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Everything posted by Slowtrain
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I'm pretty sure that both worked on both games and had roles that were of equal importance in both games. No. Smith did work for Spector during Deus Ex, but it was Spector's vision all the way. As I recall from various interviews in the past, Spector has sworn up down and sideways he had no input at all on the design of IW. He has also hinted that he disagreed with some of the choices Smith made, but since it was SMith's game, those choice were Smith's to make.
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Just about every RPG includes this since jumping/climbing rarely has a use and is too much work. Hmmm? CRPgs are better if you character can't jump, crouch, swim, climb or fly? Are you applauding this? Or just being an apologist for game developers? Perhaps we should follow Shadow Paladin's advice and eliminate all forms of movement from crpgs and simply have character's instantly transported from place to place? That way gamers don't have to deal with the annoyance of walking and developers don't have to spend their time implementing something that has no real use. I mean, walking has less use than any other gameplay feature since all it does is move a character from point a to point b which can be much more easily done and explained with any sort of instant transport system. Certainly a feature can't have any use if its not in the game. Perhaps developers should spend a little while thinking how to use such features to make a game more interesting rather than simply dropping them. The concept of a thief class that can't climb has always somewhat boggled my mind.
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It didn't bother me either, it's just that environmental limitations are always so noticable in games that appear to be wide open. NOLF2 was an example of this as well. When you get into a rail shooter like Half Life, you don't really notice such things simply because the gameworld doesn't foster that illusion of space. STALKER was a fine game, unclimable meter high fences included.
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Yes, some of the gameplay feels primitive in that sense. Unquestionably. Of course, STALKER has the same silliness of your player character being able to destroy mutants and run forever and outfight hordes of heavily armored enmies, but still couldn't climb a 1 meter fence.
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Haven't we been through this ordeal before? Harvery Smith worked on both worlds last time I looked and so did Spector. Stop pretending one game dev failed and the other did not. This might not be what you're insinuating and if so excuse me but too many people does this and I have little idea why. Edit for clarification. Deus Ex was Spector's game; IW was Smith's game. Whether one failed or both failed or not is more subjective than anything else. In the end they both delivered a more or less completed game, so in that regard neither failed.
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FO3 pirated in less than 24 hours after gold
Slowtrain replied to Tigranes's topic in Computer and Console
Really?! I thought they said there was going to be a toolset shipping with the game... Nope. The release of a tool set is still undetermined. Possiblty sometime in the future. -
If you can get it cheap, you might find it an interesting play through. The core aspect of choosing your path through the maps is still in place. For me it just wasn't the same experience as the original. I did finish it though. Unlike Bioshock. lol.
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I can't remember what the rationalization was. I don't know if real choice and consequence was EVER in the game. It wouldn't be such a big deal really, except Smith harped on 2 major things during development of IW: a numberless world (real immersive worlds don't have numbers ie skills, hit points, damage ranges etc) and real choices that mattered. I think IW failed to deliver on both. His numberless world was no more immersive than Spector's numbered one and there was no more choice and consquence in IW than in DX 1. And in the process he chose to drop some of the things that made DX interesting. I don't think IW was a horrible game, just pretty mediocre and not terribly involving.
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Hate is too strong a word. Its major downfall for me was that it stripped away all the fun aspects of Deus Ex and failed to replace them with anything. Harvey Smith said the game was going to have CHOICES THAT MATTERED. It didn't.
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FO3 pirated in less than 24 hours after gold
Slowtrain replied to Tigranes's topic in Computer and Console
It doesn't surprise me in the least that the game blows, BUT a bunch of people put in a lot of hard work on this game, for good or for ill, and it sucks that this had to happen to them. I'n actually more inclined to purchase it now then I was this morning. Weird. -
FO3 pirated in less than 24 hours after gold
Slowtrain replied to Tigranes's topic in Computer and Console
Well, I think it must be pretty much a bummer for Bethesda and all the people who worked on the game. I'm sure they are all pretty upset, and I can understand why. Reviewers may suddenly find it a little harder to get their hands on advance copies of high-profile games from this point on. @rn: You know what, you're probably right. -
FO3 pirated in less than 24 hours after gold
Slowtrain replied to Tigranes's topic in Computer and Console
How so? The game wasn't even released yet. DRM isn't even an issue. Unless even review and developer copies are going to be DRM'd now. IF anything this sort of event weakens pro-DRM arguments dramatically, since it makes DRM pointless. ANd it on a console anway. You read the part where he said "logic or not", right? Of course. But my point was that I don't see how even a "logic" failure can connect the two. There's no connection between DRM and what happened here. This is more like an internal security issue for a developer or something. It was a review version, so really the guys out there in the gaming media are to blame, smite them! I was under the impression that in software development often beta and demo copies of applications are designed to stop working after a certain length of time to prevent potential propogation of "unofficial" copies of the application. Is that true? -
FO3 pirated in less than 24 hours after gold
Slowtrain replied to Tigranes's topic in Computer and Console
How so? The game wasn't even released yet. DRM isn't even an issue. Unless even review and developer copies are going to be DRM'd now. IF anything this sort of event weakens pro-DRM arguments dramatically, since it makes DRM pointless. ANd it on a console anway. You read the part where he said "logic or not", right? Of course. But my point was that I don't see how even a "logic" failure can connect the two. There's no connection between DRM and what happened here. This is more like an internal security issue for a developer or something. -
FO3 pirated in less than 24 hours after gold
Slowtrain replied to Tigranes's topic in Computer and Console
How so? The game wasn't even released yet. DRM isn't even an issue. Unless even review and developer copies are going to be DRM'd now. IF anything this sort of event weakens pro-DRM arguments dramatically, since it makes DRM pointless. ANd it on a console anway. -
Do developers do their own game trailers? Or are there outside companies that are hired to put together these trailers? I'm curious becuase I really felt that FC2 trailer was really horrible. The game may or may not be good but that trailer just made me laugh at how stupid it was. The voice over should have simply been removed. That would have made the trailer at least not so insipid.
