ZylonBane on 1/4/2010 at 16:55
Quote Posted by Jashin
Oh wow, image macro. Trying to put the 4chan in TTLG are we?
The fact that you called it an "image macro" means that
the 4chan is already within you.
rachel on 1/4/2010 at 17:04
Resistance 2 had pretty a good array of "traditional", increasingly difficult boss fights. (Okay, it's console but still.)
dur4nd4l on 13/4/2010 at 17:57
Quote Posted by Briareos H
(
http://www.1up.com/do/previewPage?cId=3178507) Here's a short interview with Jonathan Jacques-Belletete, art director.
There are some interesting bits of info in there, like the ability to
finish the game without killing anybody.
What he says sounds rather sensible, with a good grasp on a coherent pre-DX world; This : "
You'll be facing a lot of human opponents. In terms of robots, we looked at what Deus Ex had, and stuck to that in terms of format, size, and how many there are. We went that same route, and made it more 'current-gen' -- like making them work with our cover system. But yeah, you have your walkers and your patrolling robots." hits the right strings as well.
Still optimistic.
Back on track with the original intention of the topic...
I have to agree with you on this one, Briareos. While the gameplay may not be identical to the original DX, I think we can look forward to a superb se(pre?)quel. Personally, I think that while DX1 was a superb game (just finished playing it for like the millionth time, which led me here), it was limited by the technology of the day. The individual AI wasn't that great: I still remember the odd occasion where I'd run right into a commando, and run back around the corner before the AI registered me. Unfortunately, that tended to break the immersion factor. Perhaps the cover system will add an element to the lean, possibly giving a third person perspective to peek around corners without being seen (OK, so the realism factor here isn't that great), or adding something to the combat element of the game.
Combat in DX1 was typical of the run n' gun shooters at the time: Quake, UT, Half-Life, etc. To its credit, Ion Storm and Eidos did a lot with the UT engine to add to the stealth factor. Unfortunately, since that time, the FPS genre has progressed to the point that different styles have begun to mesh. A game exactly similar to the original DX would be tired. I'm not saying that it wouldn't be a good game, quite the contrary, as long as SE and Eidos Montreal do a good job with the story and level design (high hopes here), the game will rate a few playthroughs at least. However, without a radical shift to the combat system to at the very least bring it in line with modern shooters, combat will feel boring, tedious, and likely far too difficult with a modern AI.
The AI system would clearly need a revamp. I'm sorry, but if a guard (who is likely equipped with communications equipment) doesn't raise the alarm after discovering the corpse of his buddy, there's a serious flaw in the system. Most stealth games have multiple levels of AI alarm, ranging from no alarm (all clear, no enemies spotted during coarse of level, nothing out of the ordinary) to moderate alarm (corpse discovered somewhere, suspicious person spotted, etc.) to full alarm (gunfire, engaging enemy, etc.). As time goes on, DX1s limitations become more and more evident. In terms of gameplay, the limitations of the technology at the time are becoming more and more evident. However, the fact that the story, and overall immersion factor remain relevant is what makes DX1 the greatest game of all time.
DX3 has a lot to live up to. IW proved that a DX game is not simply great because of a story. The IW story (I thought) lived up to that of the original, but the immersion factor simply wasn't there. Something about the game just didn't feel like DX. Maybe it was the completely retarded ammo system, or the overall feel of claustrophobia and on-rails level design, or maybe the combat system, but something just didn't feel like DX. Square and Eidos need to look past the specifics of what people loved in DX, and think about what made it such a great game. Open environments, ambiguous choices, superb level design, and just generally thinking outside the box. I think that Eidos has the capability of making this a superb game, and I hope they'll do their best to do what made the original so great.
A word on bosses: in the DX universe, a more powerful being or person is entirely possible. Simons, Navarre, Hermann... all boss fights, if only in the sense that they had more health and/or better abilities than standard grunts. A multi-phase boss fight would actually have great potential to work well in terms of realism. Eidos has the talent, and SE definitely has the experience to make a great boss fight.
Nameless Voice on 13/4/2010 at 18:47
Quote Posted by dur4nd4l
Perhaps the cover system will add an element to the lean, possibly giving a third person perspective to peek around corners without being seen (OK, so the realism factor here isn't that great), or adding something to the combat element of the game.
Somehow, with the recent trends in gamnig, I'll be surprised if then new game even has a lean function.
In any case, switching into third person for leaning is an absolutely awful idea. Third person view is great so long as you can play the entire game without ever using it once.
ZylonBane on 14/4/2010 at 16:17
Quote Posted by dur4nd4l
IW proved that a DX game is not simply great because of a story. The IW story (I thought) lived up to that of the original, but the immersion factor simply wasn't there.
IW's story was crap. Despite playing it through multiple times (the first time as a DX game, subsequent playthroughs treating it as Serious Sam RPG), the only thing I can remember about the plot is a bunch of idiots asking me to do jobs no matter how many times I stab them in the back, coffee, and everyone working for the Illuminati.
dur4nd4l on 14/4/2010 at 17:39
Quote Posted by ZylonBane
IW's story was crap. Despite playing it through multiple times (the first time as a DX game, subsequent playthroughs treating it as Serious Sam RPG), the only thing I can remember about the plot is a bunch of idiots asking me to do jobs no matter how many times I stab them in the back, coffee, and everyone working for the Illuminati.
The story's there, it's just really hard to get past the horrible voice acting (even compared to the original), annoying model designs, physics that doesn't make sense (I can kick a box halfway across a room, but for some reason I can't pick it up), and an absolutely retarded combat/ammo system.
The plot was pretty decent, but the storytelling was just so bad that it's hard to see it. You really have to try to get past the stupid factor.
Nameless, I would love to have the old lean system back, as third person doesn't really make a whole lot of sense. Peeking out around corners actually meant you could be seen... just like in real life... what a coincidence! Seriously though, I was just commenting on the recent trends in gaming. I would hate to see the lean become a Gears of War style cover system.