Don't think you can.JohngPR said:So I'm doing the missing persons mission in Ghost Town andI found the dead bodies, but across from them I see a girl tied up that I don't have access too. Is there any way to rescue her? I tried shooting the ropes she's tied up with but had no luck.
The game feels identically crisp to me on both the PS3 and using a 360 pad on the PC. Any issues he is having are likely related to his feelings on the PS3 pad. They are exactly the same in terms of feel (though I prefer using the bumpers for switching weapons over the triggers on a DS3).Stallion Free said:The game feels incredibly crisp on the 360 pad on PC @ 60 fps triple-buffered.
The auto aim here seems far more subtle than most games, I thought.I do wish I could turn off the autoaim ...hurts more than it helps.
thetrin said:Don't think you can.
Possible, I don't like it for shooters really.dark10x said:The game feels identically crisp to me on both the PS3 and using a 360 pad on the PC. Any issues he is having are likely related to his feelings on the PS3 pad. They are exactly the same in terms of feel (though I prefer using the bumpers for switching weapons over the triggers on a DS3).
Crazy talk, are you just shooting from the hip?dark10x said:The auto aim here seems far more subtle than most games, I thought.
I often shoot from the hip as it feels more natural for an id game. Perhaps that's the issue?StuBurns said:Possible, I don't like it for shooters really.
Crazy talk, are you just shooting from the hip?
Possibly, I'll fire it up, and go from the hip only for a bit, see how it feels, thanks.dark10x said:I often shoot from the hip as it feels more natural for an id game. Perhaps that's the issue?
JohngPR said:Yea believe it or not, I didn't notice her from the front and only saw her from the back tied up so I thought she might have still been alive....guess I wasn't paying attention and walked right past her. LOL
dark10x said:I often shoot from the hip as it feels more natural for an id game. Perhaps that's the issue?
She's only there as a wall forcing you down a different path. I do like how the side missions are changed from the main ones.thetrin said:Don't think you can.
Stripper13 said:I did the EXACT same thing... down to shooting the ropes.
-PXG- said:So is this worth $60 or should I buy it used or wait for a sale? I keep on hearing how linear and short this is. Everything else sounds promising though.
Autofokus said:Say hello to Bethesda 2011, all their published games had no English. Next up: Skyrim.
Gvaz said:Theres a job board in wellspring too, I almost missed it.
CyReN said:How far am from finishing the game:
At the part where you are breaking some guy out of jail
AgentOtaku said:I do wish I could turn off the autoaim ...hurts more than it helps.
JohngPR said:LOL! At least I don't feel so bad for overlooking it now.
Shooting bullets directly into an enemy's face only to see them them continue on their merry way *is* lame. And this is against beginner enemies, on normal difficulty.StuBurns said:This is a weak argument. If you want realistic damage modeling from weapons in games, games are going to get really lame really fast.
Sullichin said:Played my first Mutant Bash TV last night.. very fun. I'm wishing more that the whole game was just kind of an indoor shooting experience, the whole quest/psuedo open world structure just seems kind of empty, feels like filler.
nel e nel said:I thought there was no auto-aim in any of the versions.
Did they at least include this as an extra mode (like horde mode, firefight, etc...), after you beat the game?
Well I know for a fact there is one hit kills on normal with a pistol head shot (standard ammo) on PS3 now, because I've been doing it.NullPointer said:Shooting bullets directly into an enemy's face only to see them them continue on their merry way *is* lame. And this is against beginner enemies, on normal difficulty.
Do what you want with different scatter values, accuracy, penetration and damage types, but for the love of God, bullets to exposed faces should kill, and if they don't they should cripple (like really cripple, none of that Fallout 3 shit).
Guess its a personal pet peeve but for me it reduces the reward element in a shooting game and utterly breaks immersion. Bad guys stop being humanlike and become nicely animated buckets of hit points.
It's absolutely there.Sullichin said:The PS3 version certainly has less auto aim than any other FPS i've played on the system recently. Crysis 2 in particular has ridiculous "snap" auto aim that's definitely not present here.
It's also a far better idea to always shoot from the hip, since it doesn't seem to hamper your aiming considerably, and you still have access to your wingsticks and grenades.dark10x said:I often shoot from the hip as it feels more natural for an id game. Perhaps that's the issue?
NullPointer said:Guess its a personal pet peeve but for me it reduces the reward element in a shooting game and utterly breaks immersion. Bad guys stop being humanlike and become nothing more than nicely animated buckets of hit points.
StuBurns said:Well I know for a fact there is one hit kills on normal with a pistol head shot (standard ammo) on PS3 now, because I've been doing it.
