MonkfishSonic-boom-inducing buttcheeks of terrifying speed!Join Date: 2003-06-03Member: 16972Members
Just leave the thread chris before you make yourself look like a bigger idiot than you already have. I'm sorry you can't get over your own wrong opinions of a game to see how good it is.
<!--quoteo(post=1760492:date=Mar 21 2010, 08:09 PM:name=Sonic)--><div class='quotetop'>QUOTE (Sonic @ Mar 21 2010, 08:09 PM) <a href="index.php?act=findpost&pid=1760492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just leave the thread chris before you make yourself look like a bigger idiot than you already have. I'm sorry you can't get over your own wrong opinions of a game to see how good it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know very much about the game, hence why I asked what sets it apart because I haven't seen anything thus far. If it happens that I just missed some massive media release that includes some features that I haven't heard of then it'll make me more inclined to buy it.
I think that from playing stalker, not from researching it, I own the first two stalkers and I think that about both of them, everything I have seen about metro suggests that it is very much like stalker except mostly underground, which is why I don't see what's groundbreaking about it if it's essentially a clone of an existing game.
Which again is why I asked. I like call of duty as I said, so if a game uses its combat style that's something to recommend it, but I don't like horrible grey falling-to-bits settings, and while as I said this one looks to have a bit more colour, it'll need a bit more than that to recommend it to me as anything other than a stalker clone.
MonkfishSonic-boom-inducing buttcheeks of terrifying speed!Join Date: 2003-06-03Member: 16972Members
Well using that logic, every game thats ever been made that has iron sights is just call of duty..because call of duty had iron sights. Why bother playing anything else if all you're going to do is base your opinions on shoddy reasoning and logical pitfalls.
The only thing that really bugs me out about this game is the performance. My PC is decent and I can't even come close to play this on high. Other than that it is an OK game. Nothing great but not bad either.
A non-gimmicky, well thought, detailed and polished atmospheric shooter? Sounds like a game for me. I'll definitely look for it once I get some hardware worthy of running it.
Well... the atmosphere is good. But the fighting is really.. dumb.
Monsters charge you then jump around in front of you... Since most of your ammo is going to be shotgun ammo, you just wait till they're right in front of you and blast them... two or three times, till they die. Then do that about 20 times, until the [insert location here] is defended.
The other scenario is you sneak up on [insert enemy faction here] throw one or two knives to take out someone silently, get noticed and kill the rest with the AK/shotgun.
The problem is that you're always low on ammo, so you have to check every corpse for more. Only shotgun ammo seems to be around, so I don't even use anything else.
What I'm trying to say is...
I would've loved if they made the atmosphere really dark in the monster parts. You'd be alone with you flashlight, walking through tunnels and you hear some chuckling, some glowy eyes... shadows that run from left to right, some tough fights with 5-6 mobs that "THINK" and not just stand around in front of you. Etc.
Than the "human" parts would've been really cool, if the enemies were really strong and you needed to sneak around and take them out silently (in order to do that they need to remake most of the "sneaking" ) It's like they thought it would be cool to put glass on the floor and lights everywhere so humans notice you but then suddenly stopped caring about it and just went with a straight shooter.
<!--quoteo(post=1761116:date=Mar 25 2010, 06:43 AM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Mar 25 2010, 06:43 AM) <a href="index.php?act=findpost&pid=1761116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To be fair, invincible stealth slaughter ala Fallout 3 style is really played out.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I think in order to make that fun you need a much more complex system, needs to incorporate clever movement and especiallly good enemy AI which will react to you killing their mates but won't just develop x ray vision.
<!--quoteo(post=1761124:date=Mar 25 2010, 07:51 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 25 2010, 07:51 AM) <a href="index.php?act=findpost&pid=1761124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I think in order to make that fun you need a much more complex system, needs to incorporate clever movement and especiallly good enemy AI which will react to you killing their mates but won't just develop x ray vision.
Might be a while before we get it right.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thief 3 actually had an entire city to explore both inside and outside.
Still, thief is a bit silly in stealth AI if you compare it to Splinter Cell chaos theory and onward. In thief, they have four modes, a-ok, what-wazzat-search-mode, screamingly alerted and sudden cowardness (climbing ladders made them panic and run away to fetch more guards, to what end I'll never know). Splinter Cell allowed them to be normal, suspicious (looking around, with flashlights and flares if they had), cautious (hand on radio, instant alarm if spotted), alarmed (without being spotted), gun toothingly alarmed (shooting at you) and temporarily unconscious (did thief have this?). I remember a video where they showed off how a guard managed to find the player several rooms away just by finding clues left by him (corpse, lights shot, lock broken and such. But I guess it wouldn't be fair considering how old thief 3 is.
Finished it the other night and I quite enjoyed it all in all.
It reminded me alot of stalker and did a great job of creating an atmosphere and I loved the graphical touchs and weapon design for the most part. I also loved the gasmask mechanics it added a sense of tension when you started to see the condensation creeping up your screen as you ran out of filters.
however a few niggling points sorta ruined it for me.
