to escape her life same as Henry, and Henry finding the dead boy basically killed their relationship. She felt responsible for what happened, and now her and Henry's entire time together is under that cloud. Mixed with them never actually meeting, her just leaving him and cutting off contact is sadly a tragic yet honest and realistic turn of events. It's a very sobering third act that I only wish had more of a resolution to it, detailing what Henry does after with his life.

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#7  Edited By sinjunb

@knivesout said:

@twolines: Yeah I understand the in-world hike is long and arduous, but I dunno, after 79 days I'd like to think they would've said hey, let's meet half way for a picnic. She just felt too close in the game to only be contacted by radio, instead of being somewhere absolutely 100% out of reach. I understand that's the essence of the game, and I loved their interactions and what the game was trying ti go for, but the game didn't give me enough of a reason not to ever meet up. Like a story about an astronaut and someone on Earth, for example.

This was my big complaint, too. There's no logic behind it. Delilah was talking to Henry all the time, flirting with him and almost outright saying she'd like to fuck him. The hike from your lookout to hers at the very end of the game takes maybe 10 minutes, 15 minutes tops - there's really no reason for them not to have met.

That being said, even with the really unsatisfying third act (I can mostly accept Delilah and Henry never meeting and their relationship completely fizzling out after reality kicks back in), this was a really well written game and blows Gone Home out of the water. That game was extremely trite and heavy handed, this felt really natural right down to the dialogue. And the atmosphere is incredible. Very strong sense of place, and evoked the feeling of hiking out in the wilderness as well as any other game I've played.

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sinjunb

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#8  Edited By sinjunb

They didn't commit. The characters were great, the story was good, but at almost every turn they chickened out or didn't follow through, and the complete lack of character interaction (as in, seeing actual character models with faces) hurt the emotional impact they were going for big time. Even moments like seeing your reflection in a mirror, or a flashback of Henry with his wife, anything. The relationship with Delilah ultimately meaning nothing and her clearly having no intention of ever meeting him was anti-climactic and sad, but totally realistic. It was emblematic of internet relationships and actually really relevant to today's world when you think about it. I also liked their play on conspiracy theories with the main plot, they never intentionally trick you, the characters just respond like people do when faced with bizarre circumstances. The problem was they just don't follow through with the human core of it. All of a sudden a fire erupts, Ned bails, and Delilah bails and there's no resolution to anything. It's like they ran out of money. There needed to be an intimate, real moment of Henry coming home to his wife and her not recognizing him or whatever, and him ruminating on the time he spent at the park. It ultimately just left me cold by ending as suddenly as it did.