April 18, 2014, 09:43:00 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
  Home Help Search Calendar Login Register  
  Show Posts
Pages: 1 2 3 [4] 5 6 ... 11
121  Gaming / Console / PC Gaming / Re: Mystery GOG countdown (now general GOG discussion) on: April 13, 2011, 01:46:51 PM
Maybe a couple of old Origin titles?

Ultima Underworld: reference to underworld
Wing Commander: reference to stars
Strike Commander / Privateer: reference to riding with outlaws
System Shock: reference to fear of the past

Vague guesses, but still...
122  Gaming / Console / PC Gaming / Re: The Next Big Thing (an adventure game) on: April 07, 2011, 03:02:16 PM
Isn't it from the creators of the Runaway-trilogy?
If so, I'm not that enthusiastic. Great graphics, but horrible writing and humor.
123  Gaming / Console / PC Gaming / Re: Star Wars Republic Commando..will we get a new one? on: April 05, 2011, 06:56:39 AM

Quote from: Rumpy on April 04, 2011, 09:14:22 PM

Believe it or not, I think LucasArts may have had the idea for the game due to a thread on GoneGold I had created where a bunch of us were throwing ideas around for a game based around the Empire. My original idea was to have a game as a counterpoint to the Jedi Knight series the same way Tie-Fighter was a counterpoint to the X-Wing games, letting you see things from the opposite side. We came around to throwing ideas of a tactical squad based shooter set during the clone wars, and I think I may had even came up with a name similar to Republic Commando.  Then several years later, I think GG was no more by then, LucasArts announced a game called Republic Commando that fit all those ideas we were throwing around. Can't just be a coincidence.

Quick, toss out another idea! I'd like a new X-Wing game personally  icon_wink
124  Gaming / Console / PC Gaming / Re: Ex-Titan Quest Developers working on a new game: Grim Dawn on: March 30, 2011, 07:29:52 AM
I liked that video. The running animation seems to be the same one they used in Titan Quest, but the speed and 'feel' of combat is now less floaty, more direct, more powerful and faster. More akin to Diablo 2. Shows promise...
125  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: March 28, 2011, 10:03:06 AM

Quote from: rittchard on March 24, 2011, 08:47:37 PM

My whole thing with MMORPGs is *anything* you can do to encourage and help people (friends/guildmates specificially) to group together is good, and anything deterring it is bad.  I want to play these games with my friends at all times, but I know flexibility is required because we all play at different paces and at different times.  I want to be able to logon, say "hey Joe, Bob and Rick, let's group up and go hit a dungeon", even if Joe is a lv. 50 ranger, Bob is a lv 5 elementalist and Rick is a lv. 13 Thief.  I recall so many MMOs where I would see someone maybe day 1, and then not again for the duration of the game.  That should never happen in a game that is supposedly predicated on getting people together.

Yes, totally agree here, and I find it very strange that no MMO has yet succeeded at this.
126  Gaming / Console / PC Gaming / Re: What recent PC game should I play? on: March 23, 2011, 11:20:03 AM

Quote from: hepcat on March 22, 2011, 07:47:42 PM

Quote from: CeeKay on March 22, 2011, 07:29:46 PM

I hear the Spring Fresh update is going to remove most of the bugs from the Jersey Shore sponsored 'All Hallows Eve' update, while the Summer Rain one will finally add in realistic water physics.

you dont say?

Your mastery of "didn't" is impressive, but your "don't" can still use a bit of work slywink
127  Gaming / Console / PC Gaming / Re: Gearbox Owns the Duke! Duke Nukem Forever WILL BE RELEASED!!!!!!!!!!!!!!!1! on: March 22, 2011, 07:57:25 AM
Sadly no cooperative mode it seems  tear. I don't get why games don't include it, everyone likes a good cooperative game...
128  Gaming / Console / PC Gaming / Re: TellTale's new games: Walking Dead, Fables, King's Quest, Puzzle Agent 2, Hector on: February 21, 2011, 07:13:23 PM

Quote from: CeeKay on February 21, 2011, 05:15:38 PM

Quote from: The Rocketman on February 21, 2011, 11:11:59 AM

Sorry for this little hijack. I just wish Telltale would hire some artists to start making 2D graphics again. Or create a 3D engine which LOOKS like handpainted graphics (ex. Street Fighter IV)

I thought their Monkey Island episodes looked nice, but Hector looks more cartoon like.

Well, I tried the demo, and was incredibly disappointed. The environments just feel bland, and 'samey'. And the characters too zany. The remake of MI1 and MI2 made me very happy though, so I got my rubber-chicken-on-a-pulley-fix this year smile
129  Gaming / Console / PC Gaming / Re: TellTale's new games: Walking Dead, Fables, King's Quest, Puzzle Agent 2, Hector on: February 21, 2011, 07:11:03 PM

Quote from: Kevin Grey on February 21, 2011, 04:36:23 PM

Quote from: The Rocketman on February 21, 2011, 11:11:59 AM

Just look at the amazing and beautiful (completely non-3D smile )'The Whispered World'. I made a little mini-review for myself when I completed it, so if any of you are on the fence about this one, maybe this will pursuade you:

Thanks for mentioning this.  I hadn't heard of it but, looking at the trailer, this is definitely one I'll have to get at some point, though I may have to mute the voices. 

No problem smile It really IS a gem of a game if you like your adventures old-fashioned! It's true quality lies in the fact that EVERY item combination you try has a unique (and often funny) response. This little fact shows the love the creators have for the genre, because it encourages you to try every silly combination you can think of.
130  Gaming / Console / PC Gaming / Re: TellTale's new games: Walking Dead, Fables, King's Quest, Puzzle Agent 2, Hector on: February 21, 2011, 11:11:59 AM
I'll be the minority here, but I like my adventures in 2D hand-drawn graphics. I had fun playing Telltale's take on Sam and Max, but really didn't like the graphics.
I completely understand that 3D graphics speed up the ability to quickly make episodes, which is the business model they're following. But for me, they break the game.

