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Outside of characters, it'd be a fair bit easier to draw the sharp lines and flat, clean surfaces in ME. Even then it still involved a lot of pre-fabs and clone brushes. ME1 reminded me of NWN1 stylistically, though that may be a flaw of memory rather than a side-by-side comparison.

 

 

Wing Commander has aged much better than say, Falcon 3.0.

Edited by Humanoid

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FFS, comparing the dirty old Gamebryo engine to Unreal 3.x is like racing a toaster against a Ferrari. But the faces is not actually the engines fault, in FO3/FNV all the faces seem to be created using the horrible character creator wich works by morphing 4-5 generic face molds into eachother, whereas for Mass Effect bioware has created each character individually by hand from scratch (except for the player character obviously, who is done with a similar process of morphing face molds)

 

 

The animation/rigging possibilities of the faces is way more advanced in U3, though. It even has support for importing facial animation from Softimage/Facerobot, which means you can do some really cool and lifelike stuff

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Important: as the following sentence contains many naughty words I warn you not to read it under any circumstances; botty, knickers, wee, erogenous zone, psychiatrist, clitoris, stockings, bosom, poetry reading, dentist, fellatio and the department of agriculture.

 

"I suppose outright stupidity and complete lack of taste could also be considered points of view. "

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One shouldn't wonder why players go on killing sprees in Bethbryo games when looking at random NPC faces. At least FO3 & NV have the improvement over Morrowind/Oblivion that it's possible to literally kill them with fire.

The ending of the words is ALMSIVI.

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I need to figure out some game play... I haven't really sat down to do any serious gaming since I finished that first runthrough of FONV a couple of weeks back. Just not sure what I'm in the mood for, or if there's anything that really jumps out as appealing to me at the moment...

"Cuius testiculos habeas, habeas cardia et cerebellum."

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FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU Bethesda's level scaling. I have no problem with level scaling in general. I have no problem with dynamic difficulty systems in general. Even Baldur's Gate II and Morrowind had it to some degree.

 

But those games don't load me into pairs of deathclaws everytime I go to turn in fingers. Nor does it populate the world with Albino Radscorpions. AAAAAAAAAAAAAARRRRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHHH Though Cliff racers got really annoying after a while.

 

Part of the problem is probably Fallout 3's respawning system. They respawn where they died, instead of respawning where they originally spawned. So if the deathclaws (which seem to have replaced giant radscorpions as spawning at this location) die on top of the fast travel point, they'll be there the next time. And they're too heavy to drag the corpses away.

 

And stop killing my invested merchants, guys. If I see them, I just know I'm going to have to escort them for a few minutes before I can break for it.

Edited by Tale
"Show me a man who "plays fair" and I'll show you a very talented cheater."
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I've only actually seen one. But that was enough. I've dodged enough Deathclaws and Super Mutant Overlords to make the complaint, though.

 

Enclave Hellfire Troopers don't seem too much stronger than regular Enclave troops. So I find them acceptable.

Edited by Tale
"Show me a man who "plays fair" and I'll show you a very talented cheater."
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FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU Bethesda's level scaling. I have no problem with level scaling in general. I have no problem with dynamic difficulty systems in general. Even Baldur's Gate II and Morrowind had it to some degree.

 

But those games don't load me into pairs of deathclaws everytime I go to turn in fingers. Nor does it populate the world with Albino Radscorpions. AAAAAAAAAAAAAARRRRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHHH Though Cliff racers got really annoying after a while.

 

Part of the problem is probably Fallout 3's respawning system. They respawn where they died, instead of respawning where they originally spawned. So if the deathclaws (which seem to have replaced giant radscorpions as spawning at this location) die on top of the fast travel point, they'll be there the next time. And they're too heavy to drag the corpses away.

 

And stop killing my invested merchants, guys. If I see them, I just know I'm going to have to escort them for a few minutes before I can break for it.

 

Use the Martins Mutant Mod? - it can nuke spawning in certain zones and make merchants tough enough to look after themselves. Everything is optional as well.

Fortune favors the bald.

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Did Mothership Zeta last night, full. It's like the worst parts of Operation Anchorage and Broken Steel/Point Lookout. Minimal exploration, no skill interaction, and enemies that soak too much damage.

