Yeah, I'm tired of the traditional base building, and while I understand why some want it, the way it's being readded is a waste of potential.
Base building is a vestigial, but pretty, organ for RTS games. It serves some gameplay functionality in that players pick and choose buildings to gain units abilities, and others can scout and potentially destroy them. But most developers use it as hoops through which players are forced to play sim city before actually fighting, and fighting on the tabletop is what 40K and many miniature games are about.
Bases too are misleading, as you really can take the same functionality and re-implement it as something that supports fighting in the field. As it stands, by the time the enemy is in your base enough to destroy a building to try and deny you something, you've lost.
The Persona games have always been hit and miss for me, typically more miss. I always struggle with the "manage the life of a Japanese high school student" aspect, and the combat always feels waaaaaay too grindy. I beat 3 (very flawed, but fun enough to finish), and didn't enjoy 4 at all. As a result, I've completely ignored any of the hype for Persona 5.
However, that looks really damn cool. It's definitely back on my radar now. Comes out in April, correct?
I don't think there's any Persona player, even the most diehard fan, that actually thinks the old grindy Person 3/4 dungeons are that good in terms of gameplay. Tolerable, to mildly fun is the best I've heard it described. But that was probably a product of the budget and hardware limits of the time. It looks like they're trying to make the dungeons a little more interesting this time around, but I'm still wary of the grind even from those videos as they just show the highlighted scripted events early on.
But, the style and music's all there. Unfortunately so is the iffy bits like uncomfortably sexualized high schoolers.
Having used a PS Pro, the difference is actually pretty striking in some games. Equivalent to about a $200-$300 graphical upgrade on the PC. It's not just the graphics though, but that weird low FPS, or latency you get used to with console games pushing the hardware spec goes away, so if handled well a game tends to be way smoother even if there isn't as much of a graphical bump.
I suspect something that resembles Tomb Raider/Uncharted in the marvel cinematic universe. That's the main thing Crystal Dynamics is geared up to do, and you don't put a studio you've built up for AAA games like that on a Ultimate Alliance clone.
Meanwhile, Deus Ex, while great, are exponentially more expensive to create due all the choice and open areas..
For those that thought they wouldn't go dark with this and that the reshoots meant they were making it too light hearted, guess again. Because as soon as the action started, it got dark, then darker, and even darker, until that final glimmer of hope within that vast inky darkness. Pretty sure none of those characters are coming back.
Pretty much no one made it out of there except Leia. Although I did like seeing Vader go full Sith on those rebel soldiers. In the previous movies you really only saw him walk in after the Stormtroopers do stuff, or only saw Jedi fighting bad guys. In the finale of this, man does it show how bad things can get against a force wielder.
One thing I think is a missed opportunity was having the blind force sensitive guy (I forget his name) fade into the force leaving behind only his clothes. That would have been a nice nod to someone who obviously would have been a Jedi and would have been one with the force had he gotten more training.
As above, the music was off. The kind of stuff you'd hear in a Star Wars video game that was trying too hard not to use the direct themes.
Now, bring on Rogue Two, with an all Bothan cast. Surely it turns out better for them, right?
And holy crap, just when you thought that Bernard's story could get crazier, they pull this.
Oh and here's hoping Elsie survives, after all that hold looks like a sleeper hold. Same for Bernard, although they do show him conclusively shooting himself in the head, other hosts have been shot in such a way and brought back.
If you read their excuses, it all sounds like people who shouldn't run a studio and the only reason they have one is because people keep handing them money.
The single player campaign could have been completed long ago as a way to get team experienced at working together and learning how to use the engine. Make it a focused single player experience. It's like Blizzard releasing Overwatch first after they got bogged down making Titan and had to extract themselves. This delaying of the smaller experience is a terrible move.
SC heads tend to use the excuse of how they have this grand vision that they want to, and they'll only accept that. But you can't accomplish a grand vision without the experience of making a game, any game at all, as a unified studio. There are problems that you just can't throw money at an expect to be fixed, at least not even the kind of money that CIG has left.
Not sure why they used a male protagonist this time, let's hope the stick with the original plan to feature a female lead in advertising.
Looks like they're going with a heavy precursor civilization thing. It's kind of nice to be a whole group of strangers in a strange land. I hope they don't go back to anything Reaper related, or too similar a threat. But, sounds like it'll involve remnants and whatever left them returning... great...
Wouldn't be surprised if they reuse that dark energy plot they abandoned after ME2.
Although these days, no kill play throughs just mean a little more time taken instead of a significant achievement. All the tools available to you means that it's much easier to go completely nonlethal, in many ways its easier to do so.