Just look at the amazing and beautiful (completely non-3D smile )'The Whispered World'. I made a little mini-review for myself when I completed it, so if any of you are on the fence about this one, maybe this will pursuade you:

•   Beautiful graphics and brilliant music create a fantastic atmosphere;
•   Fun characters with witty dialogue;
•   Game rewards player for trying out random objects;
•   Good range of puzzles (inventory, logic, use of different abilities…)
•   Surprisingly adult themes and story.

•   Story starts out slow;
•   Surprisingly bad quality of cutscenes.

This game comes highly recommended! Everything clicked for me in this game: the story, puzzles, graphics and music all fit, and the main character, Sadwick, is a melancholic boy I could easily identify with. The Whispered World reminds me of Lucasarts in its prime, although it’s a bit more serious.

Sorry for this little hijack. I just wish Telltale would hire some artists to start making 2D graphics again. Or create a 3D engine which LOOKS like handpainted graphics (ex. Street Fighter IV)
131  Gaming / Console / PC Gaming / Re: Freespace 3 (not an announcement) on: February 09, 2011, 12:10:01 PM
But... the Shivans... They haven't been defeated yet... Have they? Wasn't the ending of Freespace 2 rather vague?

132  Gaming / Console / PC Gaming / Re: Red Faction Guerrilla - Windows Live can suck it! on: February 05, 2011, 09:48:41 AM
I almost gave up on Batman: AA because of the horrible patch/log in-crap Windows Live made me go through with. I don't remember if I had to actually manually fix something, or if after hours of patching and logging in it worked. But I remember thinking the same as you: WTF?  saywhat
133  Gaming / Console / PC Gaming / Re: The Witcher 2: Assassins of Kings on: January 24, 2011, 11:30:56 AM
I found it refreshing to play a true character, not a generic choose-your-class-and-name npc. Geralt has his own thoughts and ideas, and it's nice to roleplay him (instead of all the goody-goodies I usually end up with). The game just oozes atmosphere, but it isn't fast or flashy. It's more the atmosphere of the entire game (music, sound effects, quest log, conversations, little details in the environment, the alchemy...) that just fits, and really creates a universe you can believe in.

And for what it's worth, I too gave up half-way chapter 1 in my first play-through, only to restart a year later and persevere. It's worth it, it does get better. But you do need to take your time, and try to immerse yourself into this believable world that's created.
134  Gaming / Console / PC Gaming / Re: A Quest for Glory Retrospective on: January 19, 2011, 12:14:49 PM
Thanks, that was an interesting read. It certainly makes me want to (re)play them.
135  Gaming / Console / PC Gaming / Re: Mystery GOG countdown (now general GOG discussion) on: January 18, 2011, 06:51:09 PM

Quote from: Huw the Poo on January 18, 2011, 05:45:48 PM

PQ3 works splendidly on Win7-64! icon_biggrin

One tip, otherwise you'll get stuck: the code to your locker was hidden in the manual (as a copy protection measure), so don't forget to look for it. (Unless they changed it off course, I played it when it first came out, and GOD I LOVED IT on my spanking new Soundblaster Pro biggrin )
136  Gaming / Console / PC Gaming / Re: Indiana Jones and the Fountain of Youth on: January 11, 2011, 11:07:50 AM
I love those old 2d adventures... There's also a Han Solo-project I'm following with interest (
137  Gaming / Console / PC Gaming / Re: A Look back at Carmageddon on: January 10, 2011, 04:15:58 PM
I recorded my sister's voice on a microphone, and used it in Carmageddon. She actually enjoyed saying things like "girl power", or "ouch!" and "Ai noo", and then hearing them when I splattered a random pedestrian.
Fun for the whole family!
138  Gaming / Console / PC Gaming / Re: Bioshock 2 Replay on: January 07, 2011, 08:07:58 AM
Yes, the setting wasn’t new or interesting anymore. I would actually have enjoyed a prequel, where at the beginning you would witness Rapture in all it’s glory, and then end the game at the start of the war on new year’s eve. It would have meant a different kind of game though with not as many opportunities for action pieces.
139  Gaming / Console / PC Gaming / Re: Bioshock 2 Replay on: January 06, 2011, 04:18:12 PM

Quote from: Vinda-Lou on December 30, 2010, 07:04:39 PM

Quote from: CeeKay on December 30, 2010, 12:30:05 AM

man, this is an FPS and I know I shouldn't be getting bored but damned if I ain't.  the gun/plasmid mechanic is cool, but every time it comes to defend a little sister I just roll my eyes and mutter 'once again into the breach'.  I think I'm just going to give my copy to a friend and hope for Infinite to be better.

Feel the same way here.  I got about 75% through I think, and haven't played in months.  I might try to just be evil and harvest the little sisters to skip over the defending thing.

Yeah, I got bored as well and didn't finish.

Also, the 'action flow' doesn't feel right for me. The fights feel confusing, the enemies hit you hard and run fast, there are too many options to play around with (what gun/plasmid combo to use, what gun to upgrade, what frickin' bullet to use...). In moderate amounts I really like this, but somehow I felt I was always using the wrong gun with the wrong ammo for every situation, and I got stressed out  retard  But I'm sure others loved this system (because in theory, I would too).
140  Gaming / Console / PC Gaming / Re: What would make you play a MMORPG? on: January 06, 2011, 11:59:14 AM
I've thought about it a bit, and there's quite a lot that makes this genre hard for me to enjoy (amount of free time especially, tedium, time sinks and repetitive tasks come second), but if I had to pick one thing, it would be the social interaction.

Interaction with other players, good communication, helping others out... A lack of these crucial factors have always been the reason for me to quit a MMORPG.

If I could log on a server with likeminded individuals (who can type, are polite, and always ready to help a fellow in need), I would resub in a minute.

To quote myself from a different thread a while ago (

So, for me it's simple: make grouping INFINITELY easy to do, and reward it heavily. How? Keep it 'gamey'. Show which people are doing the quests you want to do, and make joining them as simple as clicking a button which instantly zaps you towards them. And make it so that people are encouraged to help others, by giving them some loot and experience as well, even if you don't have the quest. Often I'd post on LFG that I was ready for hire (read: for free), so if anyone needed help they could PM me. I almost never got a reaction.
Also, organise your quests so that anyone can jump in at any time, and that downtime is reduced to a minimum.

