Topic: What are you playing? (Read 140672 times)

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I never did the Legion storyline, I should probably replay it and do it though.  Every single time I just end up joining the Kings because (for reasons Hundley wrote about somewhere in this thread I think) they are pretty much the coolest group in the game.
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fallout 3 is pretty much shit.  but i did like it the first time i played it (up until the end).


the main difference between fo3 and nv can be summed up by the fact that you can kill every sentient being in the mojave and still finish the game with yesman (who you can also kill, but has a plot justified reason for coming back by being able to upload himself to new bodies).  after morrowind, bethesda loves to make sandbox games that are impressive on first blush and slowly reveal themselves to be as constrained as anything else on the market, making the sandbox elements mostly padding and let's-pretend material for people to project their own fun on to. 



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On that note, here was my experience with Skyrim:

Go into town
Realize towns are bullshit
Spend the rest of the game just exploring the game world and hunting and ignoring quests entirely

I spent hours playing Skyrim and I did almost NONE of the main quest.  I also never fought a dragon.
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On that note, here was my experience with Skyrim:

Go into town
Realize towns are bullshit
Spend the rest of the game just exploring the game world and hunting and ignoring quests entirely

I spent hours playing Skyrim and I did almost NONE of the main quest.  I also never fought a dragon.

How about when I was trying to become a vampire and there's a quest where you have to fight two vampires and I couldn't catch vampire from them because they weren't actual vamp;ires. How about when you walk into a house and it locks the door until you kill a random character which means you just reload a save and dont go in there if you're RPing a good character (not a problem for me.) How about the zany random daedra character who says "I'm doing the fishstick! It's a very delicate state of mind" over and over. Remember how there were cool vampire quests in Morrowind? What happened to that?
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I beat Honest Hearts both ways. Neither one was super great but I guess I preferred siding with Graham.

I think the main reason I like Fallout better than the Elder Scrolls is because Fallout actually has a decent setting where everything about the Elder Scrolls is just kind of boring. However, I can waste an infinitley greater amount of time in The Elder Scrolls than I can in Fallout. 

And I don't care what you guys say I'm pumped about the South Park game.
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oh yeah I forgot to say the endings are boring

What did u think was missing? I was pretty satisfied with new vegas, all said.
essentially what tristero said here:

after morrowind, bethesda loves to make sandbox games that are impressive on first blush and slowly reveal themselves to be as constrained as anything else on the market, making the sandbox elements mostly padding and let's-pretend material for people to project their own fun on to. 

the more I play NV, the more I realize how empty and lifeless the world is. there's sort of a mythology of content, brought on in part by how overwhelming and expansive the game seems at first. once you lift back that veil it's a relatively barren game. also, several of the locations are barely more than names on a map - red rock canyon and boulder city are two.

I played 10 or 11 different characters though, and finished the game twice. to the game's credit it is pretty easy to create your own content, if you enjoy roleplay. I still think it's one of the best games released in recent years tho
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oh yeah I forgot to say the endings are boring
essentially what tristero said here:

the more I play NV, the more I realize how empty and lifeless the world is. there's sort of a mythology of content, brought on in part by how overwhelming and expansive the game seems at first. once you lift back that veil it's a relatively barren game. also, several of the locations are barely more than names on a map - red rock canyon and boulder city are two.

I played 10 or 11 different characters though, and finished the game twice. to the game's credit it is pretty easy to create your own content, if you enjoy roleplay. I still think it's one of the best games released in recent years tho

Mythology of content is pretty much what games are. roleplaying all the way, i dont need infinite stupid dungeons with pretty graphics like fallout 3 if there's enough good NPCs that it seems like a populated world. agree that its empty btu there is quite a lot of story. I had veronica as a follower and her story adds a lot.
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does anyone know anything about gotham city impostors? http://youtu.be/lIcnLNHQ9ho if no one from Outerlight worked on this game, then these guys really borrowed heavily from BGT and the ship. also does anyone know the name of that song


