The Giant Bomb Quick Look Thread 2

Henson disagreed! Muppets were a troupe, Sesame Street animals were not a part of that troupe, they were just dudes who lived on a street.

Kermit was the only crossover.

Big Bird was lost at the side of the road and asked Kermit for directions to Sesame Street in the Muppet Movie, and I'm pretty sure there are a couple of Sesame Street characters at the end of the movie during the Rainbow Connection reprise. Worlds are colliding!
 
goddamn Ryan was sweating like Patrick Ewing in that NBA Baller Beats QL. I get kind of concerned for him, I have to say.

also FirePro looks awful. So, so, so fucking awful.
 
NBA Baller Beats does like mechanically sound. I'm not sure how hard something like Machinedrum would be though. If you can't dribble the ball and look straight ahead double time beats and crossovers seem like they could be dangerous.
 
I think I can still have an okay time with RE6 now that my expectations are in place. What bothered me the most in that QL were the QTEs and waggle-the-stick-to-do-things moments. I have zero tolerance for that shit. Aside from that it didn't look too horrible TBH.
I'll probably buy it next summer or so when it's cheap and there's nothing else to play.
 
Moved from main thread: (this was while watching it)

I just watched the RE6 quicklook and it doesn't look that bad.

I'm not sure of the vitriol towards this game.

There is probably a lot they don't like about it, though what sticks out to me is the lack of explanation for the controls. It is fair to call them obtuse. The demo was a disorienting until I sat down and just learned what the buttons do.

Not to bring up that old joke, but Brad is playing pretty terribly here. He is wasting ammo when melee (including Jake's melee weapon or headshots + melee) would have been better (he eventually runs out of ammo). He is confused when an enemy stops reacting to his attacks, but he doesn't realize the enemy's chest has mutated into armor (weird... mutation spikes and whatnot) so you should go for headshots not melee to the chest. Sounds like he had a real hard time at the start (this is 15+ hours now). Not knowing how to roll after 12 or so hours is insane to me.

The game being confusing is a fair judgment, but at some point I can't find much use for his opinion as someone who doesn't need tutorials to play games. I'm going to say not figuring out how to roll after many hours is probably the diverging point. I'm sure there are useful criticisms laid out by the Giant Bomb guys (especially on the presentation side, which is largely unpolished unlike RE5), but I get the feeling it is going to be another case of me having solved a good deal of their problems just by learning the game. What clues me on this is the fact he is frustrated in situations that look easy to solve.

That said, the way he recovered from that QTE after hitting the Xbox button was great, lol.

EDIT: I was under the impression the rope QTE they talk about was intentionally designed that way. Then again, with little documentation who is to say?

EDIT: "Couldn't you have dodge it with your dodge moves?" "I DON'T KNOW, MAYBE"

EDIT: I wonder if he knows about quick-shot. It is probably the best attack in the game.
 
Moved this back to the quick look thread too to make it more clean. :P

lol, wish you didn't quote me. Just moved that post to the quicklook thread so it fits better. There are multiple kinds of melee, with the "raw" melee being very loose (sort of like the knife), but the contextual or stun based ones being rather clean in execution. It is pretty much adapted from RE4/5.

Hmm, running up to guys and then doing two melee swipes looks really sloppy, but honestly the issue I have the most from your post is that there's an over-reliance on melee and not the guns, because honestly the gunplay is what I love about resident evil 4. While shooting people in the knee and then suplexing them is its own brand of fun, I don't like what I've been hearing of the gunplay being worse.
 
Moved this back to the quick look thread too to make it more clean. :P

Hmm, running up to guys and then doing two melee swipes looks really sloppy, but honestly the issue I have the most from your post is that there's an over-reliance on melee and not the guns, because honestly the gunplay is what I love about resident evil 4. While shooting people in the knee and then suplexing them is its own brand of fun, I don't like what I've been hearing of the gunplay being worse.

Thanks.

I didn't like the aiming in the demo as much as I did in RE5, but they did add aiming skills to make it as accurate as a fully upgraded weapon. I don't think Brad is using aiming very well, at least not in the Leon section he is playing, but it looks way better than it did in the demo. You don't really want to pump bullets in an enemies chest, especially if they are zombies. Headshot or quickshot + melee is better.

Another thing... Patrick, in particular, is saying that the partner won't come to you because they are engaging enemies... I REALLY hope he is saying this after using the Partner commands (hold B to see the commands). I'm coming to the unfortunate conclusion that the laziest counterargument might be the truest: "They don't know how to play". That said this doesn't excuse other problems, like bad QTEs.

EDIT: Also why is allowing himself to hang around at 1 block of health when he has two pills? If only this game had regenerating health... lol
 
Maybe they should have got Ryan to show them the controls in the menu before they started playing. That's what I did before playing the demo. You don't have to wait for a loading screen.

re6controls_zpsae254f28.jpg
 
Another thing... Patrick, in particular, is saying that the partner won't come to you because they are engaging enemies... I REALLY hope he is saying this after using the Partner commands (hold B to see the commands). I'm coming to the unfortunate conclusion that the laziest counterargument might be the truest: "They don't know how to play". That said this doesn't excuse other problems, like bad QTEs.