Basically, treat your quests and grouping options the same as a multiplayer lobby.

In short,the SOCIAL aspect of MMO's keeps me from playing them. Ironically enough.
141  Gaming / Console / PC Gaming / Re: The thread where KS bitches about games in general on: December 03, 2010, 11:20:01 AM

Quote from: Knightshade Dragon on December 01, 2010, 08:20:52 PM

I'll start the list then!  Like true brainstorming, there are no bad ideas.  They go on the list, we sift em later:

Bucket of ideas to be sifted:
- AI should have self-preservation

I care to digress about the need for self-preservation. It isn't the "intelligence" of the AI that matters, but how "fun" they are to fight against. For instance, the grunts in Halo are some of the most fun enemies to play against, because of their wide range of "emotions". Angry, scared, undecisive, suicidal... They're not overly "smart" and will often (on purpose) make bad decisions like stand there looking at you, or run away with their arms in the air. But I'm sure that the AI to program them like this is nothing short of impressive.

But like you said, there are no bad ideas yet for the list, and you can sift through them later smile

142  Gaming / Console / PC Gaming / Re: Castlevania: Lords of Shadow on: December 03, 2010, 08:28:37 AM

Quote from: disarm on December 03, 2010, 02:18:43 AM

i played LoS on my 360 (new 'slim' model without installing) and despite seeing mention of occassional slowdown and choppy framerates in a lot of reviews, i can't recall a single time in the game where i noticed any problems at all.  if there were any inconsistencies, they must have been minor enough that i failed to notice them in the heat of battle.  i think it ran very well for a game that looks so great and featured such large areas in many levels.

I'm playing on a noisy 1st generation xbox, and I didn't have any framerate issues either. I was really worried about them at first, reading about them here. But I really had NO issues whatsoever. Are people here complaining because their framerate isn't 60 fps smooth, or are there technical issues between different xbox models...? It's the same with Halo: Reach. No framerate drops for me there...

Quote from: Kevin Grey
My biggest problem with that stuff is that it was a classic case of tell, not show.  The narration talks a lot about Gabriel's state of mind, demeanor, etc but none of it is ever shown in the game.
Yeah, that's a valid criticism. The game has fantastic cutscenes, but there aren't that many of them in the middle of the game, mostly in the beginning and at the end. A couple of more would have fleshed things out better. 
143  Gaming / Console / PC Gaming / Re: Castlevania: Lords of Shadow on: December 01, 2010, 11:41:43 AM
Random thoughts:
(If you want something cohesive, don’t read internet fora).

Just finished it, and I immensely enjoyed it the entire time. I think this will be my console GOTY. (This is also my 2nd game on a console this year, the first being Halo: Reach, so the competition isn’t exactly fierce.)

I was a fan of Ninja Gaiden (on the original xbox) when I was still a student and had a lot of time to master a difficult-but-ultimately-rewarding game. However, since all that free gaming time has since disappeared in a big black hole (and got replaced by more ‘responsible’ activities, like work, housekeeping and making babies), my gaming preferences have changed. So when Ninja Gaiden II came out on xbox 360, I sucked at it, and had no time/enthousiasm to get better at it, so I decided I had outgrown these gore&blood action fighting games.

I was wrong.

Or, at least, Castlevania has shown to me that gore&blood action fighting games could also be extremely fun from the beginning, by easing the player into it. What a novel idea! Don’t insult the puny skills and scare away your 25+ public, but let them have fun! The fighting system itself works just fine. It's fluid, easy (no need to memorise a lot), and rewards the player for being flexible: Do a couple of quick slashes, roll away, throw a dagger, jump when an enemy does an area attack, end your jump with an arial combo, block - Ooh synchronised block, I rock! - turn on shadow magic, do some heavy slashes... Fun! (Okay, for a real comparison, also add a couple of "get hit" sequences in there).

Lords of Shadow clicked for me from the moment I read that the game is set “In the year of Our Lord 1042”. Since this phrase is approximately the 3rd phrase uttered in the entire game, I was gripped from pretty much the beginning.
Now, it could be a different year, that’s not really the point. I don’t get a kick out of games in 1042. It’s the phrasing “the year of Our Lord”. Hot damn, I’m a sucker for some European Medieval asskicking in any year that’s one of Our Lord’s. I don’t know why, I just kind of start smiling when I think of it.

The cutscenes and art in the game is phenomenal. Loads of levels, all beautifully detailed.
A ridiculous amount of enemies. Yes, it’s sort of sad that the really cool ones (skeletons, giant knights, spectral swordmasters) are only encountered in a few instances, and the generic ones (little werewolves an little vampires) are encountered in boatloads. A boat the size of an aircraft carrier. And loads of these aircraft carriers. But overall, the pacing of the combat encounters is phenomenal (again that word!).

Basically the game is subdivided in platforming parts, puzzling, boss encounters and combat encounters. And it mixes these things up nicely, so you’ll never get bored. Or at least I didn’t. Too many games these days are an adrenaline rush from start to finish, and have no pacing to speak of. But they have forgotten that it was the pacing that made Half-Life the classic it is. Don’t let a guy run through a corridor killing other guys. No, make him run through a few empty corridors, then lock the big room he’s in, release the nerve gas, start drowning his puppy, and send a mix of wimpy and tough guys at him. That’s pacing.

So, this game has pacing.
It has a lot of enemies.
It has great levels to kill these perfectly paced enemies in.
You can kill these enemies in a very robust and flexible combat system.

And the story is good too! Truly, the cherry on the cake.

I’ve noticed the game got a lot of backlash, because it didn’t feel like a proper Castlevania game. This didn’t bother me, because I’m not a big Castlevania nut. I only played Simon’s Quest on the NES, and a couple of other ones (on NES emulators and one I downloaded on xbox marketplace a few years back).
I do get where this criticism comes from however, and I found that the proper ‘gothic’ levels (mostly the part against the 2nd Lord, the vampire) fit the theme best.

