Im running this at 800x600 resolution on medium quality on an ATI 9800 Pro. It's not pretty, but the game is very fun to me and still oozes atmosphere. Dynamic lighting is either not optimized at all, or is meant for cutting edge cards beyond the 8800. And actually what Calvin really said was with dynamic lighting on, his computer averages only 15fps.
Ditch the start pistol ASAP and never use it unless it's you're only option. Later you'll find silenced pistols, and some even better pistols. And of course, better guns.
Headshots, even with the starter pistol, are almost always instant kills. If you use automatic weapons the kick of the gun can sometimes give you a headshot if you aim high on the enemy's chest.
Don't bother with iron sights unless you really need to line up a headshot, just shoot the enemy a bunch of times until he goes through a stunned animation, then shoot him in the head or a few more times while he's exposed to kill him. The iron sight also obscures your view from seeing where the bullets are really going, so only use it when appropriate. On the other hand, it does zoom in when you use it, which can be helpful to some who have trouble with how small enemies appear on screen.
That brings me to, yes, weapons are strangely inaccurate at first. But I'm at a point where my military rifle is pretty accurate. Find a rifle ASAP, if you can't find that, get the SMG. Early on in the game you can wait around the military patrol until they get attacked by wild dogs and seperated. Then while one troop is busy attacking dogs, pop him in the head and steal his weapon.
Pressing F with nothing in sight will automatically highlight any items on the ground nearby that can be picked up.
If you have trouble getting health early on, eat food. Food will restore your health just like bandages and medkits, albiet you have to go into your inventory to do so. It won't stop bleeding though.
Use cover, mainly high walls and lean around them to shoot. However, unless there's only one way the enemy can get to you, stay moving as well to keep them from flanking. And always expect to be flanked. The enemy is quite good at moving around in this game, especially the more experienced enemies like military troops.
Ammunition is decently plentiful, so don't be afraid to shoot. Any enemy killed will likely give you a new weapon and ammo.
When you find a sawed off double barreled shotgun, try to keep it in your inventory for a while. It's good for close in engagements with a smaller number of enemies, and the slug ammo type is nasty. Basically, while using the shot ammo, use your first shot on the enemy to stun him it it doesn't kill. Then use the second barrel to kill him. The slug ammo, on the other hand, turns your shotgun into a freaking 50 cal sniper rifle. The slug ammo is crazy accurate and powerful. You can pick off guys and watch them go flying at a distance. The big amount of damage the double barrel provides early on can be very helpful, but once you start finding the rifles it might not be as useful as simply firing a rifle at full auto. However, unlike other games with shotguns, the double barrel is still pretty effective at ranges farther than "in your face" experiment with it.
In the first mission fight, go ahead and let your buddies go in first, and you back them up. If an enemy or a friendly dies, pick up his gun and ammo and use it to fight. I went in alone only because I did as above and got a military rifle early.
As for long distance fighting, well that's trickier. The long range combat really isn't as fun, and yet some AI enemies are way too accurate at ranged, all the while your shots seem to do nothing. Switch to single fire on your weapon (using the 9 or 0 key) and take single shots at the head. On the other hand, you can fire short bursts at distant enemies aiming for their chest and letting the recoil bring your aim up to the head.
There are actually two crouches, I think this was said already. Press shift+CTRL to really get low to the ground. This can help you avoid getting hit at longer ranged fights.
On stealth, there are two meters near your stance indicator in the lower right of the screen. The left side meter has a purple bar that rises up and down, as you make noise. it's you're noise meter and depends on how you move. The meter on the right is deceptive, it has a lightbulb, but it isn't a light meter. It rises up and down depending on how well you've been spotted by the enemy. If you see the meter rise up, that means an enemy has taken notice of you, but is curious and hasn't gone into full offensive mode yet. If it spikes to the top you've been revealed and you should expect a firefight.
That's what I can think of so far. I you have any questiosn let me know, I've been playing quite a bit and understand how the game works for the most part.
Oh and: Spoilers upon entering the Garbage zone
Spoiler for Hiden:
Just get through this zone as quickly as possible, there's just too many bandits and they just keep respawning. I'm serious, you can't thow a brick with hitting bandit and his 5 buddies in this zone. Do your story mission here and move on.
That first defense mission is nice to do if you need the money, but money is plentiful. Instead, it's better for you to let that Bes guy die, and take his silenced AKSU. Unfortunately, there's a lot of stashes here, but I don't think there's anything in those stashes that you can't get elsewhere.
Don't worry however, despite the banditmania that is Garbage, the game WILL pickup its creepy atmosphere shortly afterwards, and trust me, it gets a lot creepier and desolate.
It hasn't been officially announced yet, so I suspect it's a while off. Sony will want to do a major push to get the original PSPs off the shelves before making a new one.