Pretty sure that was in the context of the Co-op doors.. where the AI is supposed to automatically stop what they're doing and head to the door where you're waiting. It doesn't look like the co-op commands are available during that moment, at least in the video. Are they? If not, it's a pretty valid complaint, then.

Edit: chickdigger, no they said there's no manual whatsoever. You learn how to play, apparently, by reading the super fast loading screens or by taking time out to mash a whole buncha buttons together and see what happens. The game doesn't design itself around teaching the player about stuff by having certain things happen to... make the player familiar with what's in the game. There doesn't have to be a tutorial of some kind, but the game really isn't designed to... point out what you can do.
 
dumb question, but if the game doesn't tell you how to do shit.


how do you know how to play?

Is there a meaty manual with the game?

The basic stuff came from looking at the configuration screen on the demo. I have to imagine that is in the main game, would be pretty disastrous otherwise. This includes dodging, melee, aiming, partner commands, quick-shot, healing multiple blocks at once, etc. This is the kind of thing that is disheartening to see they don't know how to do. For the deeper stuff you just need to figure out by experimenting. This includes stuff like spinning around at the end of a slide. To get a good grasp the controls you'll probably need a couple of minutes of just fucking around.

Pretty sure that was in the context of the Co-op doors.. where the AI is supposed to automatically stop what they're doing and head to the door where you're waiting. It doesn't look like the co-op commands are available during that moment, at least in the video. Are they? If not, it's a pretty valid complaint, then.

Edit: chickdigger, no they said there's no manual whatsoever. You learn how to play, apparently, by reading the super fast loading screens. =\

Perhaps. I believe you might need to actually call them after you put your hand on the door (that is, when they are in the middle of fighting).
 
Pretty sure that was in the context of the Co-op doors.. where the AI is supposed to automatically stop what they're doing and head to the door where you're waiting. It doesn't look like the co-op commands are available during that moment, at least in the video. Are they? If not, it's a pretty valid complaint, then.


Co-op doors already make your partner go straight to you, but pressing B/circle one more time orders them to do so just in case.

I have to imagine that is in the main game, would be pretty disastrous otherwise.

It is not or, if it were, the loading times are so quick that you never see the transition tip screens.
 
dumb question, but if the game doesn't tell you how to do shit.


how do you know how to play?

Is there a meaty manual with the game?

Some people on GAF are very good at games, they don't need anything explained at all and they also play on hardest difficulty, while they never die. They also demand that others play the games the way they play them, because they don't allow others to have fun.

I am sorry, I have no idea where that came from....
 
Thanks.

I didn't like the aiming in the demo as much as I did in RE5, but they did add aiming skills to make it as accurate as a fully upgraded weapon. I don't think Brad is using aiming very well, at least not in the Leon section he is playing, but it looks way better than it did in the demo. You don't really want to pump bullets in an enemies chest, especially if they are zombies. Headshot or quickshot + melee is better.

Another thing... Patrick, in particular, is saying that the partner won't come to you because they are engaging enemies... I REALLY hope he is saying this after using the Partner commands (hold B to see the commands). I'm coming to the unfortunate conclusion that the laziest counterargument might be the truest: "They don't know how to play". That said this doesn't excuse other problems, like bad QTEs.

EDIT: Also why is allowing himself to hang around at 1 block of health when he has two pills? If only this game had regenerating health... lol

Hmm, I should probably try out the demo for myself, though I'm pretty busy now. :P I don't remember the camera being this goddamn swimmy in RE4 though.
 
oh god... going to the config for controls....

it's like it's the 2000s again!

Or it's a sports game lol.

Weird that a game with quite complex looking controls doesn't have a quick basic tutorial, while the most standard 3rd person shooters do.

shouldn't it be the other way around?
 
Hmm, I should probably try out the demo for myself, though I'm pretty busy now. :P I don't remember the camera being this goddamn swimmy in RE4 though.

Camera is a whole other thing. Complaints about that are quite accurate and it is requires getting used to it, as it is awkwardly positioned. I think the popular solution I've heard is lowering sensitivity and increasing sensitivity for aiming. Personally I like putting it up there so it is easy to do the back-melee move. I imagine if you play the demo it will be as disorienting at first you'd expect. Like I said, the game is obtuse.

oh god... going to the config for controls....

it's like it's the 2000s again!

Or it's a sports game lol.

Weird that a game with quite complex looking controls doesn't have a quick basic tutorial, while the most standard 3rd person shooters do.

shouldn't it be the other way around?

To be fair, in the 2000s games in the west weren't nearly as homogenized as they are today. I agree with you otherwise. If you want to make a complicated set of actions and still be well-received in any regard, then you need hand-holding.
 
Also, when he went to trigger the melee prompt on the dog, and then the dog took him out in the middle of his melee animation, that gave me a good chuckle.
 