And here my random thoughts end. I kind of like it I guess.
144  Gaming / Console / PC Gaming / Re: Mystery GOG countdown (now general GOG discussion) on: October 21, 2010, 03:38:13 PM

Quote from: Morgul on October 21, 2010, 03:18:14 PM

Hopefully they pop out AOW: shadow magic  soon.  Think Ill skip AOW2 for now.

Why? Is AOW: shadow magic much superior to AOW2? Just asking, because I've never played any of them, and it seems more likely to pick the latest one (which I thought was AOW2).
145  Gaming / Console / PC Gaming / Re: Divinity 2 on: October 21, 2010, 10:04:40 AM
It's made by a Belgian studio (which is very rare), and although I'm a fellow Belgian, I have yet to try it out. (Something I feel very ashamed of).
So let me know how it plays! The trailers made it seem a bit too much like a generic 3D action game, a genre I'm not too fond of, but I hope I'm mistaken.
146  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: October 06, 2010, 11:23:08 AM

Quote from: CeeKay on October 05, 2010, 05:32:44 PM

Just get a costume that looks like the game box and convince your significant other to wear it while having sex.

'no, keep it on.'

"So you want me to dress up as one of those scantily-clad sorceresses or something?"
"Haha, don't be silly, I don't want that! Now, can you try to look a bit like a dvd case please. Oh yeah."
147  Gaming / Console / PC Gaming / Re: Police Simulator on: September 23, 2010, 03:57:01 PM
Police quest 3 was the first game my father bought for me, after he saw how much time I spent playing on borrowed copies of older (always incomplete) sierra games. I utterly loved it for an entire summer.

Like Blackjack said however, the next game (Police Quest Open Season) was a completely different beast, which recreated in astonishing detail the boring real-life work of a detective. That was one strange game...
148  Gaming / Console / PC Gaming / Re: Halo: Reach Impressions thread on: September 20, 2010, 10:36:37 AM
Finished it, and wow, a hell of a ride again. This remains my favourite fps series ever I believe.
What makes Halo so good for me, is the fact that you often face insurmountable odds, but they can be overcome by skill. The Spartan you're controlling really feels like a bad-ass, and not because he has a lot of health, but because you can punch a hole into a tank, hijack a ghost, drop a plasma grenade onto an Elite, and headshot a pack of grunts in quick succession. What I mean is, you're never out of options, there's always some way to improvise by using the environment and available weapons to your advantage. It's not just shooting, it's an entire system of melee-guns-grenades with smart and interesting opponents. And you don't feel cheated in these games. If you fail, it's mostly because the enemies did something good, or you did something bad.

But, I do have some caveats concerning some new weapons. Only the designated marksman rifle was really great, all the other new weapons felt more like fluff. The plasma repeater sucked; the grenade launcher proved unreliable and not as fun to use as the Brute shot; the plasma launcher was too rare to really appreciate, but felt slow and weird; that laser-designate-target-thingy felt tacked on; the concussion rifle had far too little ammo...

But these are minor points, and maybe these are weapons that come into their own in multiplayer.

I was kind of surprised though that there was no more dual-wielding. Did they announce they were going to cut that? Dual-wielding a plasma pistol and a submachine gun was THE best way to get rid of an Elite on Legendary, so I'm sort of sad it's gone. Then again, this means that the weapons will be a bit more powerfull on their own I guess (like the brute spiker hopefully).
149  Gaming / Console / PC Gaming / My life, the thrilling adventure game! on: September 06, 2010, 10:03:45 AM
Brush teeth. <You need to put toothpaste on your brush.>
Open cupboard. Take toothpaste. Unscrew toothpaste. <The cap rolls into the sink. There’s no strainer, and the cap rolls right into the drain, getting stuck.>
Take comb. Fiddle with comb. Try to push out cap with comb. <The cap gets pushed in deeper, and is now completely stuck.>
Open water drain below sink. Push with comb from below. <Your comb is too short.>
Close water drain. Go to storeroom. Take vacuum cleaner. Take off big suction part. <It’s stuck>.
Pull very hard on big suction part. <It’s stuck>.
Call girlfriend. Tell girlfriend to stand on big suction part. Pull very hard on big suction part. <It comes off>.
Use vacuum cleaner to suck toothpaste cap out of drain. <The cap comes out>.
Put cap on toothpaste. Put toothpaste on toothbrush. Brush teeth. <Your teeth are brushed.>

Thanks to a childhood filled with adventure games, I could solve the problem of the cap in the drain!
150  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Age of Conan: Rise of the Godslayer / Re-Eval event for ex-players! on: August 03, 2010, 03:06:43 PM
The day this game becomes free to play, I am SO back smile

I loved the game intensely for a month (this sounds wrong somehow  ninja ), but suddenly stopped. I never really knew why I just didn't bother logging in again, I think it was the 'meh'-feeling of many quests and zones after Tortage. I hate generic "kill x"-quests with a loathing, so that was probably it. Too bad though, I probably had the most 'gaming fun' with AoC of all the MMO's I've tried. It just didn't hook me.

But if it ever becomes free to play, I'm sure to give it another go.
151  Gaming / Console / PC Gaming / Re: C&C 4........stupid on: August 03, 2010, 10:57:27 AM
I think when referring to C&C3, in general Tiberium Wars is meant. Red Alert really is a different series.

I agree that C&C3 was about the epitome of C&C gameplay. I only wished they would have done fewer movies, and more CGI-generated action scenes. I'm one of those guys who never tire of watching a nice CGI-sequence (like Freespace 2's intro, I watched that movie almost every time I booted that game)...
152  Gaming / Console / PC Gaming / Re: Recommend a modern combat flight sim on: July 20, 2010, 10:59:11 AM
I never played it, but I think that Lock On is indeed your most obvious choice.

If you're a superduper realism nut, maybe Falcon 4 is a game you could look into. I tried it about 2 years back, and I found it a thrilling experience. Also, a huge mod has finished I think, which implements a lot of extra flyable planes:
153  Gaming / Console / PC Gaming / Re: PC Zone Magazine goes bye bye on: July 16, 2010, 06:47:21 AM
I always found PC zone to be much superior to PC gamer (uk). Their reviews seemed to be more honest and very funny, and they always had these nice 'extra' sections (like having all the writers go to a pub, getting drunk, talking about games, and then writing the article about it). And they liked the games I did in those days: Operation Flashpoint, Severance...

