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Other PC Games Thread.
So with the film and music threads still going and being discussed... why don't we get some discussion going on something on topic to the board? What other games are you playing now?
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Playing Dark Messiah Now 
pretty cool, even though for some reason it looks very jaggy despite me having 8xSAA on.

Movement feels shit but once you get used to that, all the different combat possibilities are great. 
Chat Noir 
Metl 
that is so cool. 
Chat Noir 
Heh, fun, it's strange it kinda feels like playing a very basic version of Go. 
 
I have a boardgame quite similar to that, just that it's on a rectangular grid and you can build towers. once two towers stand in a combination like the horse in chess, you can build a wall between them. Goal is to reach the other side of the board. 
That 
is AWESOME

Such cool design, doesn't need any instructions or words at any point... seems impossible for a while but then you I got the hang of it and it's very satisfying. 
Oh 
 
since everyone's being positive, i feel i should mention this:

most of the cave levels blew. :(


I'm not entirely positive about Ep2. I agree with czg; while it isn't bad, I wasn't blown away by it the way I was by HL2 and Ep1.

What was it though about the cave levels that "blew"?

I thought the actual sculpting was superb, really the first cave map to actually be shaped exactly the way real caves are. I wondered if it had been made as a model in max or maya and then imported, until I played with commentary and discovered it was done with Hammer's 'displacements'. I've heard of this before, but I have no idea how it works.

I also thought the custom shader written specifically to render the look of a flashlight casting long shadows off every little protrusion on the surface was the first use of bump mapping I've seen that added something useful to the experience.

The colors otoh I was less impressed with. The same green and blue the Valve team apparently decided to make the signature palette of Ep2. Kinda bleh, and gray/brown would have been fine

The Larval Essence was also a disappointment. As an item significant for being both:
1) the key to saving Alyx's life
2) the goal of a sizeable chunk of stylised mapping in the episode
it should have had a unique model, placed in the center of a spiral-like cavern path.
Instead, I wanted to ask the Vort why we couldn't have just got some from the identical honeycombs I'd been fighting my way past for the last quarter of a mile.

But I still found the caves a cool place to be, and the combat fortunately wasn't tediously hard, unlike when you are later bludgeoned with the Hunters.

So what blew? 
Hah... 
My parents had a box of old board games from the 60s and 70s. One of them was twixt. Another one was that version of mastermind with the james-bond-themed cover:

http://www.junkyardclubhouse.com/2007/04/08/mastermind/

Here was the twixt cover:

http://members.aol.com/ttonuch/images/twixt.jpg

And of course everyone seemed to have yahtzee back then. 
I Have 
that mastermind as a travel-version right here, I'm holding it in my hand as I type. Parents have the normal bigger version at home.
Game of the year! 
 
that version of mastermind with the james-bond-themed cover

Oh dear god >_<

Yes, when you look at this distinguished man sitting at the table, you can now know that his lap is secretly spoiled with cat pee.

The world is now a very slightly, but permanently, better place ^_^ 
Haha 
I used to have that version of mastermind too! I remember thinking even back then it was a slightly odd cover, and the guy didn't look like a mastermind of anything much, and the girl didn't look much like a bond girl. 
 
sorry, i should have explained what i meant in the original post.

it's not so much that it blew in the sense that i thought it was not well done. it's just that that set of levels is incredibly visually boring. the part where you have to basically run from one hidey hole to the next before the antlion guard kicks your ass bugged me. 1 because i don't really enjoy gameplay like that when i can't really fight back and 2 because the tunnels all look so damn similar, i was never really sure where to go.

the last part, where you see the antlion standing across a chasm, and then you have to make the longest run to the next hidey hole than any of the other runs, for example.
i didn't actually know where to go, and the first time i took the correct path to go the long way, i thought i had taken a wrong turn (because of the incredible distance vs the other times) and so when the antlion headbutted me, i didn't bother trying to actually get into the hole and just reloaded, instead trying to go the other way which leads back to the beginning.
it took me like 4 reloads before i realised which way to go and it was really annoying.

also: regarding the honeycomb model, i noticed that too! hehe

i think another reason i didn't really like it was because i was really looking forward to seeing more of the city/town stuff and almost from the start you're plunged into (what i found to be) really boring caves.

