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What are you playing now?

  • Sentura
  • January 3, 2011 at 4:12 AM
  • Minos
    • June 25, 2011 at 3:10 PM
    • #501
    Quote from Corwin

    Playing Enslaved right now. I love it very much! The perfect example of aesthetics being more important, way more important than graphics. This is truly the kind of game I'd like to work on some day

    I played the demo and loved it. One of the best looking games of this generation. The character models are fantastic.

  • Sentura
    • June 25, 2011 at 3:52 PM
    • #502
    Quote from Taylor

    I think the arcade boss version of the Seth has slightly different properties than the player version you can select in versus mode. He can't use specials until round 2, has more health, and I imagine some better numbers on his moves. Generally I find the AI in Super and beyond a bit too 'psychic' for my liking. It's not even subtle about reading your inputs: Be neutral for ~3 seconds, press st.mp halfway across the screen, cpu goes into ultra before you even change animation...I'm posting this for no real reason!

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    Really nice matches with Dhalsim vs. Ryu, but Daigo plays Yun in the second exhibition from 21:10 and it’s just a totally different game.

    Oh yeah, I'm trying to play Marvel versus Capcom 3 now, since I've fallen out with BlazBlue since its own arcade rebalance. Only playing offline casuals though as I don't like the online. 8-man lobbies, no spectator mode, :trollface:

    holy shit some pretty sick battles there! i especially liked dhalsim's comeback in the match that ends at 24:00, holy fuck that was sweet. also, thanks for posting, this gave me some combos to train with as yun (previously i've been pretty oblivious to which combos he can do apart from the s.lp x3 or j.lp -> s.lp or s.lp to s.lk/c.lk)..

    and yeah, you're right about the ai, it's monstrously bad. so far i've gone into trying to figure it out, and it seems to have a buffer of 5 seconds where it remembers your moves and tries to counter them, so it forces you to throw in some variance (apart from the goddamn prediction).

  • -HP-
    • June 25, 2011 at 5:49 PM
    • #503

    I'm as late for this party as it gets, but i'm playing L4D2!

  • Rick_D
    • June 25, 2011 at 7:02 PM
    • #504
    Quote from D3ads

    I've now spent a solid 2 hours trying to get past this point at the dead city and its just not happening. 1 filter 18 assault rifle round about 12 pistol rounds and at least 14 of those monsters. Cool game but its getting shelved, at least temporarily.

    If you're almost out of filters, one tactic, which will take some practice is to take your gas mask off periodically and place it back on when your screen starts to go red/grey.. remember your health regenerates.

    Which part of Dead City are you at? 1 or 2? If the latter...there are at least 2 (or 3.. can't remember exactly) filters around after you join up with Bourbon again. Try and find them, sprint around everywhere. Once the fight begins, try to stay as far from them as possible, eventually Bourbon will say that you can't win the fight and you need to follow him onto an opening into a underground chamber and the level ends.

    If it's 1.. then there should be plenty of filters around... you did buy a load of filters from the supplies store in Market station, right? If not, I recommend that you start Market again and buy more filters... also search everywhere for gold bullets.

    i have to say this sounds like a case of shitty design, you shouldn't be able to back yourself into a corner you can't get out of in such alinear shooter. i also think it's pretty bad when you have to restart at an earlier checkpoint because you missed some stuff that causes you to stop progressing.

    i have no qualms with a game being hard or testing the player but remember not everyone is some hardcore gamer, and one of the things i think we should have in games is a "get out of jail free" button. something that allows you to skip a level if you fail a it 3 times in a row or something - like the death-streak perks that mw2 introduced.

    i only bring this up because my dad couldn't get past a certain part in crysis 2 because it was designed by a relative newbie that balanced it for his own personal ability, and that just doesn't account for all gamers. on a side note he breezed through black ops and enjoyed the shit out of it, which is cool because even though it holds your hand that is exactly what made it an enjoyable experience for him.

    i would love to see games throw in an "ability-gate" and then add or remove features (such as a skip level option) depending on a players skill or perceived skill of themselves.

  • Minos
    • June 25, 2011 at 7:10 PM
    • #505
    Quote

    ":3tna5sy6]I'm as late for this party as it gets, but i'm playing L4D2!

    old

    Still playing Pokemon White since it came out:

    [Blocked Image: http://i.imgur.com/GcQUd.jpg]

    I think that this is the game that I have played the most on my DS so far. It's incredible how deep and addicting this game is. Too bad a lot of people just pass on it because of the weird culture surrounding the franchise.

    If you have never played Pokemon before this is the version to get. It's a very polished and streamlined game compared to the previous titles. Now you can even go online and negotiate pokemon trades in real time! (I've been wishing for this feature since the first game )

    Anyway, if anyone want to trade/battle send me a PM so we can exchange friends code!

  • Jetsetlemming
    • June 25, 2011 at 8:26 PM
    • #506
    Quote

    ":3uu0y52p]I'm as late for this party as it gets, but i'm playing L4D2!