<b>-</b>First is the lack of real direction. Alot of the time I was stumbling about not really knowing what I was suppost to be doing and why I was doing it.
<b>-</b>The moral choices system is completely obscured and I didnt even know about it until I started my second play through.
<b>-</b>The lack of ammo made fighting and surviving interesting, having it double as money did not. I was unable to upgrade my weapons throughout pretty much all of the game as most of the enemys had an absurd amount of my income lodged in the faces.
<b>-</b>A very slim varity of enemys to fight. Seriously was moscow populated only by bats, rats and dogs before the nukes fell because thats pretty much all you fight.
<b>-</b>Enemy behaviour was alright for the most part but when you start seeing giant rats bouncing about in random directions like excited schoolgirls at a takethat concert it kind of kills the mood...
<b>-</b>The heavy shotgun that you where ment to unlock with the limited edition was a nice touch until you realise you only get it for the last 20 minutes of the game.
That said its been a nice diversion from the wait for splintercell conviction.
Comments
I don't know very much about the game, hence why I asked what sets it apart because I haven't seen anything thus far. If it happens that I just missed some massive media release that includes some features that I haven't heard of then it'll make me more inclined to buy it.
Which again is why I asked. I like call of duty as I said, so if a game uses its combat style that's something to recommend it, but I don't like horrible grey falling-to-bits settings, and while as I said this one looks to have a bit more colour, it'll need a bit more than that to recommend it to me as anything other than a stalker clone.
Monsters charge you then jump around in front of you... Since most of your ammo is going to be shotgun ammo, you just wait till they're right in front of you and blast them... two or three times, till they die. Then do that about 20 times, until the [insert location here] is defended.
The other scenario is you sneak up on [insert enemy faction here] throw one or two knives to take out someone silently, get noticed and kill the rest with the AK/shotgun.
The problem is that you're always low on ammo, so you have to check every corpse for more. Only shotgun ammo seems to be around, so I don't even use anything else.
What I'm trying to say is...
I would've loved if they made the atmosphere really dark in the monster parts. You'd be alone with you flashlight, walking through tunnels and you hear some chuckling, some glowy eyes... shadows that run from left to right, some tough fights with 5-6 mobs that "THINK" and not just stand around in front of you. Etc.
Than the "human" parts would've been really cool, if the enemies were really strong and you needed to sneak around and take them out silently (in order to do that they need to remake most of the "sneaking" ) It's like they thought it would be cool to put glass on the floor and lights everywhere so humans notice you but then suddenly stopped caring about it and just went with a straight shooter.
Yeah I think in order to make that fun you need a much more complex system, needs to incorporate clever movement and especiallly good enemy AI which will react to you killing their mates but won't just develop x ray vision.
Might be a while before we get it right.
Might be a while before we get it right.<!--QuoteEnd--></div><!--QuoteEEnd-->
Err, Thief?
If I didn't know that they will completely ruin Thief 4, I would be excited about it.
Haven't played it but I doubt it's what I had in mind, I was thinking more like oblivion, except with a full stealth system involved.
What little I do know of thief always lead me to assume it was fairly level based, on one plane, and interior, like metal gear solid.
Still, thief is a bit silly in stealth AI if you compare it to Splinter Cell chaos theory and onward. In thief, they have four modes, a-ok, what-wazzat-search-mode, screamingly alerted and sudden cowardness (climbing ladders made them panic and run away to fetch more guards, to what end I'll never know). Splinter Cell allowed them to be normal, suspicious (looking around, with flashlights and flares if they had), cautious (hand on radio, instant alarm if spotted), alarmed (without being spotted), gun toothingly alarmed (shooting at you) and temporarily unconscious (did thief have this?). I remember a video where they showed off how a guard managed to find the player several rooms away just by finding clues left by him (corpse, lights shot, lock broken and such. But I guess it wouldn't be fair considering how old thief 3 is.
It reminded me alot of stalker and did a great job of creating an atmosphere and I loved the graphical touchs and weapon design for the most part. I also loved the gasmask mechanics it added a sense of tension when you started to see the condensation creeping up your screen as you ran out of filters.
however a few niggling points sorta ruined it for me.
<b>-</b>First is the lack of real direction. Alot of the time I was stumbling about not really knowing what I was suppost to be doing and why I was doing it.
<b>-</b>The moral choices system is completely obscured and I didnt even know about it until I started my second play through.
<b>-</b>The lack of ammo made fighting and surviving interesting, having it double as money did not. I was unable to upgrade my weapons throughout pretty much all of the game as most of the enemys had an absurd amount of my income lodged in the faces.
<b>-</b>A very slim varity of enemys to fight. Seriously was moscow populated only by bats, rats and dogs before the nukes fell because thats pretty much all you fight.
<b>-</b>Enemy behaviour was alright for the most part but when you start seeing giant rats bouncing about in random directions like excited schoolgirls at a takethat concert it kind of kills the mood...
<b>-</b>The heavy shotgun that you where ment to unlock with the limited edition was a nice touch until you realise you only get it for the last 20 minutes of the game.
That said its been a nice diversion from the wait for splintercell conviction.