SlasherJPC
Banned
RPS dudes sound more grumpy and jaded with every review, no one can please them.
Derrick would be perfect on their team
RPS dudes sound more grumpy and jaded with every review, no one can please them.
And once again all these things happen in the Uncharted series as well. Still sold a ton, still held in high regards by many. Regardless if certain people hate these sort of "games" The majority seem to enjoy them.
RPS dudes sound more grumpy and jaded with every review, no one can please them.
RPS nailed it yet again.
RPS dudes sound more grumpy and jaded with every review, no one can please them.
Nah I dont think I will stop. The game is a fucking blast and so far it is fun to play.
I believe 85% of the posters in here would agree with me,
which is way more than the amount of shared misery the handful of you carry with you like some incurable disease =P
They're just calling out modern gaming bullshit, since no one else will.
If you read the review he says he likes it when the game actually lets him play (which goes further than I would, because I find the game fuckin boring) but it's the hand holdy cinematic elements for the simple minded crowd that they hate.
RPS nailed it yet again.
I think it's a bit much critisizing that you don't have to press a button to use cover - because if it fit's the game and works good I welcome such things.
There's a skill that lets you retrieve arrows you used from foes you've killed. Why, though, when the things can be found EVERYWHERE?
There's so much ammo in this game.
There's no sense of survival. Lara is damn near invincible.
I know, only have played 4 hours or so (want to save it for the weekend), but I would never say that CD is not leting me play the game. I actually think their "automatic" walk and duck thing is great, feels good too. I think it's a bit much critisizing that you don't have to press a button to use cover - because if it fit's the game and works good I welcome such things.
And please stop with the "simple minded" stuff, it's kinda offensive.
It's meant to be offensive because that's who's being targeted by so many of these non interactive shitty elements in games..
It's meant to be offensive because that's who's being targeted by so many of these non interactive shitty elements in games.
As far as the cover stuff I would prefer to handle it myself. The more the game takes away from you and handles itself the more you realize all you're doing is holding the stick forward or pressing the triggers. The game already has enough auto mechanics, I think even the crowd they're aiming at can handle pressing a button to get into cover.
Agreed. The cover system is one of the best I've seen in a while.
She was in the older games.
There are hundreds of other games to play. You have plenty of choices out there if you don't want platforming and environmental puzzles. That's not a great reason to gut a unique series.I guess Im in the minority when I say I dont have the time, nor do I want to spend an hour or more on a fucking puzzle within an action/adventure game nowadays.
When I was younger? No problem.
I
As far as the cover stuff I would prefer to handle it myself. The more the game takes away from you and handles itself the more you realize all you're doing is holding the stick forward or pressing the triggers. The game already has enough auto mechanics, I think even the crowd they're aiming at can handle pressing a button to get into cover.
I guess Im in the minority when I say I dont have the time, nor do I want to spend an hour or more on a fucking puzzle within an action/adventure game nowadays.
When I was younger? No problem.
It's meant to be offensive because that's who's being targeted by so many of these non interactive shitty elements in games.
As far as the cover stuff I would prefer to handle it myself. The more the game takes away from you and handles itself the more you realize all you're doing is holding the stick forward or pressing the triggers. The game already has enough auto mechanics, I think even the crowd they're aiming at can handle pressing a button to get into cover.
You're just doing a description of the development. It's simply "A, B, and C happened, therefore it is good." You do not give reasons for *why* it is "strong" or "good". Nor do you explain why the form or ways through which this development are considered to be good. Ask yourselves the questions: How does the game portray the development Lara as a character? Do the dialogue and events adequately support this development? Do the game actions correspond to this development? In what ways do the game portray the character Lara (and are they executed in a good way)? Why is this portrayal of her development good?
The cover system feels really good though, it's a nice change from the 'hit x to stick to wall and slide around everywhere' mechanic, if anything Lara feels more controllable in combat because you don't have this stickiness etc.
I think it's nicely animated too.
The cover system feels really good though, it's a nice change from the 'hit x to stick to wall and slide around everywhere' mechanic, if anything Lara feels more controllable in combat because you don't have this stickiness etc. Maybe it's needed in some games, but I don't think it's as necessary here, at all.
I think it's nicely animated too.
You have time to gun people down for 10 hours, you have time for something that actually takes a little bit of effort.
I had time to think about stuff when I was younger. Now that I'm an adult, I don't have time for that shit.
