[QUOTE="smokeydabear076"]Yeah, I know what you mean. I was just aiming towards the nostalgia thing in general, I don't like it when people say that because they act like that's the only possible way someone could enjoy the game when that's simply not true. I didn't even know throwing was a skill, but environmental training helps you use the armor and hazard suit things more effectively, if I remember correctly; although I think that isn't very useful as you say. If anything, they could have combined some of the less useful skills into the more useful ones.
And I like the skill selection of weapons, but I think there could be a better way of making the benefits of mastering a weapon obvious other than allowing you to aim accurately right away opposed to being ridiculously inaccurate when "untrained" with the weapon. Maybe increasing your damage, range, rate of fire (with melee weapons), and allowing you to use special upgrades or something like that... I'm not even sure if weapon skills will be in the prequel, but if they do add them then those are ways that could make the choice important without restricting the player too much.
As for the 6 rounds in a pistol, I agree, that's stupid, but so is the universal ammo of the sequel. If they try to streamline it in dumb ways like that in the prequel then I'll be disappointed. I'm pretty optimistic about it though, from what I've seen and heard, sure some things aren't the way I'd like them to be (health regen mainly), but overall I think it'll be fun, more so than many recent shooters.dakan45
I agree completly. First of all i know what nostalgia is and when i reinstall half life, far cry or deus ex i dont do it because of nostalgia, i do it because i play them and play them and keep playing them. Meaning that there are good games. I remember one game that i really enjoyed playing the first time called gun. I tried replaying it many times but i couldnt progress it, i found myself bored replaying. Thats nostalgia. Remembering you had fun back then but when you try to play it for that matter, you find it that its not that much of a great game anymore. What i think is the issue is that games nowadays have changed so much in comparison with how they used to be that it kinda seems either pointles or uncomfortable to play old games mainly because they are so diffirent from today's standards. Thats what i meant, no one is giving new games a chance because they are diffirent but also admitedly in a way of simplification and i strongly agree that the older games are better tahn the new ones.
Well on the enviromental training thing. Thats what i mean, i think its pointless to hav a skill that increases how well you use a hazmat suit or a ballistic vest. I think that it should be removed and pick ups like that should be used as they are. Dont forget it takes too much space. Same goes for the grenades, make them more easy to use, more fluid if you wish. What i saw in the demo of the new deus ex game is that they are taking a new direction on the combat, more fps, with a cover system and health regen, aslo meele executions. While it seems very diffirent from deus ex i think that its a nice reboot that will provide a diffirent perspevtive a more action focuses if you wish, more like all those matrix like movies we saw back when the first game came out and we try to mimick then because JC looked alot like them :lol: Admitedly i would like to see for once how is it like to play a deus ex game with accuracte guns and health regenaration. I would like to see the universe into a more fast paced gameplay if you wish. Still that wont turn it into another shooter. But it will be fun to see how it will be like if you dont have to use every soda and candybar you find to heal yourself :lol:
As for the unversal ammo in the sequel? Let me first say that the sequel was dumb in many ways, level design, and combat espeically, oh and whats the deal with multiools=lockpicks and instant hack? That is what i call simplification, it serves no purpuse into making the game more accessable, it seems more like they had a limited amount of scripts to use and couldnt bother with more ammo types. From what i saw in the demo they did not show any mutlitools or lockpick but they showed that the player had to pick up a boc to climb to a window in a big military base like level and there was a crossbow with a scope. So we can say that it will have no universal ammo.
Also another thing, the bossfights in deus ex were very bland and often annoying, first we got Anna inside a small area and blowing up when she dies, then we got Gunther with a flamethrower that blinds my vision and the fire kills me pretty first and we got walter simons with a plasma rifle that fires very fast and powerfull green blasts that completly blind me and i cant see in order to take a shot. If anything in the new game the bossfights will be more fluid judging by that mech guy i saw in the demo. So yeah, more action, definetly better than invisible war and more fluid. Maybe it wont turn as good as the first but it sure as hell looks great.
Yeah, in the end it should turn out to be something good (unless the story sucks) because they are still fusing both FPS and RPG elements more so than they did with a game like Bioshock. And we all know from the first game that there is a ton of potential when the two genres are combined.
*spoilers*
But anyway, about the bosses I actually liked them because if you planned things out you could actually kill them really easily, sometimes without even getting hit or firing a shot. For example you could activate Anna and Gunther's killswitches before you fought them and all you'd do is say something and they'd blow up. As for Simons, last time I played I just shot him in the head a bunch with my stealth pistol before he even said anything to me. Sometimes I wish that in both games and movies they'd stop the ridiculous theatrics and just let people die really easily, if you ask me, that's more shocking. That's why I liked Hitman, your goal was to kill big bosses, but getting there was the hard part, not necessarily the act itself.
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