Mythology of content is pretty much what games are. roleplaying all the way, i dont need infinite stupid dungeons with pretty graphics like fallout 3 if there's enough good NPCs that it seems like a populated world. agree that its empty btu there is quite a lot of story. I had veronica as a follower and her story adds a lot.
I guess the problem with FLNV then is that the mythology fails you pretty easily at some points. it'd be different it was the same throughout, but it's not: you go from a highly-detailed and very complete environment like Goodsprings to the emptyness of Red Rock Canyon, a place with faceless npc clones and nearly broken dialogue, and you can't help but to be a little disenchanted. so many parts of the game clearly feel unfinished, and that kind of ruins the experience for me. I'd rather they had just omitted them and kept the place a myth - red rock canyon, maybe I'll go there in a dlc someday

every Obsidian game I've played has the same problem though so they clearly aren't learning anything from their failures

veronica is a pretty good follower, and I like cass too. I don't think boone is supposed to be funny. about half of my characters were cannibals or outcasts tho so they just had Rex

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does anyone know anything about gotham city impostors? http://youtu.be/lIcnLNHQ9ho if no one from Outerlight worked on this game, then these guys really borrowed heavily from BGT and the ship. also does anyone know the name of that song
I guess the problem with FLNV then is that the mythology fails you pretty easily at some points. it'd be different it was the same throughout, but it's not: you go from a highly-detailed and very complete environment like Goodsprings to the emptyness of Red Rock Canyon, a place with faceless npc clones and nearly broken dialogue, and you can't help but to be a little disenchanted. so many parts of the game clearly feel unfinished, and that kind of ruins the experience for me. I'd rather they had just omitted them and kept the place a myth - red rock canyon, maybe I'll go there in a dlc someday

every Obsidian game I've played has the same problem though so they clearly aren't learning anything from their failures

veronica is a pretty good follower, and I like cass too. I don't think boone is supposed to be funny. about half of my characters were cannibals or outcasts tho so they just had Rex

you only had rex as cannibal because you were RPing or bc people hated you bc u were cannibal? i never had any problem eating dead bodies in front of anyone and veronica stayed a follower no matter how evil i was and bc i did a bunch of brotherhood of steel quests and had a good rep with them she didnt care when i killled them all.
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that's just the kind of character I was playing. ppl in new vegas make a big fuss about cannibals, but when it comes down to it no one really cares as long as they're not the ones you're eating and you're not just ripping apart a body in front of their eyes. I lived out of novac and my whole room was littered with human remains but no one gave me a hard time about it. eat caesar's remains in front of kimbrel for a "taste" of RP foie gras
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I've been playing  Star Wars the Old Republic.

Its really fun. Its like the other games except online and you can play it with other people if you want. Its not really forced but you have to be on the internet. You can play through the main game and most of the quests without other people. Its fun playing with other people I'm playin on a pvp server where some of the worlds have sith on them. Thats what it is Republic vs empire. You can be all kinds of different classes from Jedi knight guardian to sith bounty hunter to sith sorcerer.

I'm a sentinel:http://www.swtor.com/info/systems/advanced-classes

Its is alot like WOW though and the pvp is pansy ass. Pretty much the whole game is pansy ass, thats the only thing I really don't like about it. Theres no incentive to be cautious or concerned about losing your shit or losing alot of hard earned experience when you die like in better mmorpgs. Its still fun as hell though and I love old republic stuff and it lives up to it. I gotta get a better comp to play it on though.
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the closest i've ever come to playing an mmorpg was diablo 2 (so not very close at all), but I've always been sort of bittersweet about not getting in to them at some point in my life.  on the one hand i probably would've fallen in to it like a drug addict, on the other hand it seems like i'm missing out on a pretty big blindspot of game content.  i blame WoW, which never interested me in the least, and appears to have killed the market for competing mmos
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I just like knights of the old republic and didn't care that it was an mmo
DEUCE: MEETING THE URINE UP CLOSE AND PERSONAL AND REALIZING IT'S JUST LIKE ME AND MY PREJUDICES  THIS WHOLE TIME WERE COMPLETELY FFFFFFFFFFFFFFFFFFF PTTTTHTHTHH GOD IT'S EVERYWHERE<br />DEUCE: FUCK THIS TASTES LIKE PISS<br />PANTS: WHERE IT SHOULD TASTE LIKE COTTON CANDY OR PICKLES<br />DEUCE: OR AT LEAST LIKE URINE NOT PISS
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the closest i've ever come to playing an mmorpg was diablo 2 (so not very close at all), but I've always been sort of bittersweet about not getting in to them at some point in my life.  on the one hand i probably would've fallen in to it like a drug addict, on the other hand it seems like i'm missing out on a pretty big blindspot of game content.  i blame WoW, which never interested me in the least, and appears to have killed the market for competing mmos

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I just finished 'Dead Money'.

