Sentura

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Sentura last won the day on May 8 2015

Sentura had the most liked content!

About Sentura

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  • Birthday 07/19/1986

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  1. Without spoiling anything, feels like the new Prey took that idea and made it better
  2. Took me about 28 hours or so. I just finished it basically. On a closing note, the game is superb at almost every level. It asks the right questions, the gameplay is some of the best, the levels and environments are solid gold. Spacing walking was great, even if rolling around made me queasy. The only thing I would say is that the game desperately needed to add more mineral resources, because even at the end game when I had tons of other resources, there was just: But seriously, GOTY contender. I don't feel like I've been this immersed in a game in a long while.
  3. That's... actually a good idea?!?
  4. I get what you're saying and I agree to some extent. I don't think it's great when small enemies suddenly lash out with tentacles because it seems like their hitbox changes weirdly. I still don't think I've had many cases where small enemies have been an issue, mostly because I back off a bit and shoot them instead of letting them get the better of me in melee range.
  5. I picked up this game yesterday and it's sick. It's everything I wanted from a AAA production. Love the architecture, love the themes, loved the intro. It's really what I was hoping Dishonored 2 would be I guess. I personally really like how combat is structured. Even on normal enemies are hard to kill, so you have to find ways around to kill them. I usually sneak up on them from behind with a shotgun and unload in stealth for the bonus damage, but sometimes even that isn't enough. I've also used turret setups to bait enemies to attack me only to get destroyed by the turret. It's more of a puzzle than going straight into it guns blazing, which is much much better than any other shooter game where combat is one dimensional. I'm not too sure about the enemies running from you at low health, but at the same time it does add another layer of tension while you try and figure where they went so you can finish them off.
  6. goddamn I am hype for this. Trailer was pretty dope, dunno if they took inspiration from Deus Ex but I definitely felt a vibe coming on as well. Anyway this is gonna be awesome I'm sure
  7. come back to britain?
  8. I could have sworn this forum was for paid work only...?
  9. Hah, I was gonna say the anomalies from Stalker. But really, the best environment hazard in that game (and possibly ever) is the Zone Blowouts. Global event that kills everything not in some sort of solid cover/building. The entire game world starts panicking (even NPCs!) to scramble for cover. It gives you enough time to react and find a place to hide, and sometimes add the challenge of having to fight someone for it. It's even balancable by level design by creating less or more shelter locations. It's pretty much a given that every time it happens you'll be faced with a new unique challenge because of where you are in the world. Oh and it's beautiful to watch:
  10. Ok... I'll bite. I think if we have to talk about choice, we need to talk about stealth. I assume we all know why stealth matters for player choice, but just be sure: Stealth creates a playable space that the player has more options in that one where players are forced to fight. But stealth comes with certain caveats that make it an inherently flawed mechanic. For instance, once you break stealth, getting back into a stealth state becomes near impossible, or at the very least time consuming, making things like save-scumming a more attractive choice for players. Most stealth games, perhaps with the possible exception of Hitman seem to encourage save-scumming, which I don't necessarily think is a good way forward. Why? Because save and load are meta actions that take players out of the game and push them out of being immersed in the game. I think stealth is the reason designers have had to come up with the "powers" in the Dishonored series, as a means to get around breaking stealth at inopportune moments - but I think this approach is flawed because instead of allowing players to focus on understanding their own mistakes (e.g. what made them break stealth), it only allows players to deal with the situation that arises from breaking stealth. Usually that solution leads to killing/subduing the NPC that spotted you before any alarms are raised. It also causes other issues to arise, such as letting the player become vastly overpowered - which is the same as removing the fun of being challenged in the game. Because if you can solve almost every situation with a bullet (lethality optional), where does the challenge come from? I kind of understand why the game was designed with this intention: It's attempting to hit the biggest demographic of players. Most players want to let loose with an arsenal, even if they make use of stealth a lot of the time. It's a kind of reward for being quiet all the time. Meanwhile, the players who would like to play the game on a "true" ghost setting (e.g., no friendly/enemy NPC interaction, no spots) are probably <1% of the playerbase, so it doesn't make sense from a financial and time perspective to account for them. Which is probably why the choices were eliminated. Personally I think if the choices were there and stealth had better support for staying hidden without killing or subduing NPCs (for instance by cancelling out being detected), I think more people would attempt to stay stealthy, simply because it would offer a more reasonable challenge, with better pacing built into the mechanic. If you get spotted you aren't forced to reload the game or fight, but you can revert to your previous state and be a bit more catious for a while. Naturally that would also require the level design to follow suit and remake the spaces to fit this type of sandbox gameplay. Which is another topic in itself, and another production time reason we won't be seeing any changes to the gameplay in the next Dishonored... or for that matter, in most future stealth games.
  11. I honestly didn't intend to start a discussion on this, the point of what a ghost playstyle is at best tangential to my gripes about the game.
  12. EDIT: Accidentally posted too fast. It's not so much a question of using darts or not using darts, it's more a question of considering nonlethal takedowns to still be too much - because really, what is the difference between killing a NPC or knocking them out in-game? The game might register them differently, but on the whole they're essentially the same type of playstyle. Ideally a "ghost" playstyle should be not touching any NPCs (unless they are your objective) at any point. As far as I remember, this was possible in DX:HR and in the first Deus Ex. I even remember playing it like this in the newest Splinter Cell. I also remember playing the first Dishonored similarly, albeit with powers - so maybe you do need powers to be able to play like that. I did cede and started to do nonlethal takedowns though, because I realized they probably took ghost to mean nonlethal takedowns. In the scenario I mentioned, I would have used sleeping darts if I had them available or if I could have found any in the area I was stuck in. I stuck around for a while and explored as much as I could, but there weren't any available and I had none left. In either case though, being forced into a playstyle like this - doesn't it basically break the game's promise of being able to play it your own way?
  13. Right ok, but you had to use sleep darts or knocking people unconscious (as in, nonlethal takedowns) to get through
  14. What i'm referring to is that I got stuck because I choose an initial path that lead me nowhere despite leading to a separate area, then basically closing the door on me once I went in. I get that you did something different, but that's not the point here. The point is getting stuck and having to get out by breaking playstyle in a game that rides on the mantra that every playstyle is possible isn't a situation that should happen. Even in the case that there was one specific solution for this type of playstyle, is almost not enough, because a game like this needs multiple ways to get through areas with multiple playstyles. If you have just one way of getting through with one specific playstyle then it's basically linear gameplay. I get that you experience with the game was positive, but that doesn't mean mine magically gets better with you telling me about it. But I do have one question: By pacifist, does this mean you didn't perform any nonlethal takedowns whatsoever? I did complete the first few missions with ghost, but I had to do nonlethal takedowns in some situations to avoid getting spotted or use certain paths - again something I would have liked to avoid, but didn't seem possible.
  15. There were potential "solutions", but they required me to kill or get spotted, as I wrote above. So yes, maybe it is possible to complete the game with no powers, but in my case I got stuck in an area that I couldn't exit unless I broke my playstyle. A case like that doesn't exactly scream good design.