No, there is no argument to a digital thing being consumed on use in a single player game. It's an anachronistic idea that comes from cell phone games, rather than reality. I think there's a lot of people coming from the cell phone market flush with success that they didn't earn thinking that the same tricks will work.
It's possible to sell DLC, a lot of it, even cheat DLC and not F over the customer.
I can confirm this, and they just put up a bunch of "Cheat" DLC that is also one use save locked. I guess I'll be using CheatEngine on future play throughs.
Considering this is the same publisher that tried multiple braindead marketing schemes for a game that basically sells itself, I shouldn't be surprised. You'd think they'd learn something from EA and Ubi's failures and successes with this sort of DLC.
Japanese corporations are getting a little too crazy on their fixation with the mobile market's stupidity.
The tech is good, but it's also nothing special these days. So it's all about how it's put together and the tools behind it, most of which is stuff behind the scenes.
Much like EA and Frostbyte, the main reason for reusing this engine so much is that it's their tech, so no engine licensing fees, and once you get all studios using the tech, any developments can be shared.
Oh man, the PC controls have a number of really big annoyances.
For example, loading a save requires you to hit spacebar to get past the loading screen. However, that same input is used to vault out of cover or dash to some other position, and that Spacebar input is accepted once in game, so the first thing you do after loading is jump out of whatever cover you were in.
Having done game QA work, there's no way this made it past QA and it's just a stupid thing. So be careful where you quicksave, don't position your self and view in a position where pressing spacebar would put you in a deadly situation.
I noticed they're using the Mechwarrior Online designs, at least for some of them.
I'm still hoping they let the tabletop version, which is strangely under a different license for artwork, start using the same designs because the 50 year old designs are kind of garbage even if some gained iconic status.
Looks like they took the criticisms of U3 to heart. I remember they removed the stealth option from a bunch of scenarios, including from areas they initially demoed as stealthable. Kind of glad the leads from TLOU took over the project now that I'm hearing so many good things.
EA seems to be barely functioning in terms of their creativity.
I saw one preview video and knew I didn't want it due to the characters alone. As soon as the idiot with the night shades and no personality showed up I was out.
That said, Dying Light isn't the best thing to look at since most of its free running is automated. ME aimed for more skill-based and direct control. If they were to tone down combat, which they didn't do, then they need keep in some more manual elements.
Also, no matter what they say, this will affect optimization of games. It's happened before, and it's happened recently with the crappy versions of non-New 3DS games.
I wish these guys had gotten their act together in terms of game development rather than try to push more hardware at a point when it's software that's needed.
This would be a great idea in say 2-4 years from now where instead of launching a whole new system, they launch this, but a bit more powerful. It's a good way to extend the life of the architecture and give developers more time to develop on the same architecture, but it's just too early at 3 years since launch.
I never count the novels. It seems like MS' while lineup from that era was reliant on novels and external videos.
Still, I liked the series well enough, but poor story is just that. They got it by end of 3, but at least the gameplay held up for the rest of the series. Unfortunately, because they skimped on story, and the world has moved on from the gameplay, you're seeing the repercussions in reduced interest.
But, I'm okay with remasters because honestly, it really doesn't take much in the way of money or studio time. They can pump these out for people who haven't played them to try. It's not hurting any internal projects (assuming the management is good) and can even fund a better game in the future.
Eh, it's still stylized enough that I can enjoy it.
And yeah, I have the remastered collection too and I'll definitely be replaying it through on very easy difficulty.
You can definitely see the difference in tone in the advertising and game due to the change in leadership. Honestly after Uncharted 3's mess I'm glad for a little switch up and a slightly more serious tone, so long as they use that highlight some better humor.
I loved how much fourth wall breaking he was doing, but somehow they kept that aspect flowing as part of the movie, instead of a constant series of annoying cut aways. Jokes making fun of the comics, himself, Marvel stupidity, and even his stint as Green Lantern.
Zoom in the comics was a pretty interesting villain in motivation, but they haven't hinted at anything like that. So, it's unfortunate that they've been waiting so long to add a twist to zoom in the form of whoever that man in the iron mask is.
UFO attacks are actually a good way to farm experience for your troops, but only if you have a good setup. If you have good troops and invest in the defense matrix then you can risk the UFO attack, it's not certain the UFO will catch you anyway. So the potential for one tough mission is less dangerous than making every mission for the upcoming month that much more difficult.
There's plenty of screenshots of players that had endless avenger defense missions where the entire map is littered with enemy corpses.