 

But I can't hate it. If it weren't for the energy shields on the aliens, I might have loved it.

Edited by Tale
"Show me a man who "plays fair" and I'll show you a very talented cheater."
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Also, I never heard the adventures of Herbert "Daring" Dashwood when I first played the game on my 360. Was it a fluke? Faulty memory? Or was it patched/DLCed in?

"Show me a man who "plays fair" and I'll show you a very talented cheater."
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I'm about two hours in in Two Worlds 2.

 

Melee combat is better than the dodge/clickfest of the first game, and is almost identical to Gothic 3 now. Enemies will actually bother to block now so that occasionally you have to use the block breaker skill. Sneak kills are pretty fun.

 

Enemy AI outdoors leaves a lot to be desired. If you shoot an enemy with an arrow, they will give chase for 5 seconds and then forget about you completely, letting you shoot them again and repeat til they are dead. I've dropped rhinoceroses this way, feels pretty cheap. This doesn't work indoors, though.

 

I also got my horse, but it's even more useless than in the first game. It can gallop for about 10 seconds and is then reduced to walking slower than the main character on foot. Lame.

 

For the rest... the UI is horrible, worse than vanilla Oblivion, lockpicking minigame is actually fun, voice-acting is pretty good. The game engine is also impressive, since my nearly 3-year old computer manages to max it out. The HDR/bloom is eye-blinding, though, and must be tweaked.

 

Storywise, the game immediately throws everything the main character accomplished in the first game through the window, but that's okay.

The ending of the words is ALMSIVI.

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Magic system is pretty impressive in Two Worlds 2. Some quests are interesting in the city but not that much in the first ten hours. Most dungeons are pretty short, which is for the best, at least for me. But I still think it's lacking something, don't really know what. Maybe some motivations to follow the story.

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I don't like that one can only cast spells by equipping a magic staff. I also don't have the patience to collect X cards to become a badass mage... in the first game, by the time I had found enough cards for my magic to become effective, I was already an invincible fighter.

 

It seems the game wants to be played like Risen, doing quests that take you all over the island. There certainly isn't much incentive for freeform exploration, considering there isn't much off the roads save for animals to kill. I entered some dungeons and got hammered by higher level enemies.

The ending of the words is ALMSIVI.

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I just realized that I've not seen a single car blow up in Fallout: New Vegas. Odd.

 

And I hadn't realized until now that cars were actually a threat to be reckoned with in Fallout 3. I just remember seeking shelter from a bunch of supermutants and hearing that familiar "pop" of a car going into the first stage of exploding. I must say that Bethesda did well with those, I can still remember the sound that made you flee in panic. Strange, really. While playing Fallout 3 I remember being annoyed by the cars exploding everywhere, thinking "Yeah, I guess the Halo generation needs their explosions". But in retrospect (and after playing Fallout: New Vegas) it feels as if Bethesda managed to make the explosions a part of the gameplay.. in a good way.

I've seen it in NV, but not often....and not in the sense where they're traps or something. Just when someone shoots in the direction of a large vehicle and I guess the shots make the gas tanks explode. One time I was standing next near an abandoned truck near one of those ant desert areas and you-know-who fired at an ant from the other side of the truck, shouted 'look out' and then the tanks on the truck exploded, killing me. Another time a fleeing Fiend ran behind a car and some NCR blew it up.

“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
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Finished Broken Steel. Ahh, mowing down baddies with a gatling laser. Good times. Now I'm afraid to do my next planned New Vegas run simply because it can't use gatling lasers very well.

"Show me a man who "plays fair" and I'll show you a very talented cheater."
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Played through HL2 and both the episodes... pondering starting a HL1 game.
What's there to ponder? DO IIIIT!

I did... and JESUS this game makes me freak out on the jumping puzzles...

 

I've only just got the shotgun recently... I need to find a texture update for higher poly count.

Victor of the 5 year fan fic competition!

 

Kevin Butler will awesome your face off.

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BLOPS. Seasonal (subarctic night) depression got to me, I needed something like this. Damn Activision and their inconveniently convenient release window.

You're a cheery wee bugger, Nep. Have I ever said that?

ahyes.gifReapercussionsahyes.gif

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