Plug In A Gamepad?
#7738 posted by ijed on 2014/09/12 21:39:18
#7739 posted by necros on 2014/09/13 00:51:10
I don't have a console and am not willing to take the time to learn how to play with a gamepad (I'm absolutely terrible at shooters with gamepads).
It's ok though. I can stand not playing it as I only got it as part of that EA bundle from a while back.
I Only
#7740 posted by ijed on 2014/09/14 01:58:50
Use a gamepad for platformers.
You'd have to be some sort of degenerate savage to use a gamepad for FPS.
To Clarify
#7741 posted by ijed on 2014/09/14 02:00:09
I try to use the input type the game was made for. And avoid FPS games that were made for gamepad.
Deadspace
#7742 posted by [Kona] on 2014/09/14 08:55:12
nice level design, but broken pc controls (at least for me) and yeah the slow movement is pretty bad. it's not really as good as made out.
maybe the sequel fixes some of that, but i haven't played it yet.
#7743 posted by necros on 2014/09/14 20:11:21
I've been playing SS2 instead. :) Haven't played it in like 10 years, so I've forgotten enough I don't mind that I know the story.
For Dead Space
#7744 posted by erc on 2014/09/15 20:19:48
Turning off V-Sync in-game and then forcing it on through the NVidia Control Panel for it (alongside Triple Buffering) helps improving the mouse control. Appearently the game is locked at 30FPS with its own V-Sync on, whereas NVidia CP locks it at 60FPS which is a definitive improvement for mouselook smoothness. As a side note, this workaround is for 1 only, 2 is much better in this sense.
Deadspace
#7745 posted by PuLSaR on 2014/09/15 22:48:52
I adjusted the maximum sensivity of my mouse and game became really fun. It is too slow to rotate without it.
System Shock 2...
#7746 posted by Scragbait on 2014/09/16 19:06:05
...remains on my personal short list of favorite games and I don't see it getting bumped.
It's a hard game and can be punishing on resources and some of the battles but where it won me over was on atmosphere (which was really helped by the sound design) and the depth of gameplay for its time. The story and premise kept you interested and it did this without breaking immersion like other games that take over movement control or have cutscenes.
Like Deus-Ex, I think it's one of those games that when people talk about it, it gets reinstalled and played by others who have and have not played it.
#7747 posted by necros on 2014/09/16 20:11:48
I'm playing on hard and not really finding it hard at all actually... I'm playing as Navy but aiming for maxed out standard weapons (haven't gotten 6 yet, but I do have the perfect condition rifle sitting in a chemical storeroom waiting for me).
So I'm using Pistols and Shotguns for now and between those two, I have no shortage of ammo. Probably because I have a high hack skill so I can open all the locked boxes I find.
Mind you, I'm still on deck 4 of the Von Braun. As I recall, it does get a little tighter as you near the end of the game.
Deadspace
#7748 posted by necros on 2014/09/17 01:08:00
Thanks erc, that does seem to help. At least, aiming mode mouse seems smoother now with less 'deadzone'.
Necros
#7749 posted by erc on 2014/09/17 14:02:10
I'm glad to hear that. Personally I prefer 1 over 2 in terms of atmosphere since the original feels much more dreadful than the sequel. So it's kind of relieving that the mouse control can be made better with a little tweaking.
As for Shock 2, Navy with Standard Weaps, Hacking, and a little bit of every Tech skill is the best way to go. Be sure to keep and eye on that Condition 10 AR (and your AP ammo) since it'll most likely be your weapon of choice towards the end of the game.
#7750 posted by Lunaran on 2014/09/17 18:03:25
SS2 was not nearly as strong as an RPG as Deus Ex was towards the end. It falls into that trap where the RPG stuff is fun for most of the game, but the end just turns into a FPS that's dragging an RPG system along behind it. If you didn't spec into a character that was a standard FPS tankbro, the design just isn't going to support your choices any longer.
No RPG is "perfect," and they'll all have paths that are more or less optimum, but SS2's ever-widening diversion between 'more' and 'less' was much more imperfect than most.
#7751 posted by necros on 2014/09/17 23:38:33
Yeah, I definitely remember that about SS2. The ending isn't bad or anything, but it feels like more and more of the core of the game is being removed as it gets more and more linear and single minded in its purpose.
