I bought the set of three games recently, because the collection was the same price as each individually. I thought I'd ignore the story, which definitely kicks off in the second game, and just play a few hours each to see what the differences were. The first is fun, but the limited castle to explore makes the short loop quite repetitive. The second improves everything, add a few great mechanics and makes exploration a key component of the game. It is easily the best of the three. This third one, even after a short time with it and the others, didn't sit well at all.
If you're intending to get into the games, I would suggest just buying IB2.
@StHapns247 In the notes it specifies that the chart is about the top listed factor each respondent gave. So it doesn't say 'only 7% of gamers care about graphics', it means, '7% of gamers rank graphics as the most important factor'.
Based on the few hours I played on console, GTAV might be worth picking up for a few bucks down the line to give the first-person mode a whirl. Doubt it'll happen, though.
After playing the other two games in the series a stack of times, I still haven't brought myself to finish this game any time since I started over 4 years ago. Every time I pick it up and play a hour I get too bored. There are a few great sections, but it's all so un-memorable.
@fdb20 I would say in survival horror all cheap deaths are bad. A cheap death is at best a jump scare at the expense of the build up of tension. A cheap death does not have any relation with difficulty, generally it is just poor design.
Obviously, I couldn't tell from the review (I have now played the game, it was okay - too long) exactly how the game worked; that is why I only explained what I thought the reviewer was saying, and clearly stated I was making an assumption on one of the technical aspects of the game based on that.
Very occasionally, a well designed game comes around (often a platformer) that is based upon trial and error and memorization of the level design (Htol#Niq is a recent, not so great, example of this design), where cheap deaths are used to force you to incrementally learn more and more of a level. That is a frustrating, but acceptable, use of cheap deaths, as it is an understood part of making progress.
@bunchanumbers @pelvist I think SoM was certainly notably good. Maybe it got GOTY because the editors individually picked more niche titles, and so SoM was were they met in the middle?
@uninspiredcup Lords looked like it could be fun, but I'm yet to try Patch 4 to see if the crashing has stopped. That games issues have worn very thin with me. Dark Souls 2 was a waste of 40 hours, but it was functional at least.
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