Third person action/adventure. Think Uncharted but with way more exploration and more platforming, more responsive controls and with an experience system for character progression.So maybe this is what I should ask before I get the disk and put it in: What is this game trying to be mechanically?
I don't even really know what kind of game this is supposed to be at all.
People in this thread are saying good things about the character, and that's great, but, well, what is the game?
You don't need to have a sticking mechanic. All they could use is a crouch button since that's what she does behind cover, and crouch could be used for stealth instead of the game handling that automatically too. There are times when I play this when I'm wondering what I'm actually doing since the game seems to handle everything but the kill button for me.
Too much truth in this post.Truth
In another post you said you don't have time for a well crafted puzzle but then you wasted an hour looking for random ass trinkets in the game.I spent an hour last night just seeking out those wooden trinkets hanging in the trees for that Ghost Hunter challenge. I never really take that kind of time to do side stuff.
I partly believe that most of us are so used to games being easy and forgiving that the difference between automatic gameplay and real is sorta blurred. We're handed experiences out of our control because without punishing obstacles, what's the difference? Directed, automatic sequences are the natural evolution of game design in an environment where people want flashier, less challenging experiences and reward those providing them these products with their money.
These hand-holdy offerings are almost masturbatory; there's no respect for the emergent qualities of systems, instead you're going through the motions of shallow, canned content for a superficially pleasurable but fundamentally artificial experience. Sure, everything in a game is an illusion, but what I'm getting at is trying to manufacture satisfaction without player agency.
The pacing and presentation of so many games nowadays is a reflection of devs who seem to remember only clearing games and not the important licks they took learning how to get through them. They remember how much better they would have made some story or sequence, and become more enamored with a specific vision of it than with the potential to inspire players' imaginations as they were once inspired. These cinematic visions for game narratives indicate a certain disrespect for both the tired tropes but also the strengths of the medium, a disrespect that is generally tolerated in an environment where gameplay and challenge are perceived as no longer of prime relevance.
Yeah, but what if I actually enjoy the "shitty, boring gunplay" and the "mundane exploratory elements" and the "elementary platforming"? Isnt that enough?
So maybe this is what I should ask before I get the disk and put it in: What is this game trying to be mechanically?
I don't even really know what kind of game this is supposed to be at all.
People in this thread are saying good things about the character, and that's great, but, well, what is the game?
But at least we have Dark Souls to play the Ying to Tomb Raider's Yang.I partly believe that most of us are so used to games being easy and forgiving that the difference between automatic gameplay and real is sorta blurred. We're handed experiences out of our control because without punishing obstacles, what's the difference? Directed, automatic sequences are the natural evolution of game design in an environment where people want flashier, less challenging experiences and reward those providing them these products with their money.
These hand-holdy offerings are almost masturbatory; there's no respect for the emergent qualities of systems, instead you're going through the motions of shallow, canned content for a superficially pleasurable but fundamentally artificial experience. Sure, everything in a game is an illusion, but what I'm getting at is trying to manufacture satisfaction without player agency.
The pacing and presentation of so many games nowadays is a reflection of devs who seem to remember only clearing games and not the important licks they took learning how to get through them. They remember how much better they would have made some story or sequence, and become more enamored with a specific vision of it than with the potential to inspire players' imaginations as they were once inspired. These cinematic visions for game narratives indicate a certain disrespect for both the tired tropes but also the strengths of the medium, a disrespect that is generally tolerated in an environment where gameplay and challenge are perceived as no longer of prime relevance.
So maybe this is what I should ask before I get the disk and put it in: What is this game trying to be mechanically?
I don't even really know what kind of game this is supposed to be at all.
People in this thread are saying good things about the character, and that's great, but, well, what is the game?
Actually, now I want to know Derrick's opinion on Dark Souls. I don't think I've ever seen him talk about it.
Actually, now I want to know Derrick's opinion on Dark Souls. I don't think I've ever seen him talk about it.
It seems like you're expecting me to write an essay about the subject here. It's good because I found it successful and affecting, which I assume was the developers goal. The fact that I felt the transformation from A to B to C and cared about the character going through it, does in fact make it successful, yes. The methods they used are clear to see from playing the game. We're working from the same source material.
I do believe the dialogue, pacing, performance, casual exclamations during gameplay etc. support the developers intent because I experienced the desired result. Isn't that much obvious?