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The Giant Bomb Quick Look Thread 2

Let's just say I am glad I watched the developer walkthrough before I watched Ryan play the same mission badly.

Yeah, I went and watched that afterwards. Was pretty disappointed when Ryan didn't use any of the cool mechanics in the gunfight. Still super excited for this, looks really solid.
 
It's not the final build. They said right at the beginning that it is a preview build.
I think it's highly likely the final build will be riddled with game breaking bugs too. Perhaps they'll have the decency to patch it later on, but for now all platforms will have nasty issues.
 
I think it's highly likely the final build will be riddled with game breaking bugs too. Perhaps they'll have the decency to patch it later on, but for now all platforms will have nasty issues.

There was nothing game breaking in that video. The scripting error was the only thing that came close and that sorted itself out eventually.

Sure their will be bugs, it's an open world game, but I think that's a bit of a cynical way to look at it based on preview code.
 
There was nothing game breaking in that video. The scripting error was the only thing that came close and that sorted itself out eventually.

Sure their will be bugs, it's an open world game, but I think that's a bit of a cynical way to look at it based on preview code.
Yes. I am extremely cynical.

Any game that has gone through a development purgatory similar to this warrants my skepticism.
 
SPAZ looks like the kind of game I would have been obsessed with when I was young.

That map is freaking huge. I can't imagine how long it would take to complete that thing. Then again, I guess the friend/enemy system is probably supposed to discourage doing every mission, as well as the expiring mission structure. SPAZ looks like a pretty neat little title. I might have to pick it up at some point.
 
Let's just say I am glad I watched the developer walkthrough before I watched Ryan play the same mission badly.
Or just like a normal person would do that mission and not a developer. Game has some pretty moves as seen in dev walkthrough, but it surely does not demand them.

Song at the end of the video was really cool, anyone knows what that was?
 
SPAZ looks like the kind of game I would have been obsessed with when I was young.

That map is freaking huge. I can't imagine how long it would take to complete that thing. Then again, I guess the friend/enemy system is probably supposed to discourage doing every mission, as well as the expiring mission structure. SPAZ looks like a pretty neat little title. I might have to pick it up at some point.
I had a similar reaction to watching the quick look. And I can recall through a haze a PC game that was very much like this. No, it was not SubSpace, it was something else and it was similar to SPAZ in being prohibitively difficult, unrelenting. The problem with games of this scope is hit and a miss quality assurance. The developers become so utterly embedded in the game that they fail to assess the difficulty curve.

I would gladly succumb to SPAZ's lunacy and spend countless hours, but the procedurally generated missions is a big no-no. Also, the GUI looks atrocious. And finally - you see every possible ship layout you will be able to build from hour one. Maybe there are more hidden away in the deep recesses of the galaxy, but I doubt it.
 
So, is there a specific reason why Ryan chose to demo two missions which have already been done to death in E3 previews & dev walkthroughs? Is that all that the Preview disc offered, or is it an embargo thing?
 
Let's just say I am glad I watched the developer walkthrough before I watched Ryan play the same mission badly.

So a developer that has worked on the game for years plays it better than a normal person who is just picking it up? The speed that the developer was moving and doing actions seemed like something most players won't be able to do.
 
Is Jeff a negative-nancy in the Sleeping Dogs preview? I might not watch it if he is. If he's praiseful however, I may have to watch it to increase my hype even more.
 
Is Jeff a negative-nancy in the Sleeping Dogs preview? I might not watch it if he is. If he's praiseful however, I may have to watch it to increase my hype even more.

Jeff is okay, but if you want to blindly avoid negatives about the game, then best not watch - they run into a bug and the pop in is VERY bad.

This is a preview copy however, so all that could be fixed. Although this is likely the version many of the early reviews were based in, so it is interesting the pop-in never got a big mention until now.
 
Is Jeff a negative-nancy in the Sleeping Dogs preview? I might not watch it if he is. If he's praiseful however, I may have to watch it to increase my hype even more.

Must be awesome to live in such a sensitive dreamworld where you can pick and choose.
 
Must be awesome to live in such a sensitive dreamworld where you can pick and choose.

Heh. No I didn't mean it like that. I don't really like watching QuickLook's if Jeff is bored or hates the game, for entertainment value, there is no point in me watching the video. If he liked my most hated game (not sure what that is) I would still watch the video because his enthuasm for a game is great entertainment. I watched the Phantasy Star Online 2 beta that he did a QL of and that was a really good watch, and I have no interest in playing the game.

