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| What have you finished and what did you think (WHYFAWDYT) thread | |
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| Tweet Topic Started: Dec 13 2013, 12:06 PM (33,515 Views) | |
| Moo | Jul 9 2016, 10:25 PM Post #721 |
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Level 8
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I read the plot summary after finishing and didn't find out about Terry's abuse while playing. I couldn't find the combination to his drawer or the safe in the secret passage. I think the horror setting is cheap for the reasons you described. I initially liked it too but, in retrospect, it feels like an unnecessary framework for the story that's told. It doesn't illuminate anything or serve the story aesthetically. To me it feels like a generic story told in an interesting way to make it seem less generic. |
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| Moo | Jul 9 2016, 10:27 PM Post #722 |
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Level 8
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I'm definitely in favour of artgames and experimental stuff. Gone Home's concept has massive potential - I just think it's squandered. |
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| Twisted | Jul 11 2016, 11:52 AM Post #723 |
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Level 6
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I just don't know if the story was generic. I'd call it simple before generic. Maybe it's because I haven't seen that in games before, but I also haven't seen any of the numerous coming of age movies from the late 90s either. I found it to be very grounded and not compromising on that by including some supernatural bullshit. I can't think of many other games that just do that and don't have a sci-fi or supernatural element to it. So in that sense I agree with you that there is a lot of potential there. I'd love to see more games like it but with even better stories. From what I've found there has been a few like it but none that are reaching the same level of quality Edited by Twisted, Jul 11 2016, 11:59 AM.
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| Moo | Jul 11 2016, 03:27 PM Post #724 |
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Level 8
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I wasn't expecting anything supernatural. The problem for me is that the developer's intent seems to be to take a common horror game trope and subvert it with a grounded story about a family, but in execution the story and the trope are disconnected from each other, and so the use of the trope feels like a gimmick with no point to it. It would work if it reflected on the story in some way: off the top of my head, I mean like how The Babadook (the monster) is ultimately a metaphor for unresolvable grief. It doesn't have to be a metaphor, but the experience should say something about Sam's story in some way. As it is, you could remove her story from the game and it would be about the same.
Edited by Moo, Jul 11 2016, 03:29 PM.
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| Twisted | Jul 11 2016, 03:53 PM Post #725 |
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Level 6
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I was going to say you might be right. But after thinking about it more, I would argue that aspect increased the urgency of the story. When reading notes from a potentially suicidal young girl, the dark atmosphere amplified the uneasiness about what you might find. That was effective for me. I remember specifically feeling really anxious when I gained access to the attic followed by immense relief when there was nothing there. Thinking about it more, the basement was super creepy and while there was nothing crazy down there, it did hold some pretty dark secrets. I think it enhanced the experience a good deal actually. I guess if you didn't like the story, I can understand why you feel it was gimmicky. |
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| Moo | Jul 11 2016, 06:09 PM Post #726 |
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Level 8
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I never thought suicide was a possibility. She wasn't majorly depressed, even after her parents denied she was gay. She barely suffers homophobia directly or indirectly or internally, and the emotional toll a closeted homosexual pays, as well as their reasoning for staying closeted (particularly in the 90s), isn't explored. I'm not saying it can't have its happy ending, but it's milquetoast in its presentation of that experience. So I understand why you see the urgency and anxiety of exploring the house tying into Sam's narrative, and I guess it might have worked for me in that way if it delved more viscerally into its subject.
Edited by Moo, Jul 11 2016, 06:10 PM.
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| jamesh | Jul 11 2016, 08:53 PM Post #727 |
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Level 42
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I finished the main story of Assassin's Creed Syndicate, although still have some side missions to do. Overall, I enjoyed it: it isn't revolutionary, but it is one of the better games in the series. I enjoyed it a lot more than AC: Unity, but it is kind of telling when the main improvements it makes were to either (a) remove shit that didn't work well in Unity, or (b) add stuff that was found in older AC games but removed from Unity. To that, they swiped Batman's grappling hook and combat system and added vehicles in the form of horse and carriage. While it still has microtransactions, they are a lot less blatant. In Unity all gear was unlocked from the start, with the top gear having exorbitant prices and everything displaying prices in both in-game currency and premium "helix credits". In Syndicate all gear has a minimum player level requirement, so the top level gear isn't available at the start of the game. Further more, some gear needs to be crafted rather than simply being purchased. It is possible to purchase in-game currency and crafting resources with helix credits, but it doesn't side step the level requirement. The stats of the top level gear aren't even displayed until you progress into the game. The London map is quite fun to navigate and does a pretty good job reproducing various landmarks including St Pauls Cathedral, Buckingham Palace, Green Park, Westminster / Big Ben, The Tower of London, etc. I'm not sure if I'm imagining it, but it doesn't feel like the buildings are at the same scale as in Unity though. The grappling hook definitely