But I confess that I haven't bought a PC Zone magazine since 2001 or something. It must be hard for those magazines in post-internet times.
154  Gaming / Console / PC Gaming / Re: Crysis 2 on: June 27, 2010, 10:24:40 AM
To me it looks like a Halo-like game, but done properly for pc. I thought the first one had a Halo-vibe as well, and now that the sequel has 'smart' aliens as opponents, it feels even more like it. Really looking forward to it!
155  Gaming / Console / PC Gaming / Re: Terror From the Deep: monthly reports on: June 23, 2010, 02:54:33 PM
December Report
My 10 extra-trained aquanauts have finished their additional MC training (and I put 'MC' next to their names). Results however, are quite disappointing. While their MC scores have increased, it's nothing spectacular, and I feel I have wasted a month in preparing them for T'Leth.

Dec 1 Alien Activity 5 lights up, but I ignore it, because I'm heading for the Big One!

This is my list of aquanauts that will hopefully destroy the Alien Menace:

Captain "Magnet", 20 missions, 29 kills

Commander "Cleric", 17 missions, 55 kills
Commander Malory, 17 missions, 26 kills

Lieutenant Miguel "T1" MC, 15 missions, 24 kills
Lieutenant Tom Hand "T1", 11 missions, 22 kills
Lieutenant Astra, 15 missions, 20 kills
Lieutenant "Hunchback", 14 missions, 27 kills
Lieutenant "XX" MC, 8 missions, 27 kills

10 more Ensigns fill out the ranks, among them "Rocky II", "Gunslinger", "Fisherman" and "Rocky III". ALl of them veterans, with kill ratings up to 21.

Finally, 2 FLoating Sonic Tanks will provide support.

Space aboard the Leviathan is extremely limited, so my men are outfitted with just the bare necessities:
7 scouts: armed with sonic blasta rifle, thermic lance and medikit
7 gunners: armed with sonice cannon, vibroblade/thermic lance
4 heavy weapon guys: armed with a DPL launcher and 5 rockets.

My 6 MC-skilled aquanauts receive a molecular disruptor.

All of them wear Magnetic Ion Armour, but noone has any spare ammo, so they'll have to loot the bodies as they go. No grenades either, there's just no more space frown

My men say their goodbyes, and board the Leviathan with the eyes of the world watching them. Let the final mission begin... (Obviously, some small spoilers will be revealed now).

Part 1:
Dark, twisting corridors form a maze filled with aquatoid aliens with DPL launchers. My first tank is destroyed in the first few turns (by just one lucky explosion), and "Hunchback" survives 2 consecutive rocket blasts! He hasn't stolen his name, but is severely wounded.

Part 2:

Long corridors, big rooms, and lots of deep ones (which can't even hurt me, excellent!) and lobstermen. This part starts off bad, because apparantly everyone has lost their ammo, and it's lying (or floating!) in the first room. Because I'm stupid, I drop some of the ammo clips on objects my men can't walk on, and so 3 men don't have any ammo.

I encounter an alien I've never seen before: some kind of superfast squid that can shoot sonic blasts! They take a lot of damage, but bleed like all the others. I'm also happy for the MC disruptors I brought. For instance, at one point Tom Hand rushes a lobsterman to drill him to death, only to remember his thermic lance is still in his backpack when he reaches his foe! Luckily the MC squad panicks the lobsterman, giving Tom enough time to grab his drill and tear the lobster an extra hole.

Another advanced tactic: my remaining tank blocks a lobsterman holding a DPL launcher (betting that it won't fire it's rockets so close to itself), my MC squad hammers it with panic attacks, and "Fisherman" rushes in for the fatality.

My men are shot at quite a bit (and hit!), but noone suffers any wounds so far. Also, they have so many time units, that sometimes I walk into a room, see 2 aliens, and promptly kill them both.

Part 3:
Ah, after hours and hours of gruesome (and long!) combat, I've reached the finale. And this is it, since there's no "SAVE GAME" option anymore either!

The corridors of the ancient alien city are completely filled with those squid-like tanks, lobstermen, giant medusa's and the occasional deep one. Hunchback, still wounded from part 1, takes a blast when he appears in front of a door and is finally killed. His luck ran out today. Others are stunned by the barrage of stun bombs the lobstermen are desperately shooting, but all of them are awakened by medikits.

For the first time ever, I succeed in molecularly controlling a lobsterman, which has me laughing out loud as I let it throw it's weapons away, and let it run into my men, holding their spinning drills!

Finally, I locate the mastermind of this invasion, and destroy it's life support beams one by one...
As the Alien Horror knows it's defeated, it lets out a million-year-old scream, setting of a giant chain reaction inside T'Leth. The huge city explodes violently, a blast so large it can be seen from outer space... My 17 remaining men had no time for goodbyes, and are never heard from again.

Magnet, Cleric, my 2 remaining T1's, XX, the Rocky's, Gunslinger and Fisherman... They all rest on the bottom of the ocean, among many of their fallen brothers.

The only survivors, after 11 months of war, are those lucky enough to have been sacked because of low MC strength, but everyone else is pretty much gone.
A bittersweet ending.

This is the first time ever that I've completed TFTD, and wow, what a ride it has been! I thank you all for reading, and I hope someday another game can capture the magic that this one has.
156  Gaming / Console / PC Gaming / Re: Terror From the Deep: monthly reports on: June 23, 2010, 02:53:50 PM
November Report
I start the month by having my 10 aquanauts with MC scores above 90 spend a month in MC training. I hope they will prove valuable for the assault on T'Leth.

Nov 1 My fourth Artifact Site lights up on sonar. My team moves automatically: in the first 3 turns 2 tentaculats and 2 Tasoth perish, and 3 more tasoth panic. My triton has landed right next to the elevator, so in 6 or 7 turns I have evacuated everyone (and killed about 10 aliens) and start part 2.

