Quote from: Bullwinkle on June 17, 2012, 03:29:55 PM
And as for the "fun" setting, it only served to highlight Max's dark mood by contrast. This actually happened quite a bit in classic noir films.
There's also really nothing "fun" about it. Anyone who thinks that must have either just watched previews or haven't been paying attention. Everything Max gets involved with in this game is bleak as hell, even if it happens in sunlight (which is much more rare than you'd think by watching previews. Most of the game happens at night or inside dark buildings). Even parties are dark affairs as seen through Max's eyes, where he's surrounded by false, possibly dangerous people and lots and lots of cheap booze, which he readily uses to dig himself a hole to feel sorry for himself in.
There really wasn't anything for Max Payne to do in New York any more. Correct me if I'm wrong, but I believe that every single named character from Max Payne 1 and 2 (except Max himself) is dead when the credits roll in the second game.
The gameplay mechanics were decent but at times mediocre. Coming from a huge fan of the first two games
The game I've played through the most times ever is Blade Runner. The next two games in that list are Max Payne 1 and 2. I've played through each of them AT LEAST 5 times (probably a handful more. It's been a while), with the last being less than 2 years ago. I can tell you that the game mechanics in Max Payne 3 are nearly identical to the previous two games, with just a few tweaks. As a huge fan, you're probably blinding yourself from remembering the other games properly, or confusing your feelings about the game mechanics with your feelings about the story treatment.
Quote from: metallicorphan on June 14, 2012, 09:23:35 PM
Quote from: Isgrimnur on June 14, 2012, 09:06:19 PM
Pick them up. The first three are very enjoyable. The next two, while not to the same exalted standard, are still pretty good.
Even inf Martin fails to deliver them before he joins the Jordan club, there's no doubt that someone else will pick them up and soldier on.
I heard he had laid out the outline for the remaining books to HBO,so they knew how it would end if he did indeed pass on
From what I've seen in interviews, this isn't true. IIRC, he has revealed a few snippets of information about where the series will end up, such as the eventual fates of one or two characters, but he has not given anyone an outline of the remaining plot (except his wife, I suppose).
You will get a quest about a griffin that is one of the finest quests i ever tried in a game.
I thought it was the shittiest quest I've played so far in the game, so tastes differ. It was glitchy, had unclear objectives that require you to do things you might not even be aware that the game allows you to, and asked you to run pretty much from one side of the map to the other while NPCs magically teleport there (when out of sight. Until you go away they just stand there). Then there's the way it takes away camera control from you during a certain section, forcing you to run at full speed while only being able to see 1-2 meters in front of yourself (with a conveniently placed pit at the end of the run which could plunge you to your death), and a scripted series of events that make you wonder if you're supposed to be attacking the enemy at this time or just wait for a specific event to occur (it's mostly the latter).
Quote from: Harkonis on June 11, 2012, 07:58:22 PM
oh yeah that, well if that happens and you die before you can spin back around then you fucked up and shouldn't have been in that situation. I didn't have a problem with it. It's basically giving you a last second chance to stay alive but if you are either out of ammo in the gun (can't reload during that sequence) or looking the wrong way, then you're done.
It's not a glitch or anything, it's just how it is.
It's a glitch because you are given the slo-mo treatment when it serves no purpose.
Quote from: Harkonis on June 11, 2012, 06:43:11 PM
I don't recall bullet time engaging automatically except in scripted situations. Also you can cancel bullet time by hitting the button that starts it if you find you're not facing the right way.
He's talking about what happens if you get killed while still having painkillers left. If that happens, one of them is consumed and you get a few seconds to kill your attacker. If you manage to do so, you'll survive. If you don't, you die. The problem happens when the game's physics makes it impossible for you to actually aim in the direction of your attacker, either because of momentum or because of some scenery object that blocks your arms. It can also occur if you're out of ammo. If that happens, you have to wait until the game decides you're really dead before you can do anything. I've certainly experienced that a few times, and it feels a bit glitchy.
PR_GMR, while your ideas are interesting, they seem to conflict with the vision Ridley Scott has for the movie's theme, which is that of
Spoiler for Hiden:
a benevolent creator race that nurtures humanity towards its peak, then gets cold feet when we start dabbling with things we shouldn't. This isn't the origin story of the Alien. It's the origin story of humanity, though it isn't complete yet.