    So am I! (i never stopped)

  • Taylor
    • June 25, 2011 at 8:32 PM
    • #507
    Quote from Rick_D

    i have no qualms with a game being hard or testing the player but remember not everyone is some hardcore gamer, and one of the things i think we should have in games is a "get out of jail free" button. something that allows you to skip a level if you fail a it 3 times in a row or something - like the death-streak perks that mw2 introduced.

    Alone in the Dark did this. You could fast forward a section if it was too much, almost as an apology for the driving levels, but it just reminded me of people credit feeding arcade games instead of manning up: The trouble with just continuing after the game has gotten too hard for you is that it’s only going to get harder. You’re only going to die again and it’s going to happen faster each time.

    I think the modern generations trend for accessibility (read: easy) and empowerment (read: mash friendly) is a good idea but all they really need is basic balance options: a larger sliding scale for difficulty and being able to change it on the fly. More cinematic games can even go crazy with the rank system (dynamic difficulty adjustment (“AI Director”)).

  • Rick_D
    • June 25, 2011 at 8:44 PM
    • #508

    there is no reason that a game should get progressively harder though, it's just somethign that was done to milk quarters out of kids. a game testing your knowledge of game mechanics is not a bad thing at all, and challenging you can be fun, but not to everyone.

    i agree a difficulty slider would be great, all it would need to control in most action games is the speed enemies react to you, the accuracy of their shots, the damage they deal and the damage you deal, and the speed at which you regen health. those alone would probably overcome most problems people have; and i remember swat 3 had those options for the enemy so it't can't be too much trouble to expose those variables as long as they are part of the ai pipeline and aren't buried too deep (which you would presume they aren't as they are normally what are changed to add difficulty modes).

    a dynamic difficult option would be great as well, but could that possibly just end up making the game feel like one flat experience all the way through the game, as it makes hard sections easy and easy sections hard?

    it is an interesting topic with not very easy solutions. and there's no real reason for the industry to make games accesable to everybody, like movies some people just aren't clever enough or stupid enough to enjoy a movie properly. but the big blockbusters tend to avoid challenging the audience too much because they want more money. and you can't get more blockbuster than the AAA games like mw.

  • Taylor
    • June 25, 2011 at 9:10 PM
    • #509

    Well, most kids won't credit feed arcade games anyway (unless they're on MAME) as starting over gives more play time. Kids are smart with their allowance :3

    I think challenge is what makes games fun for everybody. But what’s fun for one person might be boring or frustrating for others, and challenges come in a range of different forms (some of which are quite subtle). So I think all games need some kind of ramp up for this reason.

    I agree games shouldn't try reaching out to everyone. I did write up the example of how Ninja Gaiden’s easy mode was a bit of a slap in the face but, to be honest, people buying Ninja Gaiden aren’t expecting an AAA cakewalk. FYI: if you died the game would ask “would you like to continue?” if you die 3 times it says “would you like to quit?” and if so it unlocks “Ninja Dog” where you play with a bright pink bow...

  • ElectroSheep
    • June 25, 2011 at 10:34 PM
    • #510

    Playing borderlands.. The game become really boring and easy when you reach level 25, or it's me :neutral:

  • Chimeray
    • June 25, 2011 at 11:01 PM
    • #511
    Quote

    ":28hcimqg]I'm as late for this party as it gets, but i'm playing L4D2!

    !! Bought that in February, played it a couple of times and now it's pretty much dead again.

    Add me on steam if you wanna play! Chimeray

    Playing TF2 again now that some friends got it since it's free.

    Also installed Eve online, gonna do the 14 day trial again, see if I like the improvements. Never really gotten into it, perhaps now.

  • Ginger Lord
    • June 25, 2011 at 11:10 PM
    • #512

    Ocarina of Time 3D. Still amazing even though I finished it on the N64 and the GCN re-release.

  • -HP-
    • June 25, 2011 at 11:42 PM
    • #513
    Quote from Chimeray

    !! Bought that in February, played it a couple of times and now it's pretty much dead again.

    Add me on steam if you wanna play! Chimeray

    Aye, this game is much better when played with friends. There's always a retard that ruins the game for you when you play with 3 random people, fucking internets.

  • Sentura
    • June 26, 2011 at 12:00 AM
    • #514
    Quote from Rick_D

    there is no reason that a game should get progressively harder though, it's just somethign that was done to milk quarters out of kids. a game testing your knowledge of game mechanics is not a bad thing at all, and challenging you can be fun, but not to everyone.i agree a difficulty slider would be great, all it would need to control in most action games is the speed enemies react to you, the accuracy of their shots, the damage they deal and the damage you deal, and the speed at which you regen health. those alone would probably overcome most problems people have; and i remember swat 3 had those options for the enemy so it't can't be too much trouble to expose those variables as long as they are part of the ai pipeline and aren't buried too deep (which you would presume they aren't as they are normally what are changed to add difficulty modes).

    a dynamic difficult option would be great as well, but could that possibly just end up making the game feel like one flat experience all the way through the game, as it makes hard sections easy and easy sections hard?

