sad news :(
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I remember all too well that particular segment, but I don't remember randomly spawning enemies. I also remember, though, passing that segment on my first try in Hard, so I'm inclined to think that once I knew how to get past that part, I was able to do it again with no problem. \ JustPlainLucas
And I'm inclined to think you got lucky.;) But it's all good --you liked the game, I liked the game -- if there is a sequel it should be interesting to see what the developers decide to change/keep in the fighting system.
lol "There were issues with the learning curve, the difficulty, the narrative, and then there was no multiplayer either" - EA I think that about sums up the current state of videogames. It needs to be easy, have stupidly long cutscenes, and online MUST be tacked on. Otherwise good luck getting a publisher. Sad. To be honest I didn't like Mirror's Edge but it was for entirely different reasons. istuffedsunny
Don't forget splosions....
The game wasn't even that hard and guns weren't even necessary in the game. The guns are for when you just don't want to run or something. There is absolutely no point in the game where you have to shoot anyone. I only used it on the level where you break into the guy's office. You could use the gun to shoot away glass.
And of course Faith is weak! She's like 5' 5 and 120 pounds or something. What the heck is she going to do to a 200 pound, heavily armed soldier trained in all sorts of ways to take down people twice his size? Get real people. Honestly it's dumb luck if she manages to take down two of those guys. One guy when he's not looking - maybe.
And as for melee - well it's not fight night and engaging them is a LAST RESORT! Runing away is always a better option. And you should NOT run up to them face to face unless you have to. Combining wall runs with melee usually ends up in a one-hit-ko and a really cool animation. There were only 2 levels where I felt that I had to fight:
One was a random rofftop jump where you were about to jump off of the giant crane and there were guys all over the place. Well it's a good thing that you can SLOW DOWN TIME. ;)
The other was that orange room with the rope hanging from the ceiling. Once again, you can slow down time and pretty much outflank them by wall running and swinging off of crap. They had shotguns on that level so running up to them gets you pwned anyway.
The only other difficulty was finding out how to get to certain platforms.
[QUOTE="ionusX"]
okay tc here.. like a roll up the rim cup lip or 89% of att scratch & win cards
"sorry please try again"
http://www.gamespot.com/news/6298858.html?om_act=convert&om_clk=newstop&tag=newstop%3Btitle%3B4
the cancellation was just the old rumormill down at destructoid working over time.. gameinformer and gamespot both agree its a delay.
seanmcloughlin
I saw these afterwards, Im glad its just a delay and not a full on cancellation. But I wrote it like that because it was written like that in the link I provided
Thank god - I remember reading that it was going to be a trilogy, with a level editor and stuff like that - Yet that was a month after the first, so it was probably very unreliable.[QUOTE="S0lidSnake"]
[QUOTE="CarnageHeart"]
Its worth bearing in mind that as Sony (in response to a questions about why they didn't dissolve Team Ico after Ico's horrendous sales) first parties can focus on game sales a little less than third parties because they get a percentage of every game sold. Third parties live or die based on software sales alone.
*Shrugs* Perhaps the Metacritic score of ME did play a role (I know some publishers tie a team's bonuses to review ratings, which I personally think is horrible, but that's a discussion for another time) though its worth nothing that the strong sales of RE5 meant there could be little doubt about the existence of a market for gory action games, while due to the fact ME had no counterparts, it was still up in the air if there was a market for first person parkour games.
Also, I noticed in a prior thread you tend to blame publishers for game design decisions which you dislike, but IMHO most of the time those errors are made by designers, not publishers. On that note, in interviews the ME design team stated they went with the cutscenes they went with because they wanted their game to look different so it wasn't something forced upon the team by a publisher who sought to cut corners.
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http://www.gamasutra.com/view/feature/3843/the_philosophy_of_faith_a_.php?print=1
You were saying that the cutscenes are not in the engine.
NC: Yeah, absolutely. So, it's basically sort-of a 2D animated sequence -- cartoon animated, that's the easiest way to describe it. We released the trailers actually on the internet -- and again, it was to give a contrast.
The game is a lot about contrast, you know, contrast in the different levels, and it was really to make them stand out. We wanted people to take notice; we wanted people to look at the story, and understand the story, because that's very important to us. We feel that you have a much stronger experience if you understand why, as you progress, and things change, and there are twists and turns.
CarnageHeart
I believe having cartoons instead of actual motion capture is a cheap way of doing things (financially speaking but in ME's case it was also a poor choice), and I figured (incorrectly as your link points out) that EA wouldnt give them a decent enough budget to make Uncharted or Heavenly Sword esque cutscenes.
The reason why I blame EA or Sony is not because they are just publishers, it's because they own these studios and are directly involved in at least the planning stages of the game. DICE is owned by EA, if EA doesnt front the bill, DICE cant make Mirror's Edge 2. Now something like Mass Effect is different. Here EA is just a publisher for a Bioware game, they have no say in the development.
A perfect example of a publisher interfering in the design/development process would be Sony mandating 3D and Move capability in Killzone 3. You can read the lead designer's interview on Eurogamer and he clearly says that they ran out of time and resources. It is obvious that some guy in a suit up in Sony headquarters decided its flagship franchise should have 3D and Move over online coop, and the developers had no choice but to do so.
I agree that it's easy for a first part publisher like Sony to suck up losses unlike EA, in retrospect, I shouldn't have made the Uncharted and Ratchet comparison.
You didn't provide a link, but the first Eurogamer KZ3 interview that came up on google indicated that 3D was the designer's choice and that they were kicking around Move support. I found two other interviews, but in none of them did Guerilla claim that 3D and Move weren't its idea.
http://www.eurogamer.net/articles/killzone-3-interview?page=2
Eurogamer: Was 3D always part of the plan?
Steven Ter Heide: Absolutely. The first thing we looked at was whether it was just a gimmick or if it would actually offer something different. So we implemented it and looked at it, and for me, I can't go back. We know it's not going to be for everyone, because not everyone's going to have a 3D set at the time, but I do think that in terms of gameplay it offers something different, something new, because you do have that sense of immersion, you're drawn into that world. You're able to read the gameplay a lot better, for FPS obviously the world is very detailed and there's lots going on so you can look around corners etc. But also for things like racing games, Motorstorm is coming out in 3D, you can read the road a lot better and, something that I never personally liked is being inside the car, but now I can actually inside the car and drive, so I think it really adds to the gameplay as well.
Eurogamer: So talking about immersion, can you tell us anything about Move? Will there be Move aspects to Killzone 3? Is it compatible?
Steven Ter Heide: We really like Move as a platform, but we're not talking about any of that stuff today
I'm not saying they are always on the side of the angels, but judging by most developer's comments Sony and in modern times EA are hands off publishers. That's not always a good thing (sometimes indisciplined developers like Yamaichi need a kick in the butt to keep thing moving along) but if one is working with skilled, disciplined developers, that's a good thing which results in high quality, innovative games rather than a bunch of cookie cutter games which all conform to the publisher's limited vision of good.
haha served.
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