In part 2 the aliens actually launch a pretty good counteroffensive, and "Rocky I" is killed by a tasoth with faster reactions. Gunslinger is not as easily surprised, and a snakeman riding an elevator to his level is quickly dispatched of. Rudi Krause gets shot in the back, because he didn't notice the wall behind him was actually a door :/ He's not even hurt though, and the guys will call him "Hunchback" from now on. At the highlight of the mission, my tank is surrounded by 5 tentaculats (!) and methodically kills them off while they try to mate with it. Or whatever it is they do, I don't really want to know...

These missions have become a piece of cake.

Nov 5 To test my new bird - the mighty Leviathan - for a combat drop, I land it near a downed medium USO (a hunter). It seems the USO crashlanded near a sunken greek city, so maybe it is the fabled lost city of Atlantis? I have never fought in this landscape before, and it's a joy to blast every priceless piece of pottery - could be the title to a new Prince of Persia actually - to smithereens! 1 rookie, with full morale and MC strength of 52 is put under Molecular Control in just 1 attack! I may have to fire the aquanauts with a score below 60 now, it seems.

The mission goes smoothly, except for 1 loss inside the USO.

Nov 17 Even with all my interceptors in the air/oceans (by now, about 8!) I can't shoot down all the USO's, because there are simply too many! For those of you who have seen the 3rd episode of the 1st season of Battlestar Galacty (where the Fleet is attacked by Cylons every 3 hours or so), this feels very similar. My barracudas and mantas are being repaired, rearmed and refueled non-stop, and constantly engaging the slimy subs all over the globe.

Nov 20 At this point 5 shot down USO's (escort subs, but also a dreadnought) are in close proximity to each other on the sea bed, all of them were searching for my base. These guys are my top-priority, I will let every other sub get away if I spot one that's on a Base Attack mission.

Mission Rating Excellent, funding increases again smile
157  Gaming / Console / PC Gaming / Re: Terror From the Deep: monthly reports on: June 23, 2010, 02:53:15 PM
October report

20 recruits have been screened for MC strength, and I have to sack 11 of them. Among them Carlos Carlos, who besides having a funny name, had 16 kills in 3 missions. But 2 of them have an MC strength of 100, so that’s promising.

I sent 20 fresh recruits to the MC screening labs. Seeing the previous results, I expect half of them to be fit for actual combat duty. Makes you wonder who the lucky ones are smile

Oct 1: Alien Activity, off course! It’s like those underwater freaks adhere to a strict calendar! I do wonder if the game couldn’t have randomised this a bit more, since I always have a skeleton crew in my main base Troy (because I foolishly built my MC labs in my other base, Zebra, and lots of aquanauts are still in transfer to Troy on the 1st).

I can send only 10 men, and it’s nighttime again, great. Tom Hand -T1- gets blasted by a grenade, but I can reach him with a medikit that turn. Luckily, since he has only 5 health left (after healing him). If I’d had been a tad slower, poor Tom would have bled to death that turn. Tom’s on a lucky run, because in part 2 of the mission he is shot by a tasoth during his own turn, and is left with 2 health! Another aquanaut runs to the rescue, but has to use ALL his time units to kill the tasoth with his drill. Seems like Tom’s luck hasn’t run out yet…

When my tank spots 2 tentaculats I have my men shoot a rocket into them. Afterwards it appears that the blast tore down some walls and has actually killed an extra 2 of those floating brains, that were hiding behing the wall. 4 dudes with 1 shot, not bad.

Right afterwards the morale of a tasoth nearby must have plummeted, because one of my men who’s guarding a corridor suddenly finds a dropped plasma gun behind him!! I freak out, since I totally assumed the room was clear for that aquanaut. I search for the panicked tasoth with 2 men, but don’t find it, and move on, thinking I must have missed the gun lying there when I got to the room. I’m proven wrong some turns later, when I DO find an unarmed tasoth running around there!

In poker terms, this mission ranks as a straight flush: Good cards, but a whole lot of luck too 8-)

Oct 2:
A dreadnought searching for my base is downed with 2 barracuda’s and a manta.
That day I also use xcomutil to automatically fight the recovery mission of a downed small cruiser. It works nicely, but feels a bit like I’m cheating. Still, these missions are so easy that it feels a waste of time to do them.

I also attack the downed dreadnought (no rest for my men the first 2 days of October!), and find it has crashed near a sunken treasure galley. This makes for a nice change of scenery, and soon explosions and plasma blasts rock the old ship and it’s forgotten treasures as lobstermen desperately defend their large uso. My DPL guys are – literally – having a blast, and practically destroy the dreadnought. My men board from all angles, and it’s a thrill to fight in this hull where not a section remains complete. Gaping holes in the walls, ceiling and floors make for a nervous room-to-room fight with these lobstermen. It reminds me of a modern version of Stalingrad.

3 of my men (Emilio, Stuart and Alfredo) are meleed by lobstermen near the end of the mission. They all survive and kill their attackers, and the new names they’ve earned are “Rocky”, “Rocky II” and “Rocky III” off course.

Oct 4 – 9 I shoot down a lot of small cruisers, and assault some of them with by-the-book combat. This is dragging the game out a bit too much actually.

Oct 10 Manufacture of the Leviathan has finished! While I can now theoretically reach T’Leth, I plan to train my veteran aquanauts a bit more in MC combat in November, since they still can’t mind control a single alien. Their MC stats as well don’t seem to improve. Bug or feature…?

Oct 20 The previous days I keep downing small subs, and raid them for some zrbite which I seem to be running out of. Probable cause of this are the Magnetic Ion Armours which I’m making for everyone; these things soak up zrbite.

On the 20th I raid a supply ship, which my Leviathan brought down. That new sub is an absolute beast! Incredibly fast and well-armoured, this baby would even beat the Millenium Falcon (in an underwater battle, but still…).

The aquanaut Astro takes 2 shots to the chest, but shakes it off and drives his drill into the soft flesh of 3 lobstermen. This impressive feat will have the others call him “Fisherman”. “Rocky” meanwhile finds himself hiding behing the back of a lobsterman (ran out of time units at a bad time), but his comrades keep the lobsterman panicked with MC attacks so Rocky can kill it the next turn.

