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Fenixp

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Everything posted by Fenixp

  1. There's actual submarines roaming the more water-based cities.
  2. Supergiant have released two games thus far and both were excellent - and both of their soundtracks prominently reside on all of my generic playlists. I really am looking forward to this release. And the soundtrack.
  3. I stopped making that assumption when Trump became a president of United States :-P
  4. ... I would normally have words about that petition, but y'know what, let them have their fun. . . . . . . . . . I feel it's probably all the fun they'll ever have :-P
  5. You mean you're perfectly willing to abandon your principles in order to consume a piece of entertainment we've all been craving for over two decades? A man after my own heart.
  6. There's crafting plans for the crossbow thingy pretty much everywhere around the game and it's really cheap to craft too.
  7. For Shadow Warrior 2? Well... If you think so :-P
  8. Homage is still a mere attempt at imitation; What Mick Gordon does with his soundtracks since DOOM (apparently) is more than that, building on the original inspirations while injecting parts of his own, and then creating something familiar, yet new. ... Kinda like the whole game :-P Regardless, System Shock 1 remake should get released soon enough, so ... Yay! Incidentally, I'm quite wondering how does Night Dive aim to even remotely compare to Prey since they apparently don't aim to keep the remake entirely faithful, considering nostalgia seems to be their only viable advantage at this point. Oh well, we'll see.
  9. https://www.youtube.com/watch?v=fM0JHl_EZJ8 Can't stop listening to this. FlyByNo can pace his music so well.
  10. I'm pretty sure it's not supposed to, just like the entire game is a refinement of what we got 23 years ago as opposed to being a mere replica.
  11. Eh... I mean... https://www.youtube.com/watch?v=7TRdx2tbUFI
  12. Well that's a box quote right there
  13. The game's fantastic at keeping itself fresh. There's at least 2 fairly big shifts in dynamic while playing through it, along with the one that creeps up on you as you get more powerful
  14. Was this even posted? Beware Nier: Autotomato spoilers https://www.youtube.com/watch?v=ehM1m5-TG5g
  15. Google translate: ""Bloodborne (Bloodborne)" was elected fifth place in the general feature election of action game games by Mr. Famitsu Weekly released today (May 11). Thank you to everyone who voted. #Bloodborne #Bloodbone"
  16. http://kotaku.com/sources-bioware-montreal-downsized-mass-effect-put-on-1795100285 Yeah, well... They tried?
  17. You mean you've had no love for Mr. Shotty until now? That's preposterous.
  18. Well, this will probably happen. In short, DRM-Free installers for all GOG games will also contain an installer for Galaxy (150 MB large file as of writing this post) and a checkbox that'll allow for easy installation of Galaxy with any game. The checkbox will be enabled by default for each installer. GOG (and at one point even CD Project) has disappointed me over and over with their decisions during the past years and this ... Doesn't really help. I would have never believed they'd go the adware way and I do hope they reconsider in the coming days.
  19. I'm so very sorry, life. I can't help myself
  20. Because Dishonored doesn't do the frankly ridiculous thing where guards can't see you when you're in mild shadow with all light sources projecting like 5 inches of light around them. It also doesn't do the ridiculous thing where stepping on a hard surface would explode your steps all over the place. Seriously, Thief was as much of a tech demo as it was a proper game and to an extent, I'm glad Dishonored looked away from the approach, altho it did sometimes create interesting situations. Incidentally, there's both sound based on surface you're stepping on and hiding in shadows implemented in both Dishonored games, it's just not nearly as pronounced - just generally not making any sound and staying out of sight being the most important principles. I have finished both Dishonored games as Ghost with Clean Hands, so I do have a bunch of experience with them. However, the most important distinction that pushes Dishonored and Thief apart is that the former is a power fantasy while latter is ... Well, the exact opposite. In Dishonored, you know that the only reason everybody is still alive is your benevolence. In Thief, it's mostly because you're not a fighter and getting into major conflict gets you killed (well, in principle. Most of the guards in most levels ended up being knocked out anyway, but that's failure on part of Thief's mechanics moreso than anything else) And that's what is making Thief and Dishonored very different games. Thief is designed so that you have to constantly be on your toes with unpredictable patrol patterns, overwhelming numbers and even a bunch of levels that'll scare the **** out of you purely due to these principles. Dishonored, on the other hand, is designed in such a way that player always feels in control - short, predictable patrols, enemies that can't look up for you to feel like a "predator surveying from above" etc. So at the end of the day the two games end up feeling very different. It plays a major role in level design too - there's always a few passages that are completely safe for the player, where you don't have to shiver in a tiny hiding spot, hoping to not get spotted. The only trick is finding them.