I am not trying to block out criticisms of the game, I will take heed of anything people post about it. Of course I trust in my own opinion of the game, but I'm not blocking out all negative media. It's just, there is no point in watching a 35 minute video if you're not going to enjoy it. Right?
 
Is Jeff a negative-nancy in the Sleeping Dogs preview? I might not watch it if he is. If he's praiseful however, I may have to watch it to increase my hype even more.

He seems to be mostly disinterested, but it not the active dislike he sometimes has for stuff.

Edit: Just saw the original post was hours ago. My bad.
 
Just got around watching the sleeping dogs preview, man it looks janky overall. Combat has no fluidity, the constant micro-breaks are really distracting. Vehicle handling looks beyond bad, shooting looks weak and by weak I mean boring and the city just lacks any sort of atmosphere ... Not seeing the hype that's going around in any aspects.
 
Just got around watching the sleeping dogs preview, man it looks janky overall. Combat has no fluidity, the constant micro-breaks are really distracting. Vehicle handling looks beyond bad, shooting looks weak and by weak I mean boring and the city just lacks any sort of atmosphere ... Not seeing the hype that's going around in any aspects.

So no where as good as Yakuza. Thanks.
 
Just got around watching the sleeping dogs preview, man it looks janky overall. Combat has no fluidity, the constant micro-breaks are really distracting. Vehicle handling looks beyond bad, shooting looks weak and by weak I mean boring and the city just lacks any sort of atmosphere ... Not seeing the hype that's going around in any aspects.
All these games in the last year or two that have completely jacked the Arkham combat system are making me appreciate that game more in retrospect. The enemies in Sleeping Dog exist for no reason other than to throw a punch that you counter. The environmental stuff just seems like a gimmick.
 
Is Jeff a negative-nancy in the Sleeping Dogs preview? I might not watch it if he is. If he's praiseful however, I may have to watch it to increase my hype even more.

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Just got around watching the sleeping dogs preview, man it looks janky overall. Combat has no fluidity, the constant micro-breaks are really distracting. Vehicle handling looks beyond bad, shooting looks weak and by weak I mean boring and the city just lacks any sort of atmosphere ... Not seeing the hype that's going around in any aspects.

avatarquote
 
All these games in the last year or two that have completely jacked the Arkham combat system are making me appreciate that game more in retrospect. The enemies in Sleeping Dog exist for no reason other than to throw a punch that you counter. The environmental stuff just seems like a gimmick.
But it's the Assassin's Creed combat system.
 
It's funny, the 8 minute Sleeping Dogs walkthrough demo thing posted earlier covered the same mission than Ryan played through... except, you know, it just looked a lot more dynamic in that video. I wonder how much of the game depends on being able to play perfectly in order for it to feel quick and not bogged down too much.
 
It's funny, the 8 minute Sleeping Dogs walkthrough demo thing posted earlier covered the same mission than Ryan played through... except, you know, it just looked a lot more dynamic in that video. I wonder how much of the game depends on being able to play perfectly in order for it to feel quick and not bogged down too much.

To be fair you just described... most combat based games. Ryan seems pretty unused to the the combat, like not being able to counter efficiently.
 
I've watched what feels like hours of highly-practised Sleeping Dogs footage and haven't been able to get a read on it until watching the Quick Look. Ryan is probably the worst gamer I've ever seen and, true to form, he manages to find all the things the developers have so skilfully been hiding. Like, for example, ridiculously fast Police AI that's going to make all the mandatory 'lose the cops!' missions an absolute goddamn nightmare. Or how awkward all the shooting looks when you don't know that leaping over a random sandbag wall makes your dude disarm a guy for no reason. Seeing the car you chase at the end of the mission magically speed up when you get too close to it before the game wants you to was the last straw for me. It's just the same old GTA IV thing of it being an open-world game until you trigger a mission, at which point it becomes totally linear and scripted and you just have to try and work out the exact steps the developer wants you to take.
 
So what's Sleeping Dog's soundtrack like? Is it licensed or original? Because that was one sweet track at the end of the Quick Look and I'd love a better listen of it.
 
It's just the same old GTA IV thing of it being an open-world game until you trigger a mission, at which point it becomes totally linear and scripted and you just have to try and work out the exact steps the developer wants you to take.

Haven't seen the QL yet, but if that's true then it's a damn shame.

