Amorpheus on 17/11/2003 at 21:16
What's so special and precious about reloading that it deserves to be a measure of game design?
Gingerbread Man on 17/11/2003 at 21:19
Hrhm.
This is all starting to sound pretty odd. Bordering on ghey.
One thing I always keep in mind is that a lot of the time interviewees may be talking about the console version (okay, one thing I always fervently hope is that interviewees are talking about the console version) and that the PC version won't engheyify things too badly.
I dunno, though.
It's starting to sound more and more like Syphon Filter, and I thought Syphon Filter was pants.
I'm starting to get worried.
Orgone Accumulator on 17/11/2003 at 21:57
There are no differences between the two versions other than the smaller levels on the Xbox game, and lower resolution textures, or somesuch.
Also, when did Carmack start designing this game?
zingbat on 17/11/2003 at 23:31
Being an RPG player i value more the creation of the environment and the fealing of the game. The game is played in an high tech future so reloading and shell ammo looks a little crapy when compared to nano-technology or bots firing high energy weapons. I think that Warren is trying to create a futuristic environment and he is very much capable of making it as fun or even more than any classic FPS. Nothing is going to change. The player still has to think wether he should use that big gun which consumes and wastes a lot of energy or decide to take the other guys down with a more subtle and energy economic aproach.
jstnomega on 18/11/2003 at 00:06
(
http://www.firingsquad.com/games/deus_ex_2_preview/)
Every gun adapts the ammo to what it needs. A shotgun will make shells, a rifle makes bullets, a rocket launcher makes rockets. How is this possible? Presumably with the ubiquitous nanites. Regardless of the how, it’s an elegant solution, though we think the game could stand to give the player more of the ammo and let him hold more at the same time.
The maps are very small in terms of area, but packed full of content. It’s almost like playing a BioWare RPG, there are so many sidequests to do, you forget you’re on a map the size of a Quake multiplayer level until you realize how much time has passed. There is a ton of exploration to do, optional and otherwise. There are secret areas, people to talk to who will give you hints and jobs, not to mention all sorts of filler material that fleshes the game atmosphere out.
***************************************
don't know what to think but i know i'll be there to spend my $ just as soon as it's released, no matter what the pre-viewers have to say
Agent Subterfuge on 18/11/2003 at 00:56
Hell with the naysaying. They're trashing all the established cliches of the medium and venturing out into new territory in somewhat subtle ways. They may fuck up with a few of these choices, sure, but I cant wait to try this out. DX was great, but Im willing to leave that behind and play with these new mechanics. Bring it on, ION.
Gingerbread Man on 18/11/2003 at 01:34
Quote:
Originally posted by jstnomega Every gun adapts the ammo to what it needs. A shotgun will make shells, a rifle makes bullets, a rocket launcher makes rockets. How is this possible? Presumably with the ubiquitous nanites.
OHO!
See, that makes sense. I can get behind that.
It feels a bit weird to include rockets in there, but there's no reason nanobots couldn't theoretically make things that complex. Not that it's much more complex than a bullet, but it just
feels weirder.
Okay, I feel better now.
Chade on 18/11/2003 at 02:52
BTW, you can't see it now, because the ISA DX2 boards are screwed at the moment, but basically Kypt said (NOT word-for-word, but this is the meaning, Ii'm not twisting anything):
"We had a problem when we put the unified ammo system and reloading together (he does say later that they could have found a way around the problem if it was necesary), so the first thing we tried was to take out reloading. So we took out reloading and it turned out no-one really cared."
So I guess there are 3 ways to take that:
1) They're lying through they're teeth
2) No one cared because they don't want an interesting game
3) The biomods and abilities possessed by the player and the AI's, and the improved AI in general, have made combat interesting enough that something like reloading makes no noticable difference to it
Well ... I know which one I'd prefer ... personally, I'm going to give them the benefit of the doubt till I play it.
Minion21g on 18/11/2003 at 03:14
It's got me edgy, I think I may wait for a review or 2 before I buy it. Most likely I'll end up having it anyways.