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What's up with games that don't feature subtitles?
Slowtrain replied to Matthew Rorie's topic in Computer and Console
Not to mention the fact that a lot of times games use unusual and/or made up words or the voice actors have poor ennunciation skills and without subtitles, I don't have any idea what somebody just said half the time. -
Fallout 3 system requirements?
Slowtrain replied to Magister Lajciak's topic in Computer and Console
Well, there's the potential mod issue as well. ALthough at this point, whether there will be user mods is totally unknown. -
I don't know. Unless you are looking at your avatar from outside it can be difficult to tell just how concealed by shadow you are. WIthout Thief's stealth gem it could be difficult to tell, even crouching or standing or drawing a sword could make a differnce to how concealed you were. Plus you never really know how much the AI is "allowed" to notice. So, some kind of concealment indicator would seem to be neccessary regardless of whether stealth is shadow-based or cover-based. I'm still not really sure what cover-based means, other than perhaps if cover blocks line of sight, then you can't be seen. But cover usually causes shadows, unless you are in some sort of really well-lit area that has multiple light sources, so the difference seems to me not that big a deal one way or the other. More info required.
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Fallout 3 system requirements?
Slowtrain replied to Magister Lajciak's topic in Computer and Console
Hmm, the release of the game is really close now, so they must know the specs by now. It is just likely they forgot to update their website. Well, I hope I can run it on my system, if not I will have to wait to buy the game until I get a new one. I'm sure they have a general sense of what is needed to run it at various degrees of detail, but until thay have finished optimizing and tweaking performance I can understand that they would be relucatant to say anything. Probably if you can run Oblivion decently then you'll be able tun run FO3 on at least some level. However, also probably the specs for running FO3 at max detail will be higher than those of Oblivion. Those are just guesses, of course. -
Fallout 3 system requirements?
Slowtrain replied to Magister Lajciak's topic in Computer and Console
Specs haven't been released yet (as of a few days ago anyway). Apparently Bethesda is still in tweak and refine mode with FO3 and probably won't release the spec requirements until that phase is done. -
I'm not really complaining that Lebedev didn't survive though. I'm just pointing out that my decision to save Lebedev, which the game couches as being a pretty important choice, had no consequences or results to differentiate that course of action from a course of action where I just let Anna kill him or even kill him myself as ordered. He is merely dispatched off screen and the story continues. It disappointed me at the time, but that was more a result of my incorrect expectation that the game was deeper than it really was. Once I realized that there was little choice in how the narrative would unfold, I adjusted my expectations and still loved the game. I totally agree. Not only do I agree, but I think such should happen a lot more in games than it does.
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Nice catch. I actually can't even remember where that happens now that I think about it. I almost always had him stay whenever I played. On a completely unrelated note: the word Adam ALWAYS makes me think of Bioshock now.
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Good example. you mean Jaime i assume? if you told him to stay there you'd see him in Paris and he could get you Gunther's killphrase (or if you hadn't gotten Anna's and killed her the old fashioned way a Aug Upgrade Cannister i think) Yes, I think Carter always leaves UNATCO regardless. As Shryke says if you ask JAime to stay and spy for you you get the killphrase; if you tell him to split he smuggles out an AUG cannister. In either case he meets JC in PAris and passes along the appropriate item. That's about the extent of player choice in the game. Don't get me wrong, I think DX was fab, but still at it's heart it is a very linear first-person shooter. AN excellent one, of course.
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I remember the first time I saved Lebedev by killing Anna (I blew her up with a LAM lol). I felt good that I had done something positive (if blowing somebody up with a LAM can ever have a positive side),. But then I got to the next briefing with Manderly and I was told that Lebedev escaped but we tracked him down and a killed him anyway. And I was like WTF? WHy did I even bother then? If the narrative doesn't support my actions, why is it even in the game? It didn't ruin the game for me or anything, but I think it was at that point I really understood that the vast freedom of choice in methodology was not mirrored by a vast freedom of choice in the narrative.