xerxes2044 on 8/7/2007 at 22:16
well thats not to say that there isnt good music in other games. for example, i think the best music ive ever heard in an RTS was in command & conquer 1 for dos/win95. and theres some unforgettable game music when you go way back like mario and metroid 1 and whatever. but my point is, the music in ss2 actually adds something to the experience. its not just there for the sake of there being music in the game. it adds to what the game designers were going for when making ss2: making the player feel alone, isolated and frightened.
Bjossi on 8/7/2007 at 23:14
It never made me feel frightened or isolated, but it definitely added to the experience. I love running through the corridor maze in Engineering while hearing the music. :cool:
Shevers on 9/7/2007 at 15:32
Well huzzah, this time I get to beat D'Arcy to it: Much as the SS2 music has it's moments, I love SS1's music a lot more.
It's maybe less about ambience and atmosphere, but it definitely feels right when you step off the elevator on each deck of SS1 and hear that deck's music. And a bunch of them are just nice to listen to on their own.
And that's without mentioning the elevator music itself :cool:
xerxes2044 on 9/7/2007 at 19:46
you know i tried playing ss2 a few months ago. actually got it to work on a winxp sp2 machine, albeit without music. am i the only one that found the control scheme to be a pain in the ass?
Bjossi on 9/7/2007 at 19:49
Quote Posted by Shevers
but it definitely
feels right when you step off the elevator on each deck of SS1 and hear that deck's music. And a bunch of them are just nice to listen to on their own.
Isn't that nostalgia? Because for me it felt more new than right when I heard each deck's music for the first time, last year. ;)
Shevers on 9/7/2007 at 20:15
Ain't nostalgia, I'm using my most recent play-through of SS1 - started last week - as a reference point here.
Quote Posted by xerxes2044
you know i tried playing ss2 a few months ago. actually got it to work on a winxp sp2 machine, albeit without music. am i the only one that found the control scheme to be a pain in the ass?
nope ;) I got used to it pretty quickly though. And everything was experimental back then of course. By the end, I actually
liked the control scheme :eek:
(presuming you mean SS1)
Bluegrime on 11/7/2007 at 01:03
SS2 is scary in a different way then Doom 3.. Doom has always been scary in the "Your big brother jumps out of your closet with a haloween mask and yells BOOOO!!" kinda way.. Your scared, then your over it.
SS2 scares in a different way. It makes you AFRAID. The first time I played I really didn't wanna leave the first chem room I found. In fact, I didn't want to explore any of the rooms, since I didn't want to know what was inside. In Doom, I can predict the pattern:
1. Grab ammo/weapon/armor
2. Lights black out ( Optional )
3. Walls open
4. Enemies pour out
5. Kill, exit, repeat.
-----
In SS2, not so much.
cosmicnut on 11/7/2007 at 07:51
When I got used to doom 3 I could usually predict where the "trigger" points were (usally near an item or half way up a starway, etc). I would play a game, approach the area and stop. Reload all my weapons, humm, ogle the scenery, turn around and walk backwards. I would then count the steps it took to hit the trigger :laff:
Bluegrime on 11/7/2007 at 11:17
Quote Posted by cosmicnut
When I got used to doom 3 I could usually predict where the "trigger" points were (usally near an item or half way up a starway, etc). I would play a game, approach the area and stop. Reload all my weapons, humm, ogle the scenery, turn around and walk backwards. I would then count the steps it took to hit the trigger :laff:
:laff:
My indicator was always an item in a room of any sort.
Bjossi on 11/7/2007 at 16:07
Indicators of enemies in Doom 3? Doors and PDAs.