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Oblarg

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Everything posted by Oblarg

  1. Mike's voice acting seems quite a bit better in these conversation demos.
  2. Is that guy using an XM8? I thought those were canceled.
  3. It's the sort of thing that happens in games all the time (AI acts funny when the player is dead because it's kind of irrelevant), but, like with the funky nade in the other trailer, one can't help but wonder why it's in the promo footage. Mike isn't dead in the clip, though. He just kneels down, then hits the guy again.
  4. KotOR3 would be awesome, but... It seems LucasArts and BioWare are intent on covering up KotOR2 as if it never happened for their generic cashcow MMO. What a pity. BioWare doesn't have any writer nearly as good as Chris Avellone. Perhaps a new IP? It would be nice to see Obsidian doing more stuff with their own IP.
  5. I know what that's from. It's during a CQC clip from the GTTV episode when Mike is fighting a baddie, then kneels awkwardly and the baddie turns around and seems to forget that he is there. Struck me as a bit odd.
  6. Its also cool to say Carth was an interesting, well written character. This. If there was one thing that I really enjoyed about KotOR2, it was not having Carth around to whine my ear off with sloppy, melodramatic, poorly-written dialogue.
  7. Then you're a really bad spy, and you'll fail.
  8. Indeed. However, it did have good ingredients. Not great, but good. It just didn't mix them right. Way too much walking around and way too many transition areas and movies really watered down the experience. I'm not even going to mention that damned vehicle (twas about as fun to control as a boat on restless waters). I'm hoping Alpha Protocol keeps this sort of stuff to a minimum. Yeah. The main problems with the combat were it was too stat based, it took too many shots to kill a given enemy, and it had auto-aim. It may as well have just been KotOR combat disguised as third-person shooter. Oh, and the cover system was AWFUL.
  9. Probably going to go mainly professional with some aggression mixed in. I like being to-the-point, sardonic, if possible.
  10. I want my m1911 .45. Please, I don't want a ****ty 9mm pistol.
  11. HK-47 ready to serve Master. Oh how I hate that word. "It seems apparent that all the sith would very much like to assassinate all the jedi. Which is somewhat the equivalent of cultural suicide, as most sith are jedi or were jedi."
  12. i have a felling this will be more like mass effect in gameplay than rainbow six vegas. which isn't a bad thing cos mass effect is sooo good Mass effect's gameplay was definitely not "sooo good." It was pretty boring and mediocre.
  13. That movie... NEVER ****ING ENDED GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
  14. Graphics look fine, getting better every new release.
  15. Goddamnit. Link's down. Didn't even get to see it.
  16. Which reasons are these? Well, the moves are all mocapped, so with the amount of time spent in the studio it seems unlikely that they would have a plethora of different strikes and only one takedown for each situation (armed/unarmed front/back). Martial Artists also tend to know a variety of takedowns, and many like to show them off. Add to that that the CQC is it's own skill and level progression is supposed to grant new combos etc., and it seems like too significant a portion of the game to skimp on visually. Ao2 and K&L didn't even have much in the way of mechanics governing CQC, it was just something you used when you ended up too close. In the case of AP it's a "weapon" skill with its own progression like pistols and assault rifles. That's just my edumacated guesswork though, Sawyer might step in at any moment to tell us (hint hint). The game currently features multiple takedowns. I even did the mocap for one of them. Good to hear. Anyway, from what I've seen the CQC looks fine. I'm wondering how the gunplay will work out, considering I'm planning to max out pistols and stealth and do some chainshotting out of cover.
  17. Which reasons are these? Well, the moves are all mocapped, so with the amount of time spent in the studio it seems unlikely that they would have a plethora of different strikes and only one takedown for each situation (armed/unarmed front/back). Martial Artists also tend to know a variety of takedowns, and many like to show them off. Add to that that the CQC is it's own skill and level progression is supposed to grant new combos etc., and it seems like too significant a portion of the game to skimp on visually. Ao2 and K&L didn't even have much in the way of mechanics governing CQC, it was just something you used when you ended up too close. In the case of AP it's a "weapon" skill with its own progression like pistols and assault rifles. That's just my edumacated guesswork though, Sawyer might step in at any moment to tell us (hint hint). Fair enough. I must say, the one takedown we've seen is pretty badass.
  18. The animations look fine from what I've seen, especially the takedown animation, although I hope there is more than one.
  19. I don't think that's any more true for unarmed fighting than it is for shooting or playing baseball. Every interface is dumbed-down. Edit: figuring out what is "authentic" in the first place is a challenge by itself. Separate from that, I think the problem of mocapping animations etc. is very doable. I did not say a realistic fighting game would be easy or a cash cow, I said it could potentially be doable and fun. Sure, but that's all irrelevant. The point is, Alpha Protocol is a big enough challenge as is, and realistic fighting would take too much time/resources to be worth it.
  20. I like that approach to RPGs. Leads to much better immersion and plot development. That's my one problem with BioWare games - they're too static. Mass Effect was supposed to change that, but in that respect, it failed.
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