The rest of the month I shoot down a battleship and lots of small uso’s, but I don’t raid them anymore.

Excellent, funding is raised.
158  Gaming / Console / PC Gaming / Re: Terror From the Deep: monthly reports on: June 23, 2010, 02:52:37 PM
September Report
Sept 1 Alien Activity, again on the first of the month. Knowing what to expect now, I’m much more comfortable going in. Christel, who has been quietly rising through the ranks, earns the moniker “Cleric” for healing 2 wounded aquanauts in a row, and surviving a point blank shot from the sniper who caught the other 2. It’s one of those pesky tasoth who hides in the big pyramid and shoots through small windows. Those guys are difficult too take out or even spot.

In part 2 the aquanaut Grigoriy covers a corner, but a tasoth who rounds the corner is too quick on the draw and hits him in the chest. Though wounded, Grigoriy takes aim and blasts the tasoth’s head off. He may not have been the fastest draw, but his aim was spot-on. “Gunslinger” will be his callsign.
The synomium device is destroyed by my sonic tank, which attracts tentaculats like moth to a flame. With mostly the same results. No losses, good mission.

Back home in Troy, I take a thorough look at all my aquanauts. I decide to finally fire all those with an MC strength below 50. Among them are my beloved 2 Greg’s: Greg “Ace” and Greg “Traitor”. Both are veterans from day one, and I’m sad to see them go. “Ace” most of all, because despite his low MC strength, he has been the captain of my troops, with some 20+ kills. And “Traitor”, well, he was the first victim to the alien’s mind control attacks, murdering his colleagues… He was a good reminder not too underestimate those aquatic freaks. Still, at least they’ll live out the War.
In total I fire 11 aquanauts.

Sept 5 Research on “The Ultimate Threat” begins.

Sept 11 Shot down my first Dreadnought today, with 2 barracuda’s! 1 of them was 85% damaged, but I kept him in the battle, desperately wanting that kill! When sending the triton over for a recovery mission, it discovers Alien Colony 6 by accident. Handy smile
The Dreadnought clean-up goes smooth, no losses and 15 kills. Lobstermen.

Sept 15 Maiden flight of the MANTA. Without any trouble, it quickly downs an alien Fleet Supply Cruiser. The following day I raid it, and Hans Seidler (one of my 2 remaining T1’s) gets wounded twice. The guys call him a “Magnet”, and it sticks. This month he’ll be in sick bay, but afterwards he’ll quickly rise through the ranks and ultimately end up as my aquanauts’ Commander.

Sept 18
I build a 4th base near Mexico (Eldorado, after the mythic city of Gold. It’ll be an extra interceptor base.

I also plan a raid on an alien colony, but as I’m waiting with my triton for it to become daylight, I discover 2 more colonies right next to it! These aliens are getting pretty productive…
By the way, I can honestly say that by now I’m back into Ironman-mode. The sonic tank, magnetic ion armour, MC-screened aquanauts and DPL launchers make for a formidable force.
In Part 1 of the colony assault I lose my tank to a rocket, and the blast badly wounds a nearby aquanaut. Part 2 however goes extremely smoot: I stay on level 2, quickly locate the roof of the synomium device room, drop some stun bombs through it, destroy the device and capture the lobster commanders. Use xcomutil to end.

Sept 24
I drop some rookies for a Supply Cruiser recovery mission. They seem to suffer from low strength, and since every aquanaut carries a vibroblade, medikit, grenade and ammo, the going is quite slow. My tank takes a beating (4 or 5 sonic blasts, lots of stun grenades and lobster claw attacks) but shrugs it off. 8 Kills later I’ve got some experienced rookies and a whole lot of stuff to sell!

Sept 29
Finally, research has finished on T’Leth, the Alien City!

Monthly Rating:
I lose Egypt to the aliens, everyone else remains happy with my performance.
159  Gaming / Console / PC Gaming / Re: Terror From the Deep: monthly reports on: June 23, 2010, 02:51:58 PM
August Report

What a month! The aliens are kicking into overdrive, and their activity is off the charts!

August 1:
My second base, Zebra (near the south pole) is my MC training base. As I'm transferring my 10 screened aquanauts back to my main base Troy, X-COM goes on red alert! Alien activity has been detected, and there's no time to lose! I have 8 men on active duty in Troy, and quite a few of them have low MC scores. However I don't have a choice, and I load up the old triton and go in. This is my first alien activity mission ever, so I have no idea what to expect.
The first part is on the bottom of the sea, where the aliens have built some strange pyramids which seem to be excellent sniping positions for their Tasoth. Throw in a couple of aquatoid creeps who enjoy toying with my aquanauts' minds, and a couple of tentaculats for good measure, and we have a full party! It's dark and my men are scared, but I can clear the topside with only 1 casualty. Manuel -T1- (remember, -T1- is a mark of honour among my men, marking the 5 survivors of my most horrible terror mission so far) is knocked unconscious by a grenade, and bleeds to death on the bottom of the ocean. His friends are unable to get to him in time, and have to watch him die... Particulary cruel is that the alien responsible for Manuel's death is the last alien on the map. No quarters are given by either side!

The second part I admit, I reload from the start. On the first try I get overwhelmed by tentaculats, who in turn create other tentaculats, and I'm unable to stem the tide.
On my second try I'm ready for those floating horrors. The layout of the map is a true maze, with a big central room with multiple alcoves filled with snipers and tentaculats. 2 men are knocked out by stun bombs, and I'm able to revive 1 of them. My men drop a whole bunch of aliens, but a lot of them are stunned instead of killed by the sonic blasts. I hate it when that happens, since this means that they can wake up later and come after me from the rear. However none of them do, and I finally kill the last hiding alien.

Total tally: 38 kills, 1 death, 3 wounded, the alien beacon destroyed. Great work, but I only have 4 active aquanauts left until my MC trained batch returns from station Zebra. Luckily they arrive before I get into the next fight.

