Aja on 18/1/2009 at 23:17
already talked about this, but Assassins' Creed does have great graphics and animations.
Shakey-Lo on 19/1/2009 at 01:30
Warhammer Online - I liked being able to dye your armour, but it was kind of negated by the fact that every piece of armour you picked up had an identical model. I liked the idea of public quests but thought they weren't implemented to their full potential.
World of Warcraft - I liked the small-scale open-world PvP, way back before they screwed it up with the battlegrounds and the honour system. I used to have a lot of fun with my warlock, because it required a lot of button presses and micromanagement, which led to fun PvP battles requiring nimble thinking, but this was when everyone - everyone - on the forums was complaining warlocks were hugely underpowered and desperately needed a buff. I think its because MMORPG players are overwhelmed by the idea of pressing more than one button during combat. Also, the art direction.
Counter-Stike - it acts as a sort of quarantine zone, keeping much of the retard population out of other, better games.
Zygoptera on 19/1/2009 at 02:22
Quote Posted by N'Al
I'm not sure whether you'll be able to interrupt anyone speaking, but AFAIK you
will be under time pressure to answer. Plus, the answer is going to be 'permanent', i.e. you won't be able to go back and have the same conversation with the person again and again, as you can do (to an extent) in most other RPGs.
As I understand it the ability to interrupt (specifically, to get different responses wrt not interrupting rather than the 'short circuiting' which most RPGs have) and perform other actions in conversation is based primarily on the individual conversation's/ dialogue's context. So in some convos you will be able to pull guns on/ grab collars of/ glass people, in others interruptions will give new responses and some (but not all) will have responses (including the context actions/ dialogues) limited by time. Which sounds complicated, but potentially excellent.
june gloom on 19/1/2009 at 07:15
Quote Posted by Shakey-Lo
Counter-Stike - it acts as a sort of quarantine zone, keeping much of the retard population out of other, better games.
no it doesn't
doctorfrog on 19/1/2009 at 08:13
Quote Posted by Thirith
-
Doom 3: I don't like the game, but I very much liked the design choice that interacting with computers etc. didn't take you out of the normal FPS interface. It was integrated very smoothly and cleverly.
I
really liked that most text in the game was done in a proper font style, that is, text scaled as vectors or whatever, like it is on real computer screens. Every other game I've played has used texture files to display signs and computer screens and such, which usually screams "I'm a low-res texture! I make your right brain scream out 'The hell? There ain't no jaggies on signs in the real world!' Say 'peace out' to your immersion, muh-fucka!" Or something like that. Everything else about Doom 3 was terrible.
I really like how the world-history-map generator works in Dwarf Fortress, and how it even shows you how the world evolves over aeons of time. I think I spent more time generating and rendering big ol' ASCII worlds than actually trying to figure out the horrible gameplay.
Fragony on 19/1/2009 at 09:05
Gears of War, chainsawbajonet. Half-Life 2, final battle in episode 2. Thief: DS, Robbing the Cradle.
suliman on 19/1/2009 at 18:41
Medal of Honor: Frontline- Pretty bad console FPS, best soundtrack I've ever heard in a game.
gunsmoke on 19/1/2009 at 19:57
I agree, though not the BEST I have heard, IMHO. It was (and is) respected in this household of having a great musical score. Sad that the music overpowered the gameplay. Very 'by-the-#s' gameplay, though the Omaha Beach level was extremely memorable.
Zerker on 19/1/2009 at 22:05
Quote Posted by Koki
Oh yeah, the famous SMT... I dunno. I know I *should* try it out, but then I hear it's really hard(And let me say it right now that an RPG can not be hard, only broken).
The difficulty is more based on strategy, and your party breakdown (skills and weaknesses) then level grinding and difficulty spikes. I'd say it's "difficulty done well", but anyways... the NTSC version is available (
http://www.play-asia.com/paOS-13-71-43-49-en-15-Nocturne-70-bug.html) for order from Play-Asia (of all places), if you're wanting to get it.
Koki on 20/1/2009 at 08:09
Quote Posted by Zerker
The difficulty is more based on strategy, and your party breakdown (skills and weaknesses) then level grinding and difficulty spikes.
But if the encounters are random, and you don't know enemy weaknesses beforehand, how can you prepare for them?
You missed entire playing field with that shot, but thanks I guess.