hylian_elf wrote:Oh I'm sure I have mentioned before my hatred of CoD's infinitley spawning enemies that only stop once you've run past a hidden trigger point. Fucking stupid.
JonB wrote:I think with Batman it was some of the other tools. Specific places you could press a button to spray explosive gel, or particular panels you could pull off the wall with some gadget or other to open new routes. As Chalice says, anyone who thinks that's some sort of Metroid style gameplay needs to play Metroid again.
IanHamlett wrote:Grabbing onto a ledge that breaks away and makes precisely zero difference to the inputs required. Fuck that. Tomb Raider did a variation of this that actually worked pretty well. A building might be crumbling while you jump, it wouldn't make a difference to you right this second but it would make you change your next move.
The combat was fine, and let you use some of the tools when you wanted. It's the environment traversing that was lame and overly regimented. (We could also bring up 'detective mode', which mostly involved 'detecting' a specific highlighted object and following a trail, as I recall.)IanHamlett wrote:In Batman it was usually a choice tho. Use the explosive gel to take out that guy or pull him under the grate or hang him from the gargoyle or punch him in the fucking neck. I've only played Arkham Asylum tho.
I didn't get that far with Enslaved. Like Tomb Raider and Castlevania there were climbing bits that involved simply following the path of highlighted handholds. It's not a game if all you do is press X and whichever direction moves you towards the nearest glowing bit of scenery.Vela wrote:Fucking Enslaved did this too. Insipid design.
Yes but I think that had been done a few times before TR. The bits that I liked had you sliding down some rapids towards an obvious jump onto an obvious grab that looked like the end of the segment. You hit grab but smash straight through the rotten wood and carry on the sequence. That and the QTE catch made the mild peril bits bearable.Smang wrote:if i'm not mistaken didn't TR make you press something if the ledge you were hanging from broke? i recall Lara losing grip then having to re-establish.
JonB wrote:I didn't get that far with Enslaved. Like Tomb Raider and Castlevania there were climbing bits that involved simply following the path of highlighted handholds. It's not a game if all you do is press X and whichever direction moves you towards the nearest glowing bit of scenery. In the original Tomb Raied games you actually had to work out which the correct path was, and take some risks. That makes it a game.Vela wrote:Fucking Enslaved did this too. Insipid design.
Facewon wrote:Every single thing about the first 20 minutes of ass creed black flag. Jesus.
JRPC wrote:I know it's a tricky nut to crack, but I really don't like in 3rd person stuff like LoU or whatever, how you can get hit by bullets and not die. Really breaks the immersion for me.
Not sure the solution. Maybe rather than having a health bar, enemies hit the floor around you/ near miss you Bond-style, but fill up a recharging 'pressure meter' or something, and when it's full bullets are more likely to hit and kill you.
OMG I THINK I'VE JUST CRACKED THE NUT!!!
Smang wrote:Facewon wrote:Every single thing about the first 20 minutes of ass creed black flag. Jesus.
those games past AC2 in general blud
RedDave2 wrote:Playing a Character that have to slaughter hundreds of enemies out of context.
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