I have somewhere around 35-40 hours of playtime in this game so far (haven't checked) and have hit level 39. It's still going strong and I'm enjoying it. It's a long game with plenty to do, even if the map itself is somewhat limited in scope (there are only two towns, for example).
Thinking a bit about it, I'd describe the game somewhat like this: If a team of Japanese developers were given a quick rundown of Gothic and asked to recreate it without having played it beforehand, Dragon's Dogma is what they'd end up with.
Couldn't find a thread about this game, so I'm starting one. It has the potential of becoming the biggest title for the Vita for a long time to come. They're integrating the game with Little Big Planet 2 for the PS3 too. You can use the Vita as a controller for it, adding functionality that wouldn't be available to regular players. This includes stuff like control panels on the Vita display while the gameplay happens on the PS3, or going down a hole on the PS3 and appearing on the Vita screen. Or you could have two players playing multiplayer, one of them on the PS3 and the other on the Vita. One example that has been shown has the Vita player controlling a space ship in a shooter action game, while the PS3-player is controlling a sackboy on board that ship. When the Vita player tilts the ship, this also affects the environment on the PS3. Watch this video to see some of this stuff in action. It's really impressive.
I have both LBP-games for the PS3, and this is going to be a must-buy for me when it comes out. It's supposed to be released in Q3 2012, according to Wikipedia.
It doesn't surprise me, considering the stuff I've seen from other Japanese developers before. They often seem amazingly clueless to the realities of programming for the PC, doing rookie mistakes that even most fresh developers learn to avoid within days of starting their first game project. The result is that PC-games developed by Japanese studios tend to be bloated in terms of file size and sluggish in execution, with clunky design choices.
If there's one thing I don't like about this game, it's how you quickly peak in power within your vocation. In order to continue gaining new abilities you have to change to a different vocation that you might not want to actually play, and suffer a dramatic reduction in power for a considerable amount of time. That's not fun.
Quote from: Harkonis on June 05, 2012, 11:48:41 AM
Quote from: TiLT on June 05, 2012, 11:30:48 AM
Quote from: Harkonis on June 05, 2012, 11:15:13 AM
Quote from: TiLT on June 05, 2012, 05:16:10 AM
here's my main character and pawn (to the left. The one on the right is a random pawn I picked up). Rufus is his name
the one of the right has tits, that's rufus?
You clearly have problems with your reading comprehension.
likewise on your 'typing for the ease of other's understanding' I guess. Had you said, the one of the right is some random pawn and the one on the left is my pawn, Rufus. It would have been so much more clear. However, since English probably isn't your first language, we can let it all slip.
The parenthesis signifies that the information within isn't a part of the sentence. I would never follow up something inside parentheses with information on the outside that built directly upon the former. It makes sense if you imagine that anything within a parenthesis isn't there, or that it's more of a footnote. I use too many parentheses in my sentences, but that's a different matter altogether.
Considering that the events in the House of the Undying left out what some (most?) people consider one of the most important sections in the books, I've just got to get a rant off my chest. The stuff in the spoiler tags below may or may not be actual (minor) spoiler material for those who haven't read the books, but the point I'm going to try and get across is that I don't think it is.
Spoiler for Hiden:
I'm talking about the prophecy that Dany sees during her visions in the House of the Undying. It's been a while since I last read the books, so the details elude me right now. I remember things like "the prince that was promised" and the dragon with three heads, and other vague stuff like that. The thing that truly surprises me is that the vast majority of A Song of Ice and Fire fans seem to swallow this bait hook, line and sinker, assuming that it's the key to the entire series. In a book series where the author is specifically uprooting traditional fantasy clichés, do you really think he'd keep the most clichéd fantasy trope of them all (ie. a prophecy)? Shouldn't the fact that nobody can truly agree what the prophecy is about clue someone in? Anyone?
In most other regards, I find discussions about A Song of Ice and Fire to be very intelligent and thoughtful, but it all comes apart once the prophecy enters the picture. I think I've only seen one person EVER express any doubt regarding its authenticity. Have I been reading the same books as these people?
