i agree with sinclair for the most part. video game music isn't memorable. it's bad a lot of the time, and it's good some of the time, but the best video game music isn't something i'd listen to on its own. i'd also like to see active "foreground" music in games as well.
i think a couple songs from sf3s are pretty cool. bed and breakfast from earthbound is awesome. the scott pilgrim game soundtrack was pretty kick ass. i prolly wouldn't have played past the 3rd level without the soundtrack.
It's a remake of the GBA game with added levels from Zelda, Link to the Past, and Link's Awakening. Looks fucking sweet if you ask me. mmMMMmmm can't wait.
I've found that it's very hard for me to get excited about a jRPG these days, even when I know it's good .
Tell me about it. I got my hands on Digital Devil Saga and Persona 3: FES a whiel back, and I haven't even started on them. I might borrow my friend's Wii though for Xenoblade.
The problem is that the stealthy approach is rewarded way more. 10XP for a kill, 50XP for a stealthy takedown. 750XP for each objective you do unnoticed and without setting off alarms. No such rewards for other strategies. So while I'm tempted to hack a turret and bring it into a gunfight every now and then, I know that the game doesn't consider it the optimal choice and won't reward me for it.
I guess, I mean if you really want the breathe underwater augment that bad.
For what it's worth, I played like an idiot dropping garbage dumpsters on cops, and I had plenty of praxis points.
Really? I feel like using a smoke grenade here. Hmm, I think I'll avoid this fight and sneak around since I'm low on ammo. Hoo snaps I just got a laser rifle, let's try this thing out. The sniper approach might work better here. Let's see, OH! I could jump off of that building and try that ground pound stun out. I'm a running and gunning, typhoon attack!
Admittedly, I don't feel I'd play through it multiple times, but there's definitely some fun options in many of the situations.
Halo has/had a nice balance. I only played through some of the first two, but yeah. You had hit points that required health packs and regenerative shield. Couple that with the fairly big environments where you can actually get flanked, and it made for some nice gameplay. I think the regen mechanic feels stupid only when the AI can't do anything about you peeking out shots and hiding for 3 seconds to patch up. Besides that regen is better I think.
Health items scattered on the floor are pretty lame, especially when I'm backtracking for them in anticipation of a fight in the next room. I think the Left 4 Dead way of doing things is pretty awesome. You can only carry one health pack at a time, and it's up to you to manage when you use it because you may or not find another one. The team wide item management really adds to it too.
One thing I really don't like is AI controlled party members in JRPGs or emulating mmoRPG battles in single player games. No! Don't use items to heal! I'm saving those for the non-caster to use. Goddamn it; there you go again casting spells on something we can conserve our MP on. Lemme just go through these menus and set you to auto physical attack for this battle. Get rid of that shit.
yeah, i was going for a no-alert, no-kill run in hard mode my first time through, but i got pissed off trying to figure out the pattern for that one spot where a bunch of guards stand in a circle and spread out through the area and used a grenade. from that point on, adam jensen was a bad ass motha fucka.
Same goes for putting checkpoints everywhere. The combination of those two things dumbs down level design because it turns (linear) levels into lots of tiny, mostly unrelated chunks instead of interrelated sequences of events.
I feel like qucksaves did the same thing or even worse (f5/f9 spam anyone?). The fact that console games (which I guess is what we're considering modern design) don't have them is pretty cool. Maybe pacing and spacing is what needs to be worked on more so than just removing checkpoints.
How do you guys feel about the minimaps and radars with objective dots?
But if every area looks the same and every hill and tree is just copy-pasted, then I'm probably gonna need a bit of help.
I guess that's the main problem though. Bad level/world design shouldn't be bandaged with objective/point driven compasses. The whole directions by mouth bit from Morrowind would've never worked in Oblivion's boring copy-pasted world.
Now that I think about it more, the minimap didn't bother me in DE:HR because it was supplementary. Sure you have a big fat X where the apartment building is, but it's up to you to snoop around and decide how you get in. Everything looked pretty nice too.
killer7 doesn't "get good" it's always good. you just have bad taste.
master! it looks like we're in a tight spot! shoot the infinitely respawning c.a. sinclair's in the glowing spot to get blood powered power bullets and kill the sinclair nest in the face. don't forget to push L1 to see them tho.
How do you guys feel about the minimaps and radars with objective dots? I mean I hated it in Oblivion, and I was like meh about it in Fallout 3, but I didn't even really think about it in the new Deus Ex till they actually stopped using them near the end of the game. At that point, I felt like I had more fun having to actually explore the area. The original Deus Ex didn't have them and I loved exploring the areas finding different entrances and exits.
Maybe I just don't like it in "open world" type games
there's a buy 2 get 2 free thing going on at gamestop for ps2 games, so i took a look through and found killer7. i was pretty excited, but yeah, so when does it get good?
new test build on stream at wednesday night fights starts at around the 25 minute mark. wish some insider could've shown a bit of what parasoul was capable of, but yeah. unfortunately no ms. fortune either.