How do you kill sharks, just swim and use the melee attack? You cannot shot them in shallow water with a gun?
How do you kill sharks, just swim and use the melee attack? You cannot shot them in shallow water with a gun?
Its a video game. Of course the story is gonna be stupid.
Well, maybe if we came to expect a higher base line it wouldn't be that way (at least of those games that purport to tell a story worth paying attention to). The game's writer certainly sounds like he wanted it to be more than just another dumb video game story.
Well, my expectations were built up around Vaas and his schtick. Before, I was at best ambivalent. I get lulled in by bullshit all the time though. After the fact I can see things for what they are, but I'm very much in the moment when I play, even between sessions. I was hoping that at least Vaas would turn out to be a more meaningful character, something more going on below the surface (of him and the game). And then - nothing. Deflated the entire story for me. Hoyt just looked like a cartoon villain after that. Yes, I get it. He's pure evil, look at him be evil. Let's get this over with. The entire second island was a balloon, slowly deflating.Here's the baseline: entertaining throughout and keep the number of times I cringe to a minimum. It did alright, I wasn't bored. Am I grading on a huge curve? Sure, but this is a different animal. Let's hold out expectations back until Bioshock or something, it's around the corner anyway.
How do you kill sharks, just swim and use the melee attack? You cannot shot them in shallow water with a gun?
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you can shoot them from the boat.
but the easiest way is to run over them with a boat.
Really was digging the second island untilyou get the privateer suit. Granted, it looks cool and kinda reminds me of the yellow jumpsuit in Kill Bill. However, up until that point the second island felt very reminiscent of FC2 because you're in a much more hostile environment with privateers not wasting any time to run you down or chase after you in their vehicles. The land itself is so much more open and hilly which begs for the wingsuit to be used even though I never use it.
I've already got all the skills, letters, memory cards and outposts completed. 9 more missions to go. Really wish there were additonal skills to unlock. Someone really screwed the pooch big time right there. XP is completely useless to me now. Money, however, isn't since I always need to refill my GL-94.
The poker scene with you, Sam and Hoyt is really, really well done. The voice acting in this game is basically spot on except for a handful of Brodys' quips. But that scene man, really good stuff.I figured Sam was fucked as soon as Hoyt made that statement about bluffing.
The poker scene with you, Sam and Hoyt is really, really well done. The voice acting in this game is basically spot on except for a handful of Brodys' quips. But that scene man, really good stuff.I figured Sam was fucked as soon as Hoyt made that statement about bluffing.
Lucky you. I wish I had more outposts to do, but they were getting ridiculously easy towards the end because you just become such a badass powerhouse. Didn't need XP either so I was just diving right in and going HAM on the final few.
Nope. It's what it is.Quick question:I "killed" Vass, wtf what that whole scene about? Why was it a dream sequence? Why doesn't Jason ask the obvious question why he was sent to free Vaas from the truck from the military guys? It seems like Jason got played and the good guys were using him, but he never says anything and the story moves on. did I miss something?
It really makes no sense. I have a theory that they changed the game/story halfway through this year and left some of the stuff in there, thinking we'd telepathically understand what they'd mean regardless. Cf. the trailer they released at the beginnig of this year and Iposted above, and how it turned out.Quick question:I "killed" Vass, wtf what that whole scene about? Why was it a dream sequence? Why doesn't Jason ask the obvious question why he was sent to free Vaas from the truck from the military guys? It seems like Jason got played and the good guys were using him, but he never says anything and the story moves on. did I miss something?
My solution has been to be very selective in which skills I activate. I haven't given myself any health increases or stat bonuses of any kind. Just extra abilities (death from above, etc.).I just wish you were awarded less XP overall for each sidequest etc that you partake in. You should've had to work harder to gain the skill points.
I can't stand flat difficulty curves, especially in open world games and RPGs. I get bored once I realize there's just a simple "rinse and repeat" structure that won't get any harder. At that point, I figure I may as well just watch a movie or read a book. If the game's not going to challenge me, then I've already won. And if I've already won, I see no point in continuing.The game does have a difficulty curve, but it flattens out, instead of ramping up (logarithmic instead of exponential). I think it's actually better that way, something most people would prefer. It's something I'm trying to get a research project greenlighted on even.
Playtesting is informed by what happens in the boardroom, so there's not much difference. For big AAA games, "frustration" is often seen as a bad thing. Smarter design teams find ways to have dynamic difficulty curves that allow you to tailor your experience to your desire for challenge (GTA or fighting games, for example). Emergent design in open world games should be an ideal fit for dynamic difficulty, but in Far Cry 3, they've gone out of their way to make the game as easy as possible.Edit: you editted your post and I do actually agree with the latter part. It's almost like there were two different teams. One to implement all these great perceptual cues to get people to discover the game world naturally, and the other to steamroll over it, making the work of the former team completely redundant.