But even Deus Ex was like that. Less maybe, in that you could choose how you were going to end, but it was still very much on rails.
Choose Your Own Adventure
#7752 posted by Preach on 2014/09/18 00:24:28
But even Deus Ex was like that. Less maybe, in that you could choose how you were going to end, but it was still very much on rails.
I'm gonna waffle a lot about Deus Ex here. Obviously there can't be anything much better than a choice of a few endings in a game where you have NCPs, dialog to record and triggers that need to be set up. What I liked about the setup of the Deus Ex ending was how you had the characters from the earlier parts of the game acting as advocates for the choices.
For me, it meant that I went with Tracer Tong's advice because Tong's section of the game was the bit I enjoyed the most - I trusted his character. There were lots of things across the game that built up to subtly affect this section: if you didn't save Paul then his bit of dialog isn't there to affect your decision (but if you did then you probably valued what he had to say). If you did a lot of poking about in Morgan Everett's base, you found things that undermine his trustworthiness - and if you found Morpheus, his conversation largely advocated the Helios ending.
The important thing here was that all these things that influence a player's decisions come out of the way they played the rest of the game - which secrets they found, which bits they enjoyed, what judgements they drew of the characters etc. It made the ending, in a Role Playing sense, a proper culmination of what came before, rather than just the point events stop.
Ok, in practice it didn't work that well in Deus Ex, there was the flavour there, but not strongly enough that every player and every playthrough felt like that. But if you could take the concept of a free choice of endings, yet where the narrative you wove through the game makes one of them clearly compelling, and turn the implementation up to 10, that would be awesome.
#7753 posted by necros on 2014/09/18 00:29:53
I was really just responding about that feeling you get in any RPG or RPG-like game as you near the end. Bits of pieces of the game that made it feel special disappear as things wind down to the finale and it tends to give these games a downer feel.
#7754 posted by Lunaran on 2014/09/18 03:55:49
The actual choice of endings in DX wasn't very meaningful, because it's not like everyone didn't just quicksave before they chose, check out all three, and then decide in retrospect which one was their favorite.
The "boss" in DX was a big super-room full of crazy tests and mech spiders and James Woods suspended in a big hamster ball preparing to ascend. That's cool. Even if you didn't just spec totally into pistols and healing you could still finish the game, all three ways. Your choices were never ever invalidated. (I recall a particular level in a cemetery that ended with an MJ12 ambush being particularly impossible if you were going for a no-violence playthrough, and there were other moments in the game like that too, but it's much better than the way SS2 just turned into a pure hallway shooter at the end.)
#7755 posted by Lunaran on 2014/09/18 03:59:13
Even if you decided to test the bounds of the experience by doing something like going rogue and murdering a fellow agent at an opportune time (and the game gives you several) JC always has some explanation for it. The game never apologized for any option it left open to the player.
Deadspace.
#7756 posted by Shambler on 2014/09/18 15:22:57
Necros I didn't play the first one BUT I played both the second and third ones. The controls are bolloxed and counter-intuitive but I believe they are better in 2 and 3 than in 1. At any rate, although they frustrated me, the style / immersion / sci-fi+horror of 2 and 3 was definitely enough for me to keep playing despite the controls, so I would recommend those two.
#7757 posted by necros on 2014/09/18 16:59:05
Oh cool, thanks. I wasn't sure if it would be more of the same or not.
I've Played All 3
#7758 posted by DaZ on 2014/09/18 19:38:24
and I think 2 is the best, with the original coming 2nd. The third has the best opening area but gets pretty boring once you go the planet imo.
As For Me
#7759 posted by PuLSaR on 2014/09/18 20:20:54
the first deadspace has the best atmoshere.
3rd.
#7760 posted by Shambler on 2014/09/18 21:44:58
Has a lot of variety and some spectacular scenes, tho.
#7761 posted by Spirit on 2014/09/20 21:29:10
Reflex Kickstarter is up: https://www.kickstarter.com/projects/191095869/reflex
Hard to read text-as-images, ffs, why?
Particle, bloom and colored lighting overload, ffs, why?
Sorry but the text is so shitty to read that I did not actually bother to read it. I love the project and wish you guys all the luck, but uuuuuhhgh?!?
Reflex
Is everything TOXIKK wants to be, but fails.
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