As a few have said, it has to be fighting games hands down. MOBAs are too hard to follow if you aren't familiar with the game. Besides, other than Smite, watching MOBAs is terribly boring. I'd think Starcraft would be watchable for one unfamiliar with the game but I've never watched a game of Starcraft in that position. RTS games also become too repetitive to watch. Fighting games have those exciting moments as well as being able to appreciate the overall skill throughout a match.
firefox59's forum posts
Multiple different pre-orders incentives have kinda been the norm but a conditional release date was a very bad idea. Release dates should be based on project completion and be part of a structured plan.
goldeneye - Control. Defending natalya was so boring/ a ballache.
I came here expecting this. First reply did not disappoint.
Especially because of how she liked to jump in front of your bullets that you were trying to protect her with. I killed her way more than the enemies did.
@gmak2442: I'd like more exploration and puzzles. The 2013 TR offered a bit of this and it was a lot more rewarding than stealth kills.
TR 2013 had a nice part of stealth and it was working well. I'd also prefer tombs and puzzle but I would not mind for a more focused stealth gameplay.
The new gamescom gameplay trailer ended with a picture montage implying that each one was an explorable tomb. It seems they may have added a couple dozen tombs at least, which is great.
I always do research so I can't say I regret a purchase. Even with games that have been a letdown I always find something positive to lift from my time with the game. So I like to read the thread and then piggyback off of some responses. Those saying Destiny can only blame themselves. I played the free open beta and knew the game would be repetitive and boring. I was also pretty disappointed in RDR. The crappy segments were too long and the few good segments were too short for one. It was like they didn't realize what they had.
Yeah, it's okay. My main problem was that it tried too hard to court both schools of stealth game design. For as much as it tries to offer myriad approaches to any situation, that freedom is entirely dependent on you having a full stock of amber at all times. Otherwise the game becomes a slog of trial and error.
I recall one specific instance in which I was trying to exit a level. The end stood at the other end of a bridge swarming with guards and little in the way of hiding spots. I couldn't systematically kill everyone because I'd always be spotted after the first kill, nor could I just carefully sneak by because the patrols were aligned just so that I couldn't move forward without drawing some attention. And of course, since I used up all my amber in the rest of the level due to equally challenging obstacles and had no reserves, I couldn't just create a clone and distract them or turn invisible and bypass them all entirely. So my options were either to keep banging my head against a wall or restart the level entirely and hope I could conserve enough amber for that specific situation that I could get through it with ease.
That moment was emblematic of the problems with that game. For as much as they got right with the level design -- there were plenty where I felt like I was getting lost because they're so large and intricate, which isn't something that can be said about most stealth games of this type -- there's a lot they got wrong in regards to basic balancing issues.
I've purchased the game but haven't played it. It's good to know things like this though. I agree that it sounds like bad level design. You should be able to succeed in most situations unless the game gives the player some indication that there will be limited resources.
Devil May Cry.
Oh, wait.
I was going to say games that just came out. Such as ^this^, Sleeping Dogs, The Last of Us, Beyond...etc.
it looks under whelming because of uncharted 4
I know people compare these games all the time but to me they are more different than similar. The way the games play as well as the level design are very dissimilar.
The reboot got great reviews and consumer ratings. Why would they change it. They are adding true tombs to this one. Add that to the combat and exploration of the first one with the usual expansion of tools/abilities that a sequel gives and it should be great.
True, but that doesn't mean their show was better.
The Project Spark guys aren't as creative as media molecule who have Little Big Planet and Tearaway under their belt. It's a console exclusive by the looks of it. It gets credit for not cancelling it
Recore was only a trailer. I look for games and i have 360 so i don't care about BC.
I know you were rating the actually conference but to me E3 is just one part of the process for these companies It's impossible for me to ignore known IP's and announcements when considering the future outlook of the company.
You can't say that as the Project Spark guys don't have a history. Spark has great potential and is just getting started. It's leaps and bounds ahead of the simple levels and gameplay of LPB and Tearaway.
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