Why the argument is that the game has to tell and explain Brad everything?

It's weird that an entire quicklook Brad and Patrick are going on an on about how bad the game is when watching it doesn't look that bad.
 
Why the argument is that the game has to tell and explain Brad everything?

It's weird that an entire quicklook Brad and Patrick are going on an on about how bad the game is when watching it doesn't look that bad.

I think most of the annoyance comes from when Brad was less attuned to the game than he is now. He still isn't doing so well though. Dodging enemy lunges (when Jeff brings this up, it is pretty astonishing and funny) and using quickshots on dogs instead of melee would probably have helped him out in the quicklook.
 
Camera is a whole other thing. Complaints about that are quite accurate and it is requires getting used to it, as it is awkwardly positioned. I think the popular solution I've heard is lowering sensitivity and increasing sensitivity for aiming. Personally I like putting it up there so it is easy to do the back-melee move. I imagine if you play the demo it will be as disorienting at first you'd expect. Like I said, the game is obtuse.

To be fair, in the 2000s games in the west weren't nearly as homogenized as they are today. I agree with you otherwise. If you want to make a complicated set of actions and still be well-received in any regard, then you need hand-holding.

Even hand-holding is a bit much. Just design the level smartly to 'teach' the players different techniques and strategies that would be useful later.
 
Why the argument is that the game has to tell and explain Brad everything?

It's weird that an entire quicklook Brad and Patrick are going on an on about how bad the game is when watching it doesn't look that bad.

It doesn't look great either with that Framerate and bullet sponges.
 
Some people on GAF are very good at games, they don't need anything explained at all and they also play on hardest difficulty, while they never die. They also demand that others play the games the way they play them, because they don't allow others to have fun.

d95yb.jpg
 
Why the argument is that the game has to tell and explain Brad everything?

It's weird that an entire quicklook Brad and Patrick are going on an on about how bad the game is when watching it doesn't look that bad.

Really? Looks like a B game with better than average graphics.
 
I really, really don't know if I should pick up my RE6 preorder or not. It really doesn't look so bad! After watching the QL I'm not entirely sure if Brad's frustration is coming from actual flaws with the game or just from having it not work the way he would like. There's like a minute complaining about not being able to pause, but I've never really thought that's so bad, for example. Maybe I should study that control map and fire up the demo again.
 
I really, really don't know if I should pick up my RE6 preorder or not. It really doesn't look so bad! After watching the QL I'm not entirely sure if Brad's frustration is coming from actual flaws with the game or just from having it not work the way he would like. Maybe I should study that control map and fire up the demo again.

That's what I just did, I just completely cannot get over the camera, it's up way too close. I just went through all 3 campaigns (I'd only done Leon's previously) and I've never felt claustrophobic like this in a game before. Most of the time when I was getting hit it was because I felt that I honestly couldn't see shit. No idea what they were thinking. Everything else about it is stupid in a janky way I can kind of get behind, and honestly I'd probably go pick it up today but the camera makes it literally unplayable for me. Even gave me a headache after a bit :(
 
Why did Giantbomb completely break their player again? Basically all the options you choose before the video starts don't mean dick, and you can't scan ahead if you've already seen the beginning bits. Guess they really want you to use youtube.
 
Why did Giantbomb completely break their player again? Basically all the options you choose before the video starts don't mean dick, and you can't scan ahead if you've already seen the beginning bits. Guess they really want you to use youtube.

Was just thinking this. I have to lower the resolution to be able to scan ahead fast enough.
 
i think the re6 QL is overly harsh. like it sounds like there are some genuine problems with it but they also pile on about a lot of other stuff that other games do just as badly but get a free pass (like the terrible nonsensical story - its a videogame, what do you expect?).

playing it and so far its pretty great, and my retail copy came with a (very small) printed manual that fully explains the controls. it tells you about dodge, slide, quick shot, tag enemy etc.
 
did something change in their video player?

Watching the RE6 QL it just kind of crapped out a third of the way through and was like "OKAY FINISHED" and I can't seem to scrub through anymore to get back to where I was
 
Man, I really don't see what's wrong with Double Dragon either! Then again Jeff was instantly dismissive about the Scott Pilgrim game and that was fantastic, so I dunno what he wants out of beat em ups. I think this week is a reminder that as much as I like the guys, I don't necessarily agree with them a lot of the time.
 
Man, I really don't see what's wrong with Double Dragon either! Then again Jeff was instantly dismissive about the Scott Pilgrim game and that was fantastic, so I dunno what he wants out of beat em ups. I think this week is a reminder that as much as I like the guys, I don't necessarily agree with them a lot of the time.

Jeff sounded kind of confused with his feelings about the game. More or less midway admits that he just has reverence to the franchise and is holding back his feelings for the actual game.

It really seemed kind of cool game.
 
so brad shoemaker claims "it's garbage, don't buy it" before he's actually learned the systems of the game. what does this say about how he views his responsibility as a critic relaying a titles' quality? he just influenced thousands through this forum from a position of ignorance. great.
 
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