i would have loved to see more of the topside mine entrance area. instead, i had to run through really quickly because antlions were making eyes at me.
also, the area right after alyx is healed where you fight in the huge canyon, as well as the spot before you heal alyx where you take that long elevator up and watch the vort take on a horde of guys for a little bit.

otoh, i really liked hunter combat! i liked how they were introduced early on at the mine entrance, and then the first combat at the communication building at the top of the hill. really fun and fast paced fighting = win, for me. :)
i also thought the fight in the hotel when the combine traps you was awesome. what with all the dudes outside shooting in, and the hunters breaking through the walls, it was hectic and awesome.

i have yet to replay with commentary on, mainly because i don't really feel like it. maybe when i hear some of the rationale for the choices they made i'll like it more, but i don't think it should be necessary to listen to dev commentary to like a game.

sorry for the disorganization of my thoughts, btw. >_< 
Mastermind 
Heh, I have the same version too. Never put the cover in relation to a James Bond theme (though it actually fits well). Never liked the game much either. 
HL2 Riot Act 
Just finished it. Liked it. 
Le Fuckign Chat Noir. 
I never tried a web flash game before. It's pretty addictive.

I've done it a few times and am very slowly picking up some vague ideas how to do it. But I still feel I'm not grasping the game mechanics, more just floundering around and occasionally glimpsing what to do... 
Up To The Orc Temple 
in dark messiah, holy shit is some of the mapping good. Even that gimmick level where you chase the ghoul is excellent. 
Crysis Demo 
First thoughts anyone? 
Ohh 
i shall have to try that one out, thanks for reminding me :)

has anyone played the hellgate demo? i wasn't really impressed by it, any other opinions? it might be one of those games that gets better near the middle and end. 
Demos... 
Crysis Was interesting, it's really pretty similar to Farcry, except you have the suit powers, which makes it a bit more interesting, as you can approach situations differently. I played it on low, so I can't really say it's gorgeous, but even on low it's looks ok-ish. Looking forward to playing the full game with a new 3D card later on...

Hellgate london demo was pretty trash, but being so weak when it comes to these type of games, I still feel tempted to try it some more... =\ 
Jerico 
Jericho... 
Yeah I tried the demo for a bit, and it made so little sense and ran so poorly I just uninstalled it right away. Maybe I'll give it a fairer try if it gets awesome reviews, but even though the visuals looked fairly good, the gameplay didn't feel like anything so interesting. 
That's A Shame 
I thought Jericho would have been one of the suprise good games this year, like Undying was.

Spose I'll wait for a metacritic compiled review
score. 
Crysis 
just finished the demo. feels exactly like farcry. sadly, the part after the demo looks cooler than the demo itself. :\

still, the suit powers are cool, but i think they need some balancing or something.

cloak would be a lot cooler if it lasted for more time. i don't think that would be overpowering or anything, since without it, those koreans have much sharper eyes than anyone in farcry did.

speed is probably one of the more useful ones in almost any situation. you could fall back on armor, but i found the improved maneuverability of speed to be more useful than being able to take more hits.

strength... i dunno, i mean, it's effective because i can one-shot npcs with my fists/gunbutt, but i don't really see it as all that useful since melee range is not something you're in most of the time. i suppose you could sprint up with spd and switch to str and pummel someone, but sprinting uses up a lot of energy, so you'd probably only get a single punch anyway. not something you can use for a group of dudes.

once i got the shotgun, i pretty much just stayed on speed mode and ran around blasting everyone. now THIS is how a shotgun should be like. pretty much guaranteed kill at medium to close range which is awesome and very satisfying. add to that, npcs fly backward and into the air just a bit (ok, not totally real, but cool) and it's my favourite weapon in the demo. ^_^

i liked how the binocs worked in farcry but i know it's not the same game. it's just that it's even harder to see these jokers in the bushes now, and the binocs don't identify npcs as well as the farcry version did. also, you have to actually 'mark' hostiles before they show up on the minimap/radar so it kind of goes against the whole idea. maybe i'm just a wuss though. :P 
Oh 
i did like the way you can pull up the menu to select the suit powers although i would have liked the option to map individual powers to a single key.

the menu for weapon mods is awesome though. i like the ability to change anything on the gun at a moment's notice and the use of the mouse interface means you can't just do it in the middle of combat. it's a good way of making it non-instant without artificially slowing it down (long change animations). 
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