The PSP2 has been confirmed in development by various magazines and news sites, so we know it's out there. If the console stays at $200 USD I may still buy it if they fix the problems I had with the PSP1. Namely, of course, the lack of games, load times, lack of dual analog sticks, and the crappy nub that they call an analog stick.
Yeah, I've been wanting to get a PSP too, but I may just wait for the PSP2, and any future games that come out. I don't use homebrew, I'll get a GP32x for that, so version is not an issue.
I toyed with the idea of getting DS to hold me over, but actually I find most of the DS style games not my style. Not that they don't seem fun, but I get bored of such games quickly.
Meanwhile, despite the drought of PSP games for the first year or so, quite a few games I'd want to play have come out including Socom and Metal Gear (Acid and Portable Ops). And there's that recent announcement of some interesting sounding RPGs.
Also my friend who moved away recently has a PSP and plays it online.
Now that spring break is here I installed my copy on my aging computer and got it running decently at 800x600 resolution and low detail settings.
It's not pretty, but the gameplay is there.
I really really like this game. For all the reasons already mentioned.
If course, it has problems stemming from its complete overhaul into a more mission based game rather than freeform game it started out as. Money is too easy gotten, and generally useless since you always find things that are better than what you can buy. A lot of the smaller items, medkits, bandages, and food are easily obtained. Those aspects are not a problem, but neither are they an interesting aspect of gameplay. Would have been interesting if eating certain foods gave certain effects for the "full" time between meals. But at this point they could have removed the food aspect and no one would have noticed. Of course, this is still the early area where basic food is in good supply.
Also seems like they were very much limited by technology.
Anyway, I haven't even left the starting Cordon area yet, and I've put in well over 6 hours of enjoyable exploring and soaking up the atmosphere.
If they ever get to do a sequel, I hope they get the money, technology, and manpower to realize their original goal of a more freeform FPS.
If you make one factory assist another (usually of the same time) the assisting factory will work on the first factory's build queu. This frees you from having to manage the build queus for multiple factories, making sure you're always building something.
I still think it's a standalone CoH game, but on the east front.
I'm actually hoping that Relic goes and makes a game with no base or unit building in the middle of battle.
There's still resourcing outside of battle, somewhat like DoW's territories, or the Total War series. I actually think the homeworld series would have been a lot better if they hadn't made you both deal with the space combat and building at the same time.
It could be a standalone expansion that covers the eastern front.
If it is a new game, that could be a signal that relic is done with the DoW style game and wants to quickly move things up a notch new graphics, more tactical options, new base gameplay beyond the normal capture points, etc...
It'll be interesting how they plan to improve things if it is an entirely new game.
Of course, it could be some sort of offshoot of CoH but say in a pulp scifi world where you fight Nazi mad scientists.
Actually, the PS3 controller does have accerometers. The "six axises" are 3 tilt sensors, and 3 accelerometers, the only thing it doesn't have is the pointer system.
I don't have enough rolly eyes for this whole forum.
Yeah, but at the same time they pioneered the dual analog stick setup for the playstation 1, half-way through its lifespan. So adding new features isn't a bad idea. Especially looking at MS and how it's updating its console.
If you're going to pop in to a thread to make snide comments, at least include a paragraph about the actual topic.
Quote from: ROTC1983 on March 23, 2007, 07:57:41 PM
Sooo...I was walking along to a bridge I had to cross. Sadly the bridge was collapsed and I had to find an alternative method to get around to the other side. The first attempt I made was through an anomaly. Sadly, my brain couldn't comprehend the patterns, so I died to nice little explosions of electricity. My second option was to pay some military "caretakers" (read: extortionists) a small fee to cross the bridge. Well, instead of paying, I shot the guy in the face with a shotgun and his friends came and showed me a good time. Yeah, I had to reload. In my third attempt, there was already a fire fight between the military and some bandits, so I just ran through without paying the fee. Luckily no one saw me or was to occupied, so I made it. A little while later I had to go through the area again and the military remembered who I was. I slung my weapon and was getting ready to walk through, and they presented me with some bullets as a gift. Looks like they remembered that I didn't pay the fine. I had to reload again...
No doubt it was more an AI friend or foe glitch, but man, what you just described was just plain cool. Just a really simple gameplay problem with multiple ways around.
I'm just wondering something with the PS3. Since the PS3 controller has almost everything that the Wiimote has (except the pointer system), it wouldn't be too difficult for Sony to engineer some sort of stick like control device for the PS3, or an attachment of some sort, that allows for games like Golf and such to be played. The same goes for a lot of the quirky Wii type games that don't use the pointer.
Imagine Tiger woods golf with ps3 graphics and the wii-like controls. Could be interesting.
It's been confirmed in interviews that there is no multiplayer, no co-op.
Although this is the kind of game that's screaming for it.