It's my belief that George R. R. Martin planted the prophecy as a red herring to mess with fantasy tropes, but he probably never expected that people would take it so seriously. His intent with it may be to show that once you believe in some kind of vague, quasi-religious text, almost anything can be used to "prove" that it's true as long as you've got blind faith in it.
I'm fine with some people believing in this prophecy. I just wished there was more variation in opinion about it, instead of having 99% of fans blindly accepting it. That the entire prophecy was skipped in the TV series should perhaps clue someone in that it's not important, but sadly I don't think it will. They'll just assume that the show's creators dropped the ball.
Well, if we're sharing screenshots, here's my main character and pawn (to the left. The one on the right is a random pawn I picked up). Rufus is his name, and I've spent quite a bit of time outfitting and training him, as well as making sure his priorities are correct. Initially I messed up and turned him into a Guardian/Medicant, which meant that he was mostly hiding behind my back. Now he's a Guardian/Scather, which means he charges into combat and takes on the most powerful enemies, but breaks off immediately if I am in danger and need help. He's getting good reviews and is at level 28 or 29 right now. If you've got the PS3 version, pick him up today!
Finished the game this weekend on PC. It follows the old Max Payne design very closely, to the point where some players may get very frustrated with it. In comparison, the Crushing difficulty in Uncharted 2 and 3 is comparable to the Medium difficulty in MP3. You'll die quickly and often. You'll pass a corner and be immediately peppered with bullets that take away all your health before you have even the slightest chance to react. You'll find yourself facing impossible odds, with enemies flanking both sides of your rather lackluster cover. But then something clicks, and you suddenly start to feel powerful. You find yourself being able to overcome these impossible odds without taking any damage. It takes a bit of effort, but it's very satisfying.
I struggled with the early parts of the game, taking too much damage even during encounters that should have been easy. I also found that my bullet time meter hardly ever filled up even halfway, which made me struggle even more. When I discovered my mistake the game suddenly became a whole lot easier. The secret was to stop shoot-dodging. I was doing it all the time, but that's a really bad idea. Do it only when you're under fire and away from cover, and try to dodge in a direction that gives you cover when you land. Use your bullet time meter for actual bullet time instead, which is far more useful. When you pop up from cover, activate bullet time and take out 2-3 enemies, then deactivate it and hide again. Repeat. Take out enemies QUICKLY! You haven't got the luxury of time in this game. Go for headshots at all times. Use blindfire if you're under a lot of pressure, but keep in mind that even that won't keep you safe from damage if you keep doing it for too long. If you're struggling with an encounter, try rethinking it. There's almost always more than one way to deal with difficult situations, and the best ones might not be obvious at first.
As for the story and setting, it felt very much like Max Payne to me, and that's coming from someone who has finished each of the two previous games at least 5 times each (including on the highest difficulties). The story is well told and lengthy. You'll be spending almost as much time watching cutscenes as you will be actually playing the game, but it works very well. It's dark and bleak, and in typical Max Payne fashion the people he interacts with tend to die horribly whether he wants to or not.
The difficulty spikes in places where sometimes I feel like I don't even have a chance to survive. Other than those gripes I'm really liking the game and having a fun time playing. I haven't tried multi-player yet but hope to get in a match this weekend.
I've played two hours of the PC version so far, and it feels almost exactly like the previous Max Payne games in how it plays. Those were extremely difficult at times too, leading to dozens of deaths just to get past a single battle. It's the way these games work. It's problematic that the checkpoints sometimes (but not always) require you to watch cutscenes again however. This all worked in MP1 and 2 because saving and loading was instantaneous.
Quote from: metallicorphan on June 01, 2012, 06:30:11 PM
Quote from: CeeKay on June 01, 2012, 06:27:43 PM
the one thing I don't like about the pawns is that sometimes it kinda breaks immersion to be wandering through town and see one walking by with the name BuBB4X.
you only see that name if you talk to them though,right?..otherwise you can hardly tell they are pawns(the armour and weapons usually give it away and the accessing servers notice to make them appear)
yeah, it's by talking to them, but I tend to talk to everyone who doesn't look like a guard just to see if it's a shiney new pawn I might want to use. once I see a name like that it makes me want to break out the virtual can of Raid and say 'begone foul b34st!'
You could hire them, immediately dismiss them, and give them a scathingly bad review.
