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Thread: It was good until it sucked
04-08-2011, 07:05 PM #41
Incidentally, if you're interested in a survival experience where sleep is vital, clean water is sparse,balancing radiation intake versus starvation requires careful thought, and ammunition is worth its weight in gold, I'd highly recommend Wanderer's Edition for FO3 and, once they've got it tidied up, Project Nevada for New Vegas (same modders).
I'd pay real money for a new Wasteland game, yes.
04-08-2011, 07:08 PM #42
04-08-2011, 07:09 PM #43
04-08-2011, 09:20 PM #44
04-08-2011, 10:22 PM #45
A persistent world. Tons of players. There are so many interesting things you could be doing with those ingredients, yet we're largely stuck with increasingly minor variations on the same formula.
Anyway, V:tM Bloodlines is the epitome of this problem. So so good, then it just falls apart. I want to play it again, but it feels weird to just stop at a certain point. I expect the WoD MMO will be crap, but maybe CCP will give out the license to others; they have two lovely settings with masses of content to build with.
04-08-2011, 10:31 PM #46
Minecraft, the first time you lose your house/fall in lava and lose all your equipment/your spawn is suppressed by a constant flow of lava. You want to punch a wall and rage quit.
That happens maybe 5 times before you learn how to make a security vault you can easily access, a path you can follow from your spawn to your house(or now a bed) and learn to keep lava well away from your spawn point.
But, then you hit the second step of minecraft the, the depression, without the constant oppressive fear of failure the game becomes bland, here the artists turn to art, the programmers make computers and the griefers go on-line, the rest move on.
Last edited by Heliocentric; 04-08-2011 at 10:34 PM.
04-08-2011, 10:56 PM #47
I quit WoW somewhere near the tail end of BC and came back a year later after Hordies from my server remembered me from PvP, found me in real life, got me drunk and convinced me to join the dark side. I returned the day that faction transfers came about, and joined them in what had become a regular event, one that was totally pointless in terms of game mechanics but meant a great deal for the community: PvP Saturdays.
You see, my server was 3:1 A:H, so the Horde had always banded together for PvP in a far more organized manner than the Alliance by necessity. What ended up happening was that certain representatives (about eighty) of the Horde had turned themselves into a monster noob-eating machine that was frankly ridiculous, where every Saturday we'd take over SW and IF for a few hours. Hours. And then do BGs when bored with that and then purposefully lose Wintergrasp so we could sit there for the next few hours and kill any Alliance who dared try to run a raid on VoA.
So, the Alliance got fed up one day and some guy from a middling raiding guild called us out on the realm forum and declared he'd set up the largest raid on Org we'd ever seen. Well, he was a nobody so we gave him a little hand, calling up the top raiding guilds and setting up the date and time of this epic siege, which was of course to be held on a Saturday in the early afternoon. So, that Saturday at noon we decided on a pre-emptive strike on SW just to prove we were ready for 'em and took 150 or so Hordies on the boat from Northrend. We never made it. The server crashed trying to port us all between the continents. Emboldened by this somewhat inauspicious surprise attack, the Alliance trash talking rose to a fevered pitch on the realm forums, which were already notorious for drama and trolling.
Come the event itself, we ended up having about seven full Horde raids with some stragglers, and the Alliance had cobbled together five full raids plus some stragglers. We had to daisy-chain Vent servers to talk with one another. The event lasted about ten seconds before we brought down the battlegroup. Not the realm: The realm cluster. A handful of realms. For close to an hour. When it came back up again we spent the next three hours mopping up the Alliance as they logged in - special camps even set up shop near all the nearby graveyards in case anybody was stupid enough to spirit rez.
It's at that point that I realized we'd basically beaten the game. Nothing in the game could top that, WoW was won, I could quit in peace.
Point is, stuff like that was made possible by the MMO structure, but clearly wasn't rewarded or even supported by the game itself, which to me is a great lost opportunity.
04-08-2011, 10:56 PM #48
04-08-2011, 11:06 PM #49
The last third (in the factory)is pure puzzling, and very little in the way of atmosphere and creepy happenings that made the previous two-thirds of the game so interesting. The puzzles in the last third also required considerably more platforming skill than the earlier puzzles. The entire game is trial and error, yes, but in the last third it ticked me off because it was just puzzle after puzzle.
04-08-2011, 11:09 PM #50
Still an instant classic for me but the game really went off the deep end towards the finale.
05-08-2011, 12:42 AM #51
Dark Messiah of Might and Magic. Once you enter the crypt, about halfway through the game, you have seen everything the game has to offer. There is a serious lack of variety in the second half.Old hat! A Steam curator page focusing on Immersive Sims WIP
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to wound the autumnal city.
05-08-2011, 12:52 AM #52
I am actually with you though. Not being able to kill Borgia when you totally had him was very annoying and broke characters all over the place.
King Arthur actually did quite a good job of keeping up the difficulty all the way through but it did it via cheating bastard methods: such as spawning new armies for the enemy which contained fully-levelled, high-tier troops and making it so the enemy didn't have to worry about paying for this super-army's upkeep. Damn good game though.
05-08-2011, 01:30 AM #53
05-08-2011, 01:34 AM #54
- Join Date
- Jun 2011
05-08-2011, 01:42 AM #55
05-08-2011, 05:37 AM #56But, then you hit the second step of minecraft the, the depression, without the constant oppressive fear of failure the game becomes bland, here the artists turn to art, the programmers make computers and the griefers go on-line, the rest move on.
05-08-2011, 05:53 AM #57
- Join Date
- Jun 2011
- Washington, DC
System Shock 2, after you leave the Rickenbacker. I was really pissed when I found out Delacroix was dead, and that ruined the rest of the game for me.
05-08-2011, 08:43 AM #58
05-08-2011, 11:48 AM #59
05-08-2011, 11:50 AM #60
It was good until it resembled some kind of a creepy rendition of "Lord of the Flies" but in Limbo, then it turned all hotels and saws with unforgiving puzzles of trial-and-error-and-death-you-stupid-not-brilliant-as-us-designers-fuck, then it ended with one of the worst endings I've ever seen.