Just Cause 2 shows how fun open ended gameplay during missions can be. Heck, the older GTAs had the same style. GTA IV is an utter shame in it's linearity. One of the biggest disappointments this gen.
 
I've watched what feels like hours of highly-practised Sleeping Dogs footage and haven't been able to get a read on it until watching the Quick Look. Ryan is probably the worst gamer I've ever seen and, true to form, he manages to find all the things the developers have so skilfully been hiding. Like, for example, ridiculously fast Police AI that's going to make all the mandatory 'lose the cops!' missions an absolute goddamn nightmare. Or how awkward all the shooting looks when you don't know that leaping over a random sandbag wall makes your dude disarm a guy for no reason. Seeing the car you chase at the end of the mission magically speed up when you get too close to it before the game wants you to was the last straw for me. It's just the same old GTA IV thing of it being an open-world game until you trigger a mission, at which point it becomes totally linear and scripted and you just have to try and work out the exact steps the developer wants you to take.

That stuff pissed me off in GTAIV so much. Sandbox games should encourage creativity, the moment I see scripted stuff like that it makes me feel like they have no idea what they're doing.
 
I've watched what feels like hours of highly-practised Sleeping Dogs footage and haven't been able to get a read on it until watching the Quick Look. Ryan is probably the worst gamer I've ever seen and, true to form, he manages to find all the things the developers have so skilfully been hiding. Like, for example, ridiculously fast Police AI that's going to make all the mandatory 'lose the cops!' missions an absolute goddamn nightmare. Or how awkward all the shooting looks when you don't know that leaping over a random sandbag wall makes your dude disarm a guy for no reason. Seeing the car you chase at the end of the mission magically speed up when you get too close to it before the game wants you to was the last straw for me. It's just the same old GTA IV thing of it being an open-world game until you trigger a mission, at which point it becomes totally linear and scripted and you just have to try and work out the exact steps the developer wants you to take.

What's funny is that for all the shit Activision gets for dropping games that then get picked up by other companies, they've been right most of the time. Brutal Legend was cool until you actually played it, Ghostbusters was mediocre, 50 Cent Blood on the Sand is a meme only, and this doesn't look that great.
 
Aside from the pop-in, some of you guys are making that Sleeping Dogs vid seem way worse than it is. Go watch the developer walkthrough to see how aggressive play and being familiar with the mechanics makes for a much better looking game. Ryan wasn't using the the disarm or slow motion stuff at ALL while shooting. Compared to its open world peers it looks fine.
 
I've watched what feels like hours of highly-practised Sleeping Dogs footage and haven't been able to get a read on it until watching the Quick Look. Ryan is probably the worst gamer I've ever seen and, true to form, he manages to find all the things the developers have so skilfully been hiding. Like, for example, ridiculously fast Police AI that's going to make all the mandatory 'lose the cops!' missions an absolute goddamn nightmare. Or how awkward all the shooting looks when you don't know that leaping over a random sandbag wall makes your dude disarm a guy for no reason. Seeing the car you chase at the end of the mission magically speed up when you get too close to it before the game wants you to was the last straw for me. It's just the same old GTA IV thing of it being an open-world game until you trigger a mission, at which point it becomes totally linear and scripted and you just have to try and work out the exact steps the developer wants you to take.

Ugh, I didn't even think of GTA4. If the missions are designed in the same way, then it's going to be the most frustrating open world experience since... well, GTA4.

Still, I'm being suckered in by the fact that almost everyone in the game speaks Cantonese. It's too bad they didn't go all the way with it, but I suppose English with Cantonese background characters/Chinglish is the best compromise.
 
I wasn't terribly interested in the Sleeping Dogs stuff before the QL, and, while it didn't make me hate it, I don't think I'll have any problems passing over it. At least, for the time being.

There's not really enough there to get me excited for what it's doing, but the change in setting might be decent to see. Who knows? Maybe a decent steam sale could convince me one day.
I suppose it's more difficult to gauge from watching than playing, but I wasn't really seeing how one could mess up nailing the button prompts for climbing obstacles. It didn't really seem to have a timing mechanic to it other than "okay, press A now."

That time spent trying to evade the cops the first time was ridiculous.
 
Having to clumsily outrun suicidal cops for minutes on end is one of those open world tropes that was exciting when it was novel, but it's easily one of my least favorite parts of those games today. Glad it came up in the QL, makes it more honest than a dev walkthrough. Hopefully developers find a better (more realistic?) way to handle that mechanic in the future.
 
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