Aug 5
My barracuda's shoot down a Terror ship, thereby averting a new terror mission! 14 men are send on a raid.
After advancing a bit, Orski finally succumbs to the alien mind poking, turns around and starts blasting at my 2 snipers positioned on the triton's roof. During most of the mission, both sides keep shooting at each other, only causing wounds. "Drillboy" meanwhile is sneaking up to the uso, but instead of staying in cover, he panicks, drops his gear and runs towards the uso's bay doors. Quickly thereafter a tentaculat comes out and turns my favourite melee guy into a mindless zombie :cry: The alien mind may not win in a fair fight with my men, but with moves like this it still shows it's ruthless mind-blasting tactics.

Another tentaculat floats out of the uso, and I quickly lose my advantage near the USO's bay doors, facing 1 zombie and 2 tentaculats with just a few men out in the open, and my snipers pinned down by the MC-controlled aquanaut. After failing to kill these threats, and remembering the total slaughter even a single tentaculat can cause, I believe I have no choice but to shoot a rocket towards this zone. My rocket slightly misses its mark and kills one of my own men. Luckily it also downs all the aliens.

The rest of the mission is a mop-up, and near the end aquanaut Orski drops out of the mind control. I'm glad I didn't have to kill him, but he won't be on any high-profile missions anymore!

Aug 6 My barracudas, armed with sonic oscillators, manage to make their first clean kill. Everyone in Base Troy lets out a cheer, since my men don't need another mission so quickly. I start building a 3rd base near Japan and name it "Toranaga" after the genius warlord of old Japan (from the novel 'Shogun', which I rank as one of the best books ever). I also take the time to take a good look at my aquanauts so far. It seems 9 out of 18 have low MC scores, so I will have to start recruiting more agressively soon to find more aquanauts suited for MC combat. I plan to recruit 20 new aquanauts near the end of the month, and send them straight to the MC labs.

Aug 14 Assault on Alien Colony near Brazil.
For my second assault I bring a load of new toys: MC disruptors (which will prove less than stellar results, frankly) and the floating sonic tank. The tank will prove to be awesome! I think I read somewhere that one should not rely to much on tanks, but he was gravely, gravely mistaken! biggrin The tank has a whole lot of hit points, but more importantly it acts as a tentaculat-invincible magnet. The entire mission goes a lot smoother than my first assault, and I only lose 1 man because his melee drill attack didn't kill a lobsterman in time. But man oh man, is that sonic tank great! I find the roof above the synomium device, and I blow it up from above. I then use xcomutil to end the mission.

Aug 16, 18 and 24 I shoot down a crapload of small subs searching for my base, and go on 2 missions to salvage some uso parts. When up against tasoth, I let my tank do the scouting, and snipe the snakemen from far away. They never fire a single shot. The second mission is against lobstermen and shows the power of the vibroblades as most kills are made with this crude but effective drill. No losses on my side.

Aug 27 Furball day! The ocean is filled with USO's, and all my interceptors are at one point in pursuit. 1 barracuda shoots down a large Fleet Supply Cruiser, a small cruiser and an escort sub all in 1 sortie! It's a close call though, since that last little sub was on a mission to scout my base and my barracuda was running on fumes at that point smile

I launch a mission to raid the downed Supply Cruiser. Unfortunately it crashlanded among a ship wreck, and the entire terrain is littered with great sniping positions (parts of hull, cabins, cargo space or even an old control tower). It's lobster time again, and I have to take them out at long ranges. This mission is a lot of fun, resulting in a lot of great firefights between the dug-in lobster snipers and my men. Sonic blasts and grenades shower the battlefield. My little tank gets blasted by a grenade, a rocket and 2 sonic blasts and is finally reduced to a piece of scrapiron. All lobsters turn out to be holed up outside, and the big USO is totally empty.

Aug 28 Another uso recovery mission. For the first time ever for me (this means, since '96 or something?) I fight near an oil drilling platform biggrin It's a nice change of scenery, but over all too quick.

End of month Rating
Excellent! Everyone raises their funding, and X-COM can look back at a fantastic month. The aliens have thrown a lot at us, and we weathered the storm. With 20 fresh recruits into MC training, and my casualty rate slowing down, the war has proceeded in our favour.
160  Gaming / Console / PC Gaming / Re: Terror From the Deep: monthly reports on: June 23, 2010, 02:51:11 PM
July report

July follows on the same positive vibe as June, and starts with an automatic discovery of an Alien Colony. The beginning of the month my base expands (general stores mostly, since I got a lot of stuff raiding the medium USO's), and I find out that my best aquanaut (nicknamed "Ace" for a reason) has low MC strength, naturally. Bugger. I add *- to the ones with Molecular Control strength below 50, the others get *+ behind their name. I will try to only use the ones with *+ for missions with possible MC attacks.

July 13: I attack my first colony with 10 aquanauts, not knowing what to expect (since I've never actually played TFTD this far).

One guy kills a snakeman with a rocket launcher, consequently picks up the rocket launcher and starts blasting everything in sight until he's out of ammo. Part 1 ends perfectly.

In Part 2 I clear the entire map before finding the synomium device, and I manage to stun 2 or 3 lobster commanders guarding it. I blow it up, and use xcomutil to end the mission since I don't want to waste any time looking for the last 2 alien stragglers, or running all my men back to the exit.

The attack went perfect. I will admit that by now I have given up on Ironman-mode, and am loading more often.

July 15:
Gauss cannon research is done, so I can finally start making money by producing it en masse. Perhaps I should have started research on it sooner, since money has really been a big issue till now.

July 18: Attack on a small uso with lobstermen, goes smoothly.

Victor Kustenko gets nicknamed "XX", for being the first with 20 kills, despite having only average stats actually. He's just a regular joe, but apparantly he has a knack for killing smile

July 27:
I realise I need a live snakeman for MC generator research, so I plan on kidnapping one. I land at an Alien Colony, and in only 4 turns I've stunned and dragged back a snakeman body to the triton. I flee with tentaculats and giant jellyfish closing in on the sub, suffering some wounds. But it's worth it, I get out with all my men and my prize! biggrin

End of month Rating: Excellent again, all nations raise their funding.
Pages: 1 2 3 [4] 5 6 ... 11
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines
Valid XHTML 1.0! Valid CSS!
Page created in 2.833 seconds with 20 queries. (Pretty URLs adds 2.634s, 1q)