After making me regret starting the expansion, I feel it really pulled it back when I entered the Sierra Madre itself. Also escaping with tons of gold was a pretty rad touch.

I grew to really like the characters by the end too, especially Dog/God. My major gripe was the lack of interesting weapons throughout the expansion, but I guess it kind of wasn't about that whole vibe.
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Startopia.
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played the two chronicles of riddick games, escape from butcher bay, and assault on dark athena. like pretty much any sensible person i really dislike movie games with a passion, but these were pretty different. stuff worked, the story had a surprising degree of color and polish, and the way they used the location was unusually well thought-out and effective. admittedly it was a really good opportunity to make a stealth game, but it's kinda rare that decent starting point ideas actually turn into a better games. along the way somebody usually fucks it up with something idiotic, but that never really happened here. really the only gripe i have is that the ending of the second one(both of them, actually, but more notably the second one) was brief to the point of it being kinda ineffective. they had a good idea there, and it was an interesting ten seconds i guess, but i think i wanted more. but i guess that's saying something that i actually WANTED MORE from a vin diesel-themed movie tie-in videogame.

what's strange is that i hear that vin diesel was kinda meddlesome on the project and oversaw a lot of it, but the end result was there so i'm left to assume that this was a good thing. vin diesel really hasn't done a whole lot for me in his movies, and i actually really disliked pitch black when i saw it, so i naturally come to conclusions about how low expectations need to be to even turn on a videogame. what makes for a poor, uninteresting movie can make for an engaging and worthwhile game experience. probably the moral of this story is that videogames are corrupting our intellectual consciousness, but i don't really think i needed to tell anybody this.

although, on the other hand, i think this game probably makes a strong counter-argument for the potential for the sheer act of world exploration and immersion to be a worthwhile creative aesthetic in itself(assuming it's thoughtful or provocative in a way i guess). this really isn't anything fantastically new in games, the idea of the world almost being a character in the narrative(sometimes literally a character[silent ][/silent]), but how many films have really done this? certainly a good number, i think tarkovsky's stalker comes to mind to such a degree that i don't think anything is worth really mentioning(ok lynch too, but on his best day lynch cannot really compare to tarkovsky), but i think that this isn't something that can easily be conveyed in most films given the logical constraints of it. anyway, i think people do kinda overlook the necessity of effective location usage for games, to the point where the narrative is kinda irrevocably tied to things in the location rather than just some arbitrary battleground for whatever whim the game designers had that morning. i don't even really think this is a matter of level design, really, as hitman blood money(probably the best example of level design i've seen) usually has fairly useless location choice, choosing things that are cool and nice to look at but otherwise rather inconsequential in how the narrative physically works. i guess i mean interactive experiences where there is something distinct to be gained from the way the narrative works with location.

i don't know, part of me feels like this is me kinda rediscovering the wheel or something with this post, but i think i'm realizing how much i legitimately appreciate it when i get the distinct feeling that i am where i am in a game for a reason. like it's not just some randomly selected location, this was on purpose. i don't know, i feel like this is more along the lines of what game storytelling should intrinsically be, when possible, given how much more you can do with such a design approach like that in games compared to anything else(short of literal architecture).


oddly enough, the game i followed up this with was that new game on xbox arcade i am alive. this game is pretty much exactly what i felt like i wanted next after playing riddick, something that embraced its location and tried to do something interesting and unique. as anybody can see from reading into this game for five minutes they have a lot of really excellent ideas here. they take this really realistic stance on practically everything in it. bullets are phenomenally scarce(i believe i've had five bullets total after two hours), the player character gets realistically exhausted doing basic tasks, and all enemy combatants approach death with realistic fear rather than the kamikaze approach literally every other game ever has employed. while i legitimately appreciate that there's somebody out there in the industry kinda aiming to break down what a game is and refine it into something a little less fundamentally brainless, the game actually manages rather often to be unpleasantly lacking in basic entertainment value or any particularly redeeming traits.