I don't get the argument it's immersion breaking, if a game theoretically didn't have one hit head shots. If you can fire around in a guys heart, and he has a ten frame damage animation before returning to running mindlessly towards you, that is every bit as unrealistic as not having head shots. If you shot a man in the knee, he will fall to the ground and cower, games don't do that either, because it's not fun.
It's absolutely there.
Its not entirely realism that I'm asking for here, although that is one aspect. Its the fact that I get no positive feedback from a headshot (short of using a sniper rifle or the flingy blades), so the end impact of that shot seems no different than a shot to the chest or legs. At the end of the day it weakens gunplay because it feels like you can hit an enemy anywhere and have the same end result (purely a reduction in enemy hit points), and a shooter without that positive feedback for good aim just isn't as fun for me.nel e nel said:I tell you what I look for in a game set in a fictional post-apocalyptic universe with nano-enhanced mutants that disintegrate immediately upon death, and that is REALISM.
How the everloving hell are you counting frames?StuBurns said:Well I know for a fact there is one hit kills on normal with a pistol head shot (standard ammo) on PS3 now, because I've been doing it.
I don't get the argument it's immersion breaking, if a game theoretically didn't have one hit head shots. If you can fire around in a guys heart, and he has a ten frame damage animation before returning to running mindlessly towards you, that is every bit as unrealistic as not having head shots. If you shot a man in the knee, he will fall to the ground and cower, games don't do that either, because it's not fun.
It's absolutely there.
StuBurns said:Well I know for a fact there is one hit kills on normal with a pistol head shot (standard ammo) on PS3 now, because I've been doing it.
I don't get the argument it's immersion breaking, if a game theoretically didn't have one hit head shots. If you can fire around in a guys heart, and he has a ten frame damage animation before returning to running mindlessly towards you, that is every bit as unrealistic as not having head shots. If you shot a man in knee, he will fall to the ground and cower, games don't do that either, because it's not fun.
It's absolutely there.
AgentOtaku said:Sony has a limit on how much is allowed to be installed. They actually waived this just for id and allowed them 8gbs ...before it was something like 4-5 only.
It's color grading.They fucked up a little with the shadow settings in dungeons. In darker areas game looks way worse then in fully lit rooms.
Shadows in dungeons have different tint - in first it is green, blue in second and purple in third. Bizzaro. In hub towns lightning and shadows appear to be much better and correct, no tint. Wtf ID?
NullPointer said:Its not entirely realism that I'm asking for here, although that is one aspect. Its the fact that I get no positive feedback from a headshot (short of using a sniper rifle or the flingy blades), so the end impact of that shot seems no different than a shot to the chest or legs. At the end of the day it weakens gunplay because it feels like you can hit an enemy anywhere and have the same end result (purely a reduction in enemy hit points), and a shooter without that positive feedback for good aim just isn't as fun for me.
I still like the game, but yeah, it does flatten the whole shooting experience to "shoot this enemy X times with this ammo".
I felt the same. Really the first couple of hours for me. Now that I'm 6 hours or so in I'm really digging it. Fun game and it looks fantastic on my 360. =OGrayFoxPL said:Tbh the first hour oh the game is dull and disappointing, but later it picks up and starts getting into good shit.
dark10x said:It's color grading.
I actually think it looks great, actually, but it is a bit different.
Truant said:Something went seriously wrong during development of this game. The final mission is from 1997. Seriously. It's like a different game. What a horrible ending to a great game.
I wish I got more out of the second hub. It looked so amazing.
Game should have been twice as long.
nel e nel said:I guess it's subjective thing then, because while I have nitpicked about some of the environmental textures, the AI is pretty amazing with how it reacts to hit detection.
StuBurns said:The fact head shots can be one hit kills implies there is an issue with the collision model, not the design. I think it's very unlikely random mutants are meant to have a higher tolerance to being shot in the face than others.
Xander51 said:Truant said:Something went seriously wrong during development of this game. The final mission is from 1997. Seriously. It's like a different game. What a horrible ending to a great game.
I wish I got more out of the second hub. It looked so amazing.
Game should have been twice as long.
I fully agree with this. Although I sort of liked the Doom-y, throwback nature of the last level, it's such a lame area compared to the clever design of every previous level. The ending of the game is incredibly anti-climactic, and there's no real final boss...it just kind of ends. Terrible let down of an ending. Loved the rest of the game though.I fully agree with this. Although I sort of liked the Doom-y, throwback nature of the last level, it's such a lame area compared to the clever design of every previous level. The ending of the game is incredibly anti-climactic, and there's no real final boss...it just kind of ends. Terrible let down of an ending. Loved the rest of the game though.
oktarb said:Interesting. How does one react from a bullet slammming through one's face? I tend to die. I don't ponder my cover options.