Maybe as a result of playtesting? I hope so, and not as a result of boardmeetings.
I can't stand flat difficulty curves, especially in open world games and RPGs. I get bored once I realize there's just a simple "rinse and repeat" structure that won't get any harder. At that point, I figure I may as well just watch a movie or read a book. If the game's not going to challenge me, then I've already won. And if I've already won, I see no point in continuing.
I don't see why you felt the need to mock him. A lot of games have the problem of overstaying their welcome, which is what I think he's alluding too there. If you have nothing new to offer or something that might challenge me in any way past hour 10 or 20, then it's probably time for the finale or to quit playing. I don't see a problem with that. Those numbers are different depending on the person, but the idea stays the same. Things just get stale.Most games do not get progressively more difficult. Take a classic example of well balanced difficulty setting like the Halo series, level 2 is not at all more difficult than level 8. And that's in a linear game where, you know, you'll always get to level 2 so many hours before you reach level 8, unlike a Far Cry. The idea is to introduce new mechanics in addition to iterating on those already established in new ways. Hate to break it to you that way, oh great videogame conqueror, maybe try Tetris or something?
Halo does get more challenging though, the idea is that the challenge increases with your skills, so that you stay in an optimal sense of Flow.Most games do not get progressively more difficult. Take a classic example of well balanced difficulty setting like the Halo series, level 2 is not at all more difficult than level 8. And that's in a linear game where, you know, you'll always get to level 2 so many hours before you reach level 8, unlike a Far Cry. The idea is to introduce new mechanics in addition to iterating on those already established in new ways. Hate to break it to you that way, oh great videogame conqueror, maybe try Tetris or something?
It really makes no sense. I have a theory that they changed the game/story halfway through this year and left some of the stuff in there, thinking we'd telepathically understand what they'd mean regardless. Cf. the trailer they released at the beginnig of this year and Iposted above, and how it turned out.
(not actually a spoiler, but thinking about it could ruin your fun while playing)
Vaas was supposed to be your mirror image, (I am you, you are me, pull the trigger!) which would in turn drive home the satirical meaninh of the game ostensibly intended by the writer. You're playing this awesome dudebro shooter, but really you're the definition of insanity
It would be, if not for the amount of UI hints that turn you into the Predator the moment you acquire silenced weapons, which is very quickly.It's actually ludonarratologically sound too, because Jason Brody becomes the ultimate hunter.
^you guys are using spoiler tags pretty badly there imo...
the best part about that scene:
ending stuff
after you kill Hoyt and come back to real world, all the guards are dead and blood everywhere, how Jason did all of that anyway with two guns over his head?
I don't see why you felt the need to mock him. A lot of games have the problem of overstaying their welcome, which is what I think he's alluding too there. If you have nothing new to offer or something that might challenge me in any way past hour 10 or 20, then it's probably time for the finale or to quit playing. I don't see a problem with that. Those numbers are different depending on the person, but the idea stays the same. Things just get stale.
From what I've heard, RDR would have benefited most from cutting Mexico entirely. Which is the other possibility. Get rid of filler.Things do get stale, but is ratcheting up the difficulty a solution? Would RDR benefit from a Mexico that is significantly more difficult than the starting area and the eastern side harder still? There's a guard seemingly on every roof top and street corner in New York in ACIII(a city the player visits later in the game) and man, does that suck.
You have a very narrow definition of what constitutes "challenge."Things do get stale, but is ratcheting up the difficulty a solution? Would RDR benefit from a Mexico that is significantly more difficult than the starting area and the eastern side harder still? There's a guard seemingly on every roof top and street corner in New York in ACIII(a city the player visits later in the game) and man, does that suck. Anyway, the idea that a game becomes meaningless once you're consistently able to deal with the stagnant difficulty level it decided to impose is funny, thus the benign conqueror comment.
You have a very narrow definition of what constitutes "challenge."
Quick question - I have the special sniper rifle, but it doesn't have an attachments. I got the .50 cal to unlock and it has some, but the stats are less. Can it be silenced? I really miss the ability to snipe something or someone without instantly being seen, can you do that with the .50 cal?
I also realized why I was setting off alarms after destroying the alarm box, the have two alarms sometimes. I guess I should scope things out better. Love taking out the boxes with the bow.
I don't know, it nags you an awful lot about all the things you could be doing, some actively through tutorial messages, others by littering the screen with side content icons and every Rakyat mentioning that clearing an outpost is only the first step and that your work isn't done, ie. look at that job board over there. It seems to be very scared of you walking around with nothing to do.This game seems designed for people like me (well apart from the fact that I place heavy emphasis on the story), 'average joes' without OCD tendencies. You can make it easier if you delve into the menu system, find out exactly what you need to power up and do this first before you do the main story missions. Then you are overpowered for a large part of the game. But really, is this not your own doing?