The tactical combat would work great in co-op. ALso their conversation system works well for multiple people playing, with each player controlling a party member. Using the conversation dial they can quickly interject their own comments and characterization into the story.
Hopefully we'll see that in Mass Effect 2, and you know there'll be a ME2.
Anyone know how well the game can be modded? A lot of complaints deal with the realism of the game and the difficulty scale. If there's mod tools, it'll be interesting to see the different balance mods to the game.
Only 6 more months until my new computer.
Damn, why did I buy Stalker so early, it's just sitting there, staring.
See, I know for sure it can work because I've played many games where you wouldn't think the real-time pace wouldn't work, but it does. For example, X-Com Apocalypse included a real-time tactical combat mode that is so far the best I've ever played. No game today has lived up to it, despite the poor overworld gameplay.
People think real-time won't work for tactical games because they're too used to the kind of crazy fast paced real-time games like C&C, Warcraft 3, and similar.
Albiet, you do give up micromanagement, and some people think that the only tactics are the micromanaging tactics you get while playing turn based games. And yes, getting a faster pace while maintaining tactical play relies on some more advanced AI that can take care of itself while you manage other things, but also general pacing changes including weapon damage, lethality, movement speed, etc...
And of course, a allowing players to set their own speed is key, as different people play at different paces.
At the same time however, I think C&C3 will wear down with time. It's great, flashy, and fast to start, and yeah, it's got a flashier campaign, the problem is they took the gameplay too far in the speed direction.
I'm someone who really liked the speed of Red Alert 2, so I'm no slouch in the gaming department. C&C3 just took things way too far in the speed department, and I feel I have to down some caffiene and suger rich energy drinks before I start playing. If I want that kind of action, I'll play an FPS or some other action game which I'm partial to. I don't feel like I can enjoy a battle. The game becomes like some fast paced job where I'm jumping back and forth between base and battles and not getting to enjoy either.
Also, people saying they like C&C3 over SC2 isn't a knock on SC2, unless they actually try to directly compare the two games. SC2 isn't trying to be the next command and conquer fast paced game, and at the same time C&C3 isn't trying to be the grand strategy game that SC2 is.
My biggest fault with SC2 is in their interface and unit control, if you make a game about controlling the big picture, just go ahead and make everything about controlling the big picture. Build and control units in groups like squads, platoons, or entire companies. If a single unit means nothing in the game, don't make players queu up units in singles.
Here in SoCal, I have so much opportunity for great forign foods. There's two great Indian restaurants that serve absolutely amazing indian food. There's also a indan fast food place that I pickup stuff from now and then, it's especially good for when I'm craving naan or gulan jamun (a dessert).
I actually prefer games more like mechwarrior in terms of mech construction. You have a basic chasis to which you add parts.
All the massive parts assembly into some custom monster is cool, but not quite my style since there's always more emphasis on the collection aspect, not to mention that there's bound to be only a few builds that really work online.
What I want is for them to release something like Steel Battalion/Mechwarrior, but let people play it with the standard controller. Then, release a let of MS certified joysticks and control panel for use in any game that wants to support them, maybe even have some PC support for the joysticks.
Actually, one of my biggest complaints about this generation of consoles is that Split screen play of any sort has been seriously impacted. Consoles used to be a fun thing to have friends over to play, now it's hard to find a game that'll support multiple players on one console in any meaningful way.
Except for the Wii, which is the best console right now for parties.
I'm hoping that once they get over the big realism fad and move towards more stylized art directions, they can bring back split screen with the graphics savings gained from using a more stylized art direction.
So I guess our new term for jumping the shark is when a character gets fat?
Anyway, now I like character oriented shows, which is why I liked a lot of the episodes that didn't involve combat, and did involve a lot of relationship stuff. But this is also a scifi space show, and they really went on too long without a decent conflict.
All the drive just went out of the show, and some characters were just left floundering (Starbuck for example). Well now Starbuck is dead and the Cylons are back. Let's see if the season finale can get things back on track.
So, this is the pilot, eh? No wonder they never showed it first. It was great, in comparison to the episodes. They really stuck to the book, the changes were good, and even the cat made an appearance.
The original pilot was 2 hours if I recall, and they had to chop this one down to an hour to make it fit a normal episode. They also had to refilm a lot of sequences to make it seem like it came after the first 7 other episodes. So, overall a decent chop job on what really should have been a full 2 hour premier.
They're using a lot of the Dresden mythos, including the rules of the setting like house thresholds, demon summoning, Susan the reporter, Mister the cat, Dresden's incompatability with technology, his staff, his shield bracelet that actually works like a magical shield, and look there's a potion!
After seeing this, and seeing how poor the other episodes were, I finally know what went horribly wrong with this series.