makes things feel smaller, but I never encountered any buildings of the scale of e.g. Unity's version of The Bastille. The twin protagonists are an interesting twist, but I wish they'd seen a bit more use. It's only the final mission in the main sequence that you use both characters, with the rest of the main missions locking you to a specific sibling, and the side activities being open to either sibling. Despite the game focusing more on Jacob, I found Evie to be more interesting. Each chapter would end with Jacob killing a high ranking Templar and inadvertently ruining Londong's (health system | transport | banking system | ...), and in the following chapter Evie would have a mission quietly fixing that problem. There is also a decent amount of present day storyline, however it is all presented through non-interactive cut scenes that do not involve the player character (who seems to be the same unnamed "initiate" from Unity). Juno actually does something, and the set up for future games looks like it could be quite interesting if they don't drop it on the floor: Spoiler: click to toggle There is also a bunch of audio logs and documents that you can unlock by finding some of the collectibles that fill in on what the Templars had been researching. Hopefully they'll pay a bit more attention to this next time around, and maybe even have you play a named character in the present day again. |
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| Moo | Jul 11 2016, 09:09 PM Post #728 |
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Level 8
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I still need to play Unity and Syndicate. I've played every game prior to them. I'm particularly interested in Syndicate's Jack the Ripper DLC, which I hope doesn't turn out to be more Templar vs. Assassins crap. Did you play it? I read that spoiler and have no clue what any of that means, except recognizing Juno's name. I checked out of the main storyline after AC3. Black Flag was a breath of fresh air for barely focusing on it. I do hope they totally revamp the gameplay, which hasn't adapted much since AC2. I don't mind the action-oriented direction it went in, but the combat feels so weightless and unsatisfying against the likes of Batman and Dark Souls. Edited by Moo, Jul 11 2016, 09:15 PM.
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| jamesh | Jul 11 2016, 09:37 PM Post #729 |
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Level 42
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I bought the Jack the Ripper DLC during a sale, but haven't played it yet (I'm currently working my way through the Queen Victoria mission sequence that opens up when you finish the main story). I wouldn't be surprised if Templars are woven into the story somewhere though. The combat in Unity was atrocious. It was a fair bit more difficult than previous games, but felt "unfair difficult" rather than "satisfyingly difficult". Most enemies had guns, and they'd removed the human shield defence against firearms. So if you were up against a group of enemies, you'd often be shot to death by one enemy while being engaged in melee combat with another. That said, once you dropped a smoke bomb, most enemies could be taken out without much risk. I used the smoke bomb trick to complete all the "increase regular income" missions early on, which really helped with the "free to play" inspired game economy. In comparison, Syndicate veers back towards easy combat. Even so, I found it quite satisfying. Unlike the old games where you'd usually win every battle by holding block and waiting for someone to attack, in Syndicate you're usually constantly attacking with the occasional counter or stun breaker. Like the Batman games, you get into a rhythm during big battles, which can be quite fun when you've worked it out and manage to complete it all in a single combo. The combat isn't at the level of the Batman games, but it gets the job done. |
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| jamesh | Jul 13 2016, 01:17 PM Post #730 |
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Level 42
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I started on Syndicate's Jack the Ripper DLC. The first mission sees you playing as Jack, chasing Jacob Frye (one of the two protagonists of the main game). It then switches to you to play as Evie Frye (the other protagonist), hunting down Jack. Storyline wise, it sounds like Jack was a trainee Assassin who has gone rogue for some reason. There hasn't been any Templars so far, but it is AC so it only a matter of time. It is set 10 years after the main game, so while it is still set in a portion of London the map looks quite different, with Whitechapel looking a lot more like a slum. It introduces new "fear" mechanics, where certain methods of taking out enemies will panic other enemies who see the kill. That can cause them to flee, or even attack their allies. While you've still got access to the weapons/tools from the main game, the new mechanics seem a lot more effective: you could stick to the roof tops taking out all the enemies with throwing knives, or you could jump down and drive a spike through one enemy pinning him to the ground leaving him to screaming and some of the other enemies fleeing. To compensate, the base enemies seem a lot more lethal. The DLC has 10 main missions, and a bunch of side missions: with only a small number being of the same type as found in the main game. It's an interesting twist on what I saw in the main game. |
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| Moo | Jul 13 2016, 01:57 PM Post #731 |
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Level 8
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He's not actually named Jack is he? |
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| jamesh | Jul 13 2016, 02:33 PM Post #732 |
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Level 42
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They call him Jack in the game, yeah. It seems the historic "Jack the Ripper" letter that appeared in the newspapers is considered authentic within the game world, and Jack is someone known to the Frye twins (or at least it looks that way after playing the first few missions). |
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| jamesh | Jul 16 2016, 12:42 PM Post #733 |
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Level 42