Just came back from watching the movie. It was awesome. Just to temper some expectations for those of you who haven't seen it yet: This movie will not answer all your questions. I think you'll enjoy it more if you know this.
Now for the spoilers:
Spoiler for Hiden:
I agree that this feels like the first half of the full story. It leaves some very central plot points hanging (why did ancient civilizations paint maps to what was essentially an alien military outpost?) and doesn't directly connect to Alien, nor does it answer the basic question the leads are trying to answer (why all of this happened).
I'm pretty sure the planet this movie focuses on is NOT the planet from Alien. What I believe happened is this: As the Makers were preparing to send one or more ships to Earth to destroy humanity (for whatever reason), something went wrong and their bioweapons got loose. In the ensuing chaos, only two Makers (that we know of) survived. One of them placed himself in stasis, perhaps hoping that someone would wake him up again later. This is the one we see in the movie. Another managed to get one of the warships away from the planet, but while heading towards its destination the Maker was attacked by a face hugger while still piloting it, and crashed onto the planet from Alien.
I also think I can safely say that we've now seen the biggest face hugger we'll ever see.
Quote from: Ralph-Wiggum on June 01, 2012, 12:34:45 PM
Can Sorcerors not cast healing spells? That would be a bummer since my pawn is a healing machine. Turning him into a Sorceror would, in effect, cause me to replace one of the fighter pawns I use with a mage. Blah.
Vocations aren't upgrades to each other. They are different classes, with different concepts. The Mage vocation is the healer variant. You only go Sorcerer if you wish to specialize in offensive magic.
1) I saw it mentioned that pawns (other than your main, created pawn) don't level up. So my question is, if I go to the screen where I can "shop" my friends pawns, will I get multiple level versions of each of them, or just where that pawn currently stands in terms of level? To make it clearer, say I want Kato's pawn: Do I get an option of Kato's pawn when she was level 5, 10, 15, 20.... or just the current version of Kato's pawn, who may by now may be much higher level than me as I start the game?
You've just got the current version of their pawn. If you want pawns of different levels, use the Rift to search for them. It's really painless.
2) If I'm understanding correctly, I can sit down with (or level up) my main pawn and influence his skills and how he acts in battle. Do I have this same level of customization with Kato's "rented" pawn? Or is her behavior 'hard-coded' by the way Kato made her to be in his game?
Those pawns have been trained by their own masters. You have no control over their personalities. It's one of the risks you take while hiring pawns. If you find they behave in a way that doesn't work for you, go back and hire someone else.
3) When "shopping" through my friends pawns, will it be obvious what their strengths, weaknesses, styles of combat, etc... are? Is this made clear to the player somehow as he shops around for a pawn he would like to add to his party?
There's a large amount of stats available for pawns before you hire them, including vocation, basic stats, knowledge, weapons and enchantments, and so on. You can also look at their character model to determine further effects you might want to keep in mind (yes, even the looks of a pawn has an impact on the game). What you will NOT see when hiring a pawn is his personality. You could hire a pawn that looks almost perfect, but once you venture into the field you discover that he's acting in a way that is completely opposite of what you want him to do. This adds to the fun for me. It's like hiring workers by looking at their CVs. You'll know their skills and their abilities, but you won't really know if they're the kind of people you truly want to work with until you actually work with them.
4) What if someone didn't have any xbox friends who play the game? Does the game offer them a wide assortment of pawns to choose from to add to his adventuring party?
The game has an assortment of pre-made pawns, and it seems they keep adding new ones.
I loved Dead Space 1 (completed it nearly 3 times), but can't really say I'm feeling excited about this sequel. I felt they messed up the final few chapters of Dead Space 2 so badly that I'm afraid of what they'll do this time around.
That reminds me - The game tells me a lot about "Doing good deeds builds affinity with npcs", but it seems like this is a system that really wasn't implemented after all? I havent seen a single occurence of the system. The "Give gift" thing you can do as well to npcs is something that is absent from pretty much everywhere but the first area.
That system is referenced for the escort quests. They are described as a one-time chance to better your relationship with an NPC. Little did I know, the first time I did such a quest, that the NPCs you escort are people you actually interact with in cities. When an NPC died during an escort quest I was doing, I thought little of it. Now it turns out he's probably important in some way and I'll never find out what I'm going to miss with him gone.