it's rare that i find a game that i actually think this, but it's like that the pure pretension of the game legitimately obscures any worthwhile experience you can have with this. the game not so inadvertently goes to steps to prompt you to adhere to some sort of moral code rather than senselessly murdering literally everyone in sight, physically designing the battle system around this, yet there is really no other residual effect of this internal narrative anywhere in the story, the game going so far as to kinda pat you on the back when you stab a couple hoodlums through the chest with your machete(and the main character proudly calling himself a good guy while walking through the pile of bodies he's accumulated). it's like they met halfway here i guess, where the fact that enemies are afraid of you does not legitimately mean you can avoid any combat scenario through peaceful means, it basically means that employing fear becomes a battle tactic, a factor which more or less undermines the positive merits of what they were trying to do to begin with. plus, combat in the game is legitimately not terribly enjoyable and the lack of fundamental choices in what otherwise could have been an interesting system makes it rather unrewarding. VATS from fallout is ridiculous and cartoony, but i'd begrudgingly take it any day of the week over something pretentious, unpleasant, and lacking in basic functionality.

then there's the climbing. you climb goddamn everywhere in the game, and while there is a pretty interesting exhaustion/stamina meter at work, you get immediately struck by how completely unrealistic it is that this guy has the guts and ability to climb to the absolute apex of literally every structure he comes across. it feels almost stupid that they have these distinctly realism-based elements at play here when the guy is otherwise an expert marksman and one of those superhuman mountain climbers. not an issue in itself, it just, again, undermines the obvious attempts at realism they had here by following the stereotype that you're playing as a person who happens to be supremely gifted rather than a convincing human being. this in itself isn't really some major issue i've taken outside of superficial whining, but i just don't find this shit fun. the level design of the buildings you have to climb gets repetitive and at times senselessly and unconvincingly complex, requiring literally a trial and failure system, made infinitely worse by a profoundly unforgiving checkpoint/save/continue system.

then there's the way this game looks. it's not a bad game graphically i guess, but it's actually hard to tell. part of the game's story is that there are duststorms all the time, meaning that visibility is poor at all points in the game. i get having some visual theme like this, but in doing so it makes a lot of what you're looking at rather unintelligible. i guess i'm kinda shallow and i always look at the shit that's in the distance in games like this, but you actually can't do that at all here, as all you can see in the background is usually some shady outline of some crumbled building, visibly only vaguely behind the clouds of dust. i can understand from some narrative/aesthetic point of view having the player focus on their immediate surroundings, but i find it to be a rather unappealing and inappropriate aesthetic for a game honestly trying to depict a post-apocalyptic world. again, it obscures what i could be getting out of the game. the end result kinda makes it feel less real, which is a shame as it's not an intrinsically bad idea they had here.

i actually didn't set down to write this goddamn much about this game, but i guess i really didn't like it and wish i saved those microsoft points for something at least a little more rewarding. outside of some vague thought of a job well done, there's no payoff in this game. the story is tragically poor, and you can tell that whoever actually wrote it actually didn't speak english, and was later translated sloppily by someone without a great grasp of it, as there are a wide variety of awkward syntactic errors in the subtitles, most of which were actually corrected by the voice acting itself. i've seen that before in games, but it's usually once or twice, not EVERY GODDAMN BLOCK OF TEXT. although, in all fairness, the problem isn't really that it's an uninspired translation, it's just that the story is lame and there's very little payoff of any kind throughout the game. i don't care, and they took no steps to correct this.

i can see why they marketed this as a sub-budget title and just threw it on xbla; it's an interesting but ultimately unrewarding and frustrating experiment. the game is some bastard child of silent hill and fallout, but it probably needed to be a bit more like fallout in the narrative department, and a bit more like silent hill in the atmosphere department, for the experiment to really work.
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Escape From Butcher Bay, and Assault on Dark Athena ARE excellent games I have to say. One can only hope that the next movie can be as good as the games.