    it is an interesting topic with not very easy solutions. and there's no real reason for the industry to make games accesable to everybody, like movies some people just aren't clever enough or stupid enough to enjoy a movie properly. but the big blockbusters tend to avoid challenging the audience too much because they want more money. and you can't get more blockbuster than the AAA games like mw.

    as much as i hate to admit it, i learned something from uni about game design. it was a course where the ultimate goal was to understand that playstyles in people are different, which lead to the creation of design with multiple facets. so instead of making games more easy, there are simply alternate routes added, for instance. this would mean that players that prefer a playstyle over another aren't forced to go through them - and this is not just for non-linear games, this should be implemented in every game. i think this at least tangents what you two are talking about, and i still hold it in the highest regard.

    as for games being progressively harder - sure it makes sense in that you don't want to do something that poses no challenge to you. one of the large reasons i get burned out on modern shooters (read: halo, killzone, resistance, gears) is that there simply isn't enough challenge. those games' way of increasing difficulty is just adding additional people to shoot at you. this is NOT how difficulty should be implemented; it should revolve around that there are the same amount of units that progressively learn more and more about the player's movements so the player is forced to adapt.

    other than that, i am still kind of pissed at how difficult games like street fighter have. not only do you need timing, which is frame based (i think ssfiv runs at 30 fps), you also need the motor function to pull off the better moves. add to that that you get 0 numbers to work with whenever you or your opponent is using a move, so reading into math values for prediction (something i would classify as high skill) is next to impossible. i understand that there needs to be a high skill cap in a game that can be considered for a professional sport, and i support the notion completely. what i don't support is that it breaks the game for the average joe. nor is there a reason that the same games should require a special controller only to be on par with people who are playing online.

  • Taylor
    • June 26, 2011 at 1:38 AM
    • #515

    Street Fighter 4 encompasses Joe Average more than any other fighting game. Damage scaling actually discourages long combos, losing gives you a cinematic comeback move, the reversal buffer is 17 frames, the input buffer accepts dragon punches where you didn’t even press forwards or down, etc. You couldn’t really ask for an easier starting point. I’m actually hoping that now it’s got people hooked on the genre again it can start reintegrating the complexity from Street Fighter Alpha or Third Strike.

  • Sentura
    • June 26, 2011 at 2:47 AM
    • #516

    you could ask for better controls, i.e., not have complex analog stick movements and replace them by simple commands (as i understand, this is what they're doing with streetfighter x tekken). i still have problems performing ultra/supers just playing with the standard sixaxis, and i've been practicing for a good while now. besides, akuma/oni/evil ryu all have examples of how supers/ultras could be done instead of forcing difficult movement on a controller that doesn't support it.

    it's very clear that the game was made for arcade machines, but does that mean every other console or machine should suffer?

  • Jetsetlemming
    • June 26, 2011 at 7:10 AM
    • #517

    Speaking of L4D2, a scrim I participated in drunk off my ass (as well as two other members of my team also inebriated in some manner) about three weeks ago was just uploaded to Youtube. It was a great game full of high level play and totally respectful and appropriate commentary and demeanor.

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  • Froyok
    • June 26, 2011 at 5:26 PM
    • #518
    Quote from 3Dnj

    Playing borderlands.. The game become really boring and easy when you reach level 25, or it's me :neutral:

    Maybe in singleplayer, with friends in coop it's an other story...

  • knj
    • June 26, 2011 at 7:35 PM
    • #519

    While waiting for Absolution, this morning i've started again

    [Blocked Image: http://2.bp.blogspot.com/_oU1B30apSQQ/Sw4-xOlhjBI/AAAAAAAAAUU/4WZ3U3WSfcQ/s1600/hitman-blood-money.jpg]

    i love music in last hitman, i hope the "new music guy" is know what he is doing . . .

  • Taylor
    • June 26, 2011 at 10:21 PM
    • #520
    Quote from Sentura

    you could ask for better controls, i.e., not have complex analog stick movements and replace them by simple commands (as i understand, this is what they're doing with streetfighter x tekken). i still have problems performing ultra/supers just playing with the standard sixaxis, and i've been practicing for a good while now. besides, akuma/oni/evil ryu all have examples of how supers/ultras could be done instead of forcing difficult movement on a controller that doesn't support it.

    True, a lot of modern fighting games come with a ‘Beginner’ or ‘Simple’ mode. Some change the buttons to the most important attacks and specials, while others let you bind individual specials for easy access. Some arcade games do this too (Daemon Bridge, Arcana Heart, BlazBlue). I guess they didn’t think Street Fighter 4 needed it because it’s such a popular series, and you can get by with normals and simple specials.

    I’ve been told by a few other design folks that I have too much faith in the average gamer, but I feel special motions aren’t that bad. I’m against dropping them because of the practical limitations of pad real-estate, but also because they have great gameplay benefits: entering takes time and removes your other options, thus forcing prediction over reaction.

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