  21. I'd like to point out that I also really enjoyed Dishonored games. For different reasons than Thief games, but still. Look, the ramp was fine. The ramp was Edward Diego's leisure transportation device that had some of the essential bits of the station on the other side of it. All good. But what the hell is this!? Imagine having to navigate a labyrinth every morning while going to work! There was a fair amount of corpses within these walls (including actually inside the walls), and I'm willing to bet most people there died of dehydration even before the crisis on Citadel station. Nobody bothered to clean out the bodies for they were too preoccupied with trying to get out themselves. In fact the smell could be used to ease navigation.
  22. It did? Hm. Yeah, I never said Citadel was realistic - it most certainly wasn't, many parts of the station were completely nonsensical. It had believable general structure which is what impressed me at the time, as in division into individual floors with each having distinct function and you as the player being required to use those floors for their functions throughout the game, either as a part of the story or to gain some benefits. It also had nice bits of detailing like carpets in the quarters for the station's elite and such (and such a thing as crew quarters existed). That's what constituted "believable space station" back when System Shock was released since most other first person perspective games were much more abstract. That said, Prey impressed me all over again by taking that basic idea and polishing it to near perfection. So not only does each crewmember get a cabin, workplace and physical location for themselves, there's also toilets, cafeterias and so on. Hell, there's a PR department on board of the station, trying to spin the evil corporation BS into something digestible by public. There are station-wide announcements running completely in the background that react to timeflow of the station, wishing you good night or giving tidbits of information tied to the time and purpose of each zone. Oh and no mock doors. For real this time. It's still not perfect, but it's certainly the best attempt I've ever seen.
  23. I too enjoyed Bioshock 2 most of the three as I felt it had the best level design and gameplay mechanics. I did enjoy storyline in Infinite more, but... That's not necessarily what I play games for. At any rate, when it comes to Bioshock hate (or "Why I like it less than System Shock" in my case), I've been with SS games since the original, and I still do prefer it to System Shock 2. Why is that? Because the original System Shock gave me a feeling that I am actually on board of a space station where there are no mocked doors, no pretend cabins or whatever - the whole station was there for me to explore, room by room, floor by floor, with many emergent gameplay elements that made the game unforgettable. And what really made the station feel alive to me was that the floors weren't just 'levels' of some sort - they were actual parts of the station with function and purpose, and if you wanted to achieve a goal of some description, you wouldn't achieve it in the next level in line but instead by going to the appropriate part of the station, which often involved backtracking - but backtracking wasn't a problem as, once you have unlocked the station, navigation was fast and natural. Add to that an excellent antagonist and intriguing storyline and you have a game that you don't forget. While I liked System Shock 2, especially for being a horror game (that the original didn't attempt to be, not really), what I did not like was that it seemed to stray away from the original's design. While it still tried to keep a logical structure, the game usually had everything locked down tight until it was necessary for the player, having very little in a way of optional areas you won't ever need to visit. System Shock 2, while still leaning more towards the System Shock 1 way of things, was designed a bit more like a traditional chain of levels that you do in sequence, very rarely giving you a reason to go back. There were more design decisions in SS2 that I disliked, namely it facing away from gear checks in favor of skill checks, but that's for another wall of text. And then Bioshock, selling itself as the spiritual successor of System Shock, came along. While the natural structure and brilliance of System Shock's levels also sometimes leaked through, it was structured like a much more traditional shooter, usually keeping player to a single viable path with the possibility to backtrack... If you really needed to. Yes, this path sometimes got more complex and there were larger rooms and forks - that all ultimately culminated in a single way regardless. Storytelling was rather neat in this one, that much is true - but by omitting Shocky level design alone it has lost a lot of appeal for me. Still, it was about the best we got since SS2, so... I enjoyed it for what it was. So now, Prey happens, and it approaches design of its space station exactly like System Shock 1 did. You get a gigantic place to explore with all sorts of optional areas to browse through, with all kinds of possibilities of reaching an objective by many different paths that can even come from entirely different parts of the station, and as an addition to that you get space flight, being able to physically navigate around the station. Now this is the approach I have personally been always waiting for - it's open, it's smart, and it allows you to specify parts of station as your safe zones, your crafting zones etc., places you'll be returning to regularly because objectives have you revisiting the same parts of the station which slowly evolve with the story. Hell, they went to the lengths of giving each crew member a place to sleep, a place to work and you can find corpses of each and every one of them. Or you may find some still alive...
  24. There is VO and it's not done by Ryan Reynolds. The game predates the movie by ... Quite a bit.
  25. Yup, that's why I have an account over at Green Man Gaming. If, like me, you're worried about origin of the keys, GMG actually started publishing that in "Source" section on a game's page ever since their keys origins were scrutinized at one point - Prey specifically was supposedly supplied by Bethesda Softworks themselves. Prey's currently priced at 48 Euro for registered users. Yup, Deadpool was a lot of fun.
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