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I finished off the Jack the Ripper DLC. The story was mediocre, but the game play was fun. Jack never seemed like much of a threat, since the main game tells you that Jacob ends up with a granddaughter who receives training from both him and Evie, so you know they're both going to survive. I kept wondering if there was going to be some twist to the story, but you know pretty much everything about half way through the mission sequence. It seems the big question was supposed to be whether Evie would also turn into a monster trying to take out Jack. Now while she's shown primarily using non-lethal attacks in the DLC, during the main game I killed countless gang members, and often not in self defence. I do wonder if they had intended to make Jack an alternate personality for Jacob at one point: it would have made the DLC a lot more personal, but I guess they baulked at turning one of the protagonists of the main game into a villain. Game play wise, the missions were pretty well made, with more examples of the free form assassination mission and detective missions that were introduced in Unity and improved in Syndicate. There are also new side mission types compared to the main game. Some work well and others not so well, but given the smaller scope there is less repetition of mission types. If you enjoy playing AC Syndicate, the DLC helps extend that a bit. It certainly isn't as good as e.g. AC4's Freedom Cry though. |
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| Doomguy | Jul 20 2016, 12:31 AM Post #734 |
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Level 7
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I just finished it, so here is Doomguy's official review for DOOD (2016)![]() The skinny: It's pretty good, has a few issues though. The thicky: A massive, colossal, leaping step for mankind in the right direction coming from """doom"""3 (no, I refuse to capitalise it) and a way better game than the competent but pretty overrated Wolfenstein The New Order. I'm just gonna list the good and the bad. Yay: - It gets DOOM's attitude right, no pseudo horror nonsense, just ass kicking. - Excellent graphics, one of the best looking games at the moment. Cool visual style that is just unique enough from other sci fi shit. - Technically phenominal. As I said in the other thread; best optimised PC game I've played when it was new. I've played other games that ran as well as this, but none of them were as graphically impressive as this one. Fucking wizardry. - The vast majority of the weapons feel satisfying and powerful (and look good). - The alternate firing modes give the game more weapon variety than ever before. - New weapon additions are all very good. Grenades are good and the rifle was great, but MVP for new addition is the gauss cannon for me. Lovely weapon, very powerful and high skill with it's headshot damage rewards against tougher enemies. - Making the BFG and chainsaw special weapons was a brilliant move. They have very limited ammo but they are brutal as fuck. I will never get tired of these two. - Enemy redesigns are good across the board. The pinkies are absolute bastards, especially the invisible ones. - Double jumping and large amounts of verticality is fun and a natural evolution for doom - Some great level design early on with labyrinthine style areas with plenty of secrets to find - About 13-13.5 hours long or so for me on Ultra Violence (which felt pretty spot on to me, difficulty wise). - Final boss was a pretty fun fight - Awesome, engaging end credits (don't think I've ever said that before) Not so yay: - Certain design decisions reek of consoles and casual gamer test focus groups (listed below) - The movement speed just isn't as fast as I'd like to be, more-so earlier in the game. Later on you get a rune which gives you a speed boost after glory kills but I'd rather it just be faster by default. This is especially the case since making movement faster wouldn't break any traversal of the levels because when you have haste or a speed boost, your speed while jumping remains the same. Enemies would just need re-balancing to make this a reality. Still, it's hardly a slow game, 25-30% faster would be fine. - Snapmap is console-babby's-first-user-created-content through and through, and is in no way as good as having proper mod support. It's far too limited. - The soundtrack, while imho not bad, could have been quite a bit better. It's predominantly electronic with touches of djent thrown in. If I was in charge of the music for this game, I would have gone for a more industrial metal sound for mars and a more death metal (with a hint of black) sound for Hell, with appropriately flavoured ambient used in the downtime parts for both. I will give them credit though, there are some parts based on the oldschool doom music from time to time which is nice, most prominently E1M1. - The level design in the 2nd half of the game is weaker, because its far more linear and straight forward as the game basically removes the exploration component and it becomes all about fighting. - Checkpoint system / lack of manual saves is occasionally annoying. - The primary firing mode of the combat shotgun chews ass. Only reason to use that gun is for the explosive shot. - There is some occasional cheapness in the deaths (being killed immediately after a glory kill ends for example). - Don't care about the mp but everyone says its poo. Not really part of the equation for me but there you have it. So, the game does a lot right and really, flaws aside, it's quite a lot of fun to play. It just makes enough missteps to stop it being legendary, so it will have to settle for being just great. The ending blatantly sets up a sequel or expansion (hopefully the latter because it won't take as long) so, bring it on! Eight and quarter bloody chainsaws out of ten. p.s. Here is my ranking of the series DOOM 93 DOOM 16 DOOM 2 DOOM 64 Having my head crushed in a vice """doom"""3 Edited by Doomguy, Jul 20 2016, 12:46 AM.
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Fuck_Giver.exe has stopped working! Does it matter how I write the truth? | |
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| Deleted User | Jul 23 2016, 08:27 PM Post #735 |
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Deleted User
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![]() Persona 4 Dancing All Night Initially, I was sceptical about them wrapping the world of Persona 4 around a rhythm game, but it ended up being a nice surprise. The game is fun, looks great and tells a decent story. While there's a "free mode" to just dance, the story mode is quite deep and will take you around 20+ hours to complete. I'd say it's 90% story and 10% dancing, but it works and paces well. If you enjoyed Persona 4, I think you'll really enjoy this. More screens: Spoiler: click to toggle
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