They must have shopped the pilot to Scifi, got approved, but got a budget so far under what they were expecting they had to fire the good writers (or at least the ones that read the books), drop most of the other actors including Susan, and the cat.
I get the feeling that the version of The Dresden Files that they said Jim Butcher approved of was the full 2 hour pilot, which I think must have been pretty faithful to the books, while keeping in line with what's needed for TV. Then they made those episodes that were crap.
If anything, the only thing saving the show are the actors. Dresden is spot on, Susan is interesting, Murphy actually gets dialogue and is used in the episode, Haven't seen Bob the skull yet, but in the normal episodes he works off Dresden really well.
If they'd only had the budget, and writers, to realize it. I think if they'd just showed the pilot first, then let it sit gaining momentum from that good pilot, they'd have gotten the budget they need to do the show to the same level as the pilot. Right now, they had to use Battlestar Galactica to anchor the show, whereas if they'd done it well, they could have used Dresden to anchor a new Friday or Sunday lineup.
Dresden took a serious turn for the worse due to a poorly written epside, then rebounded a lot with an episode that shows that some of the writers were actually reading Jim Butcher's books.
Now, it's been bouncing between mediocre and okay.
I don't like how every episode of Woman of the Week for Dresden, it's getting pretty old despite how much eye candy is being shown. It's like they're not sure if they want to be a well written supernatural mystery detective show, or yet another mediocre scifi/fantasy excuse to show up women in tight outfits.
So bad, I'd recommend not playing it at all and somehow ebaying or just toss it.
Here's a short list:
No story. DMC1 at least had a small story, but DMC2 makes DMC1's story look like Charles Dickens in comparison. The DMC2 story is a few nonsensical one liners between characters that pose around. I wish I was exhaggerating here, but that's actually all it was. There's this one point in the game where Dante first meets the big bad guy in what could have been a great massive confrontation, instead, Dante just spouts one line that's supposed to sound cool, and in non sequiter, the villian just says, "No, I guess not." Then he summons some random demon for you to fight and disapears.
The combat was way too easy. DMC1 was difficult, yes, but going to easy helped if you couldn't handle it. In DMC2, the normal mode was easier than DMC1s easy mode. There was no need to do all those fancy moves they gave you since all you had to do to win was simple attacks.
So the combination of gameplay that was a pushover, and a lack of a plot to hold your interest means there's no reason to play it at all.
I'm still deciding between getting a DS or PSP, but this'll be one of the first games I get.
However, there is some issue with luck. Especially since in my game as a Druid, I had problems where my enemies were constantly getting horrific chains of mana, skulls, and 4 of a kind extra turns from drops off the top. Also my mind isn't geared towards this kind of matching game.
So, despite not liking some things about the game, it's a good indicator that I still plan to buy it.
When's the next possible con they could announce the PSP2 at or any PSP related news?
I just took a look at the PSP library and compared it to the DS library, two different focuses entirely, but the PSP has a lot more games I want to play, but there's the cost, the load times, the hardware itself, and these rumors of a new version and the fallout from this ultimatum.
For all intents and purposes, it is the next gen PoP. They're still trying to think of where to go next with PoP after they wrapped up the Sands of Time Trilogy. After all, they need to think of a new schtick to go with that saves the prince after he falls into yet another spike pit.
I love how the game is more freeform than PoP and Splinter Cell. The whole free running-like aspects are just cool.
I dunno, seems like a lesser number of players with a balanced loadout and using teamwork could take out more than their number of wheeled shotgunners, but those grenades seem like the cincher. I didn't realize grenades caused an AOE disorient effect. At the very least you can knock out all the enemy bases so that their teammates couldn't simply mop them up.
A good commander really helps too. I could usually identify the base being used by looking at movement speed and patterns.
When I played comm I tended to be very specific in how I vectored my teammates, it was quite fun to hear how the game was unfolding. Making sure to keep my teammates near cover so they could quickly retreat while reinforcements were vectored in around the sides.
One big problem with the Commander map system was that the maps didn't provide enough terrain information, especially height information. It just displayed impassable areas, so I didn't know if my guys were fighting uphill or downhill.
I suspect I'll be buying Chromehounds 2 if they're smart enough to fix all of its problems and add more teamwork oriented parts. I was hoping for things like NA contact relays, or NA extenders, or even a waypoint system that can be used in game to direct units.
They need to stop with the whole throwing aim off thing from explosives. Direct hits from rockets don't throw your view around as much as little grenades going of near you, that just seems wrong.
Wheel bases are pretty weak as bases go, take them out early and that'll cut his movement. However, if you have a chance to kill his generator first do that. The combination of dead base and dead generator means he's just sitting there.
I like the way they implemented teamwork in the game, but I'd have really liked to see some more advanced technology. Target trackers, laser designators, etc... but all implemented in ways to increase the amount of teamwork needed.