Been playing MGS4. So far I've really liked it even though I have basically not fired a single bullet at anyone yet. I literally just reached a point where is seems there is some forced combat. Which I'm ok with since the game has that FPS mode thing, which should really help. Going to play from there tomorrow. So far the story hasn't really grabbed me like the first 2 games did. (I never bothered to complete 3, I did not like it)
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just finished the first dead space (im playing catchup here!) and really loved it. fantastic game. I tried to start Dark Sector but it was a total generic 3rd person thing. Crysis 2 I've started and it feels pretty crappy. Nowhere as good as the first.
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recently bought Breath of Fire IV on psn and damn.

first of all im a 90s babby and the "psx"" was my first love. lowpoly 3d is my favorite art form and i dream in mottled prerendered backgrounds. i just got a ps3 in december and though they've got a lot of great ps1 games on psn (big bass fishin notwithstanding) that i want, i decided to make bof iv my first psn PSOne game purchase based on this retrospective (i am easily persuaded by passionate gamesjourno).

i play my ps3 on a big sony trinitron standard def tv so of course all ps3 games look like shit and i can barely read any of the text (FUCK YOU FIFA) but i load up bof iv and a tidal wave of nostalgia crashes over me as i experience the PlayStation splash screen on an actual tv screen for the first time in 10 years. i nearly wept it was such an experience of coming home. this alone would have been worth the $5.99 price of the game. but it got better when suddenly WOAH ANIME cutscene with cool character design and colors and action and vague/generic jrpg voiceovers in japanese and for the first time since wild arms i sit through an entire intro and let it naturally go to the title screen without mashing start impatiently.

ACTUALLY ABOUT THE GAME: this is a true year 2000 psx game, and i mean that in a vagrant story way not in a "uh so the ps2 is out but look there are still good games being released on the ps1!! *awkward silence as you hold a copy of madden 05 (ps1) in your hand*" way. not only is it a game with so much content and detail and quality and love and 10001 pages of minigame tutorials packed into it such that it could have only existed in the 90s (or come from the hand of someone stuck in this glorious games epoch), but it's like this amazingly well-put-together culmination of everything that jprg designers (should have) learned from the years 1992-2000. like the last game i played like this was (anachronistically enough) xenoblade.

more scatterbrained opinions: intro was a beautiful (and beautifully brief) example of a good in media res intro, cutscene direction is good like not quite at the vagrant story/mgs level but good, game gives you enough playtime to maintain the illusion of control. tutorials are there but never shoved in your face and always skippable. pace is zippy including the battle system (speaking of year 2000 ps1 games i love you ffix but jeez), i have never felt impatient to get on with things (despite random battles). character skills and customization have a lot of depth. i like the world map system where chances pop up to explore fields, it has a certain mysterious feel. things never get stale when you switch perspectives a lot. interesting mechanics with the characters' special field skills, i know wild arms did this all the time but it really isn't done enough in games, just very cool.

big bonus in my book: beautiful world with a lifelike feel, rich and unique to boot. a dragon, you say? well these aren't the anne mccaffrey (rip, i guess) dwagons of christopher paolini, they're bizarre creatures of ambiguous intentions, gods some say, monsters some say. characters have a good amount of personality, and there is very little exposition yet just enough info to tickle your tastebuds with a sense of mystery.

and did i mention THE PIXELS THE PIXELS. this is a big part of the game's allure and i'm not normally a colorful pixels fan (like i said i enjoy boiled leather armor brown color palettes) but it's gorgeous and unique. everything is animated; and beautifully. npcs in obscure houses who have 1 line of dialogue have 193 frame floor sweeping animations. i stopped to stare for a good while, just to soak up the feeling of a sunny sunday in a jrpg village. (im only disappointed that ryus boner when he meets nina was not animated.) also everyone and her ex-boyfriend have portraits. ALSO holy shit the monster animations pardon my french but talk about très magnifique.

the bad? well why talk about bad when there is so much good...the limit of 4 fixed camera positions that you snap to when rotating the camera is annoying considering how beautiful the game is and how you wanna see everything, and i guess i wish it was save-anywhere (i've been playing a lot of demons souls for example because i can play 10 mins here and there and not have to be like "MOM LET ME GET TO A SAVE POINT FIRST OK").

idk the only word i can think of to describe the experience so far is "miyazkiesque". ok ive only played like 3 hrs but from minute 1 i've been hypnotized by this vidcon. the game is really changing my life as we speak. this says a lot because it's the year 2012, im 23, i cant go back to that magical era of 4 black-backed discs per game but i can still live in my world and play in theirs...............

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