Nameless Voice on 6/6/2016 at 01:59
You can pre-order it?
I can't find it on Steam. Did you pre-order a physical copy, or is it exclusive to some heathen gaming platform?
Jason Moyer on 6/6/2016 at 02:05
It's an EA game. I'll let you figure it out.
Nameless Voice on 6/6/2016 at 03:13
Well, I guess I won't be preordering it then.
Fafhrd on 6/6/2016 at 03:33
Didn't pre-order, but I'll be getting it Tuesday.
Tuesday is crazy packed, though: This, the long-awaited Homeworld: Remastered mega-patch that fixes formations and a bunch of other stuff, and House of the Dying Sun (formerly Enemy Starfighter) launches in Early Access.
Jason Moyer on 6/6/2016 at 03:53
Aggh, House Of The Rising Sun is out too? Damn, I thought I'd have a clear calendar for ME and the FO4 DLC.
Edit: Leaving my typo for posterity's sake.
Jason Moyer on 7/6/2016 at 22:58
I played a bit of the intro last night, and all I'm going to say is it's pretty fucking bad so far. Then again, it's the intro so I'm not giving up on it yet. I will say it's a little disappointing given how great the tutorial mission in the first game was; so far this feels like Mirror's Edge-for-babies.
Edit: To be fair, the game is the...sequel? prequel? reboot? to a game that is as close to perfection as anything I've played since the original Thief, so it wouldn't be surprising if it doesn't hit the same level. I'll be happy with Thief 2/3/4 shittiness, really.
Pyrian on 7/6/2016 at 23:26
Quote Posted by Jason Moyer
I will say it's a little disappointing given how great the tutorial mission in the first game was...
Really? I thought it was awful. I barely got through it, I know people who didn't. It really fails at teaching timing (for swings, rolls, and wall jumps), which is critically important.
Quote Posted by Jason Moyer
...so far this feels like Mirror's Edge-for-babies.
That is what a tutorial should be like.
Jason Moyer on 8/6/2016 at 00:47
Yeah, I'm going to hold off on a full judgement until I'm further in. I will say it's a bit jarring that the guy at the end of the tutorial is on his radio talking about how I took all of the guards out when I just ran past all of them. I'm kind of baffled that they didn't think to make that part conditional somehow.
Edit: Opinions on some things:
a.) I think I preferred the animated story stuff in the first game, over the kinda crappy-looking in-engine cutscenes.
b.) I'm kinda disappointed that the game forces combat against mooks in some missions, when I could have easily avoided them and finished the objectives.
c.) I think a straight Metroid-vania style unlock system would have been better than grinding for XP. ME:C seems to want to go for both (making you get XP to unlock things while also keeping most of the upgrades unavailable until main missions are finished).
d.) Outside of the shitty collectibles that add nothing of value to the game whatsoever, the open world actually works really well. I've found some pretty ridiculous routes in the timed delivery side missions by ignoring the runner vision and going in a completely different direction. Then again I did that in the original game too. Moving through the environment is fun enough that I'll give it a point in any case. I can't imagine ever wanting to use the fast travel stuff to reach a mission starting point.
e.) The traversal combat moves are pretty neat, the "stop and circle dance around guys" stuff is pretty silly. The enemies in general are pretty ineffectual so far and don't do anything but break the flow. I hope that there's some actual "running away from enemies" somewhere down the line.
Fafhrd on 9/6/2016 at 06:27
I'm really enjoying it so far, but it's definitely a different beast than the first.
I get less of a sense of being able to master Catalyst the way I could Mirror's Edge, and I think the readability of the environments is a fair bit worse than ME. Too many pristine glass walls that I keep running in to because I don't realize that they're there. But the movement is still fantastic and in some ways improved (I love the vertical bars on some corners that you can swing around, and there's a lot less missing of springboards because I jumped just outside of the activation zone).