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Jenn0_Bing

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Everything posted by Jenn0_Bing

  1. So I haven't played too much, only a few hours in. I must say it's a little underwhelming, though it isn't all this graphics or AI bru ha ha, I feel it actually looks pretty good, and sine some of my views on that have been reposted so many times there's no point in me adding my own. What has let me down most about this game is the complete inability to save when I want to. Who's stroke of genius was it to remove that? For a game that sold itself on the way it gives the player freedom in combat to engage in a umber of ways with the suit powers, the ability to save is surely one of the most important tools for experimentation. I know some people think the whole saving every 5 seconds thing is cheap, but in Crysis 1 some of the most fun I had was getting myself into an awesome position of tactical advantage, saving, and then repeatedly trying new ways of engaging the enemy from this place. Attacking with different weapons, different directions using the suit powers in different combinations, I had a blast doing this. In Crysis 2 my play style has been given a huge middle finger and it almost made me quit the game out of frustration the first time I started it up. I have become so sick of setting up something risky, though fun in theory, only for my ambush to fail me and to die, then I find myself right back at the start of this arena with all 20 marines to take out again. I had killed everyone at one point and was just trying to enjoy my surroundings, check out some of the environment art, when a whole extra squad appeared from nowhere and I found myself dead and right back at the start again. That time I just stealthed and sprinted through skipping any combat and any detail in the environment... Needless to say, I've finally stopped myself playing how I wanted too (isn't that great?), and have instead been forced to take the approach I can only imagine the designers wanted. Stealth, travel to enemy, un-stealth, shoot in face, stealth and then rinse and repeat until everyone in the particular arena is dead. I wanted to be a badass, not some pussy who has to hide from enemies in the fear of one killing them and resetting their progress to the beginning of each combat encounter. I've tried setting the difficulty down, but that makes the combat itself less fun. This feels more like playing Predator 2 the game than a sequel to Crysis. On-top of this I have of course also encountered auto saves made by the game right before I died (wooo, what is this the 90's?) and the second time I booted the game up I had to replay the last 30minutes of my session before, as I stupidly thought the game saved on level load, but no I needed to walk 2 feet forwards to actually cross a checkpoint. Anyway, that's my biggest disappointment with this sequel, and unfortunately it's taken my enjoyment of the game way down. The art is great, the levels are interesting and the game play was fun, until I realised I couldn't play like I wanted.
  2. My copy didn't come in the post today . Hoping it arrives tomorrow now, this is torture.
  3. Happy Birthday!
  4. This looks really cool, quite a refreshing approach to the sci-fi corridor cliché. I think it would be cool to have some stuff that denoted a purpose for this corridor, such as signage or labels on the pipes to explain their contents.
  5. I could see myself loving a game in an environment like that.
  6. Yeah, that's a nice quick and concise guide, seems most of the ones you find for foliage go into weird complex methods. Cheers.
  7. That was awesome, I'm in awe of how much kinetic energy there seems to be in this game, even in the video.
  8. Awesome stuff, making me feel behind as I should really have mine updated I guess I know the poly-count logo is meant to be green, but it sticks out from the cool blue style of your site, maybe make it blue to fit in?
  9. Your foliage work has always blown me away Tomdon, any chance of you ever putting together a tutorial? I'd love to use some of your techniques in my own work.
  10. Hoooooo, boy! That was so awesome, so great a load of the plastic look from Oblivion seems gone, looks much darker and grittier like Morrowind.
  11. What's not to get in that trailer .
  12. It's just getting better and better .
  13. Nice looking scene. I'd agree about the lighting. I also think you need to match your colours between foreground scene and your background cards a bit better. Your models are a lot more yellow green than the foliage in the background. The background is also composed of more leafy plants than your palm trees, maybe you could get a couple of those in to cover some of the open floorspace you have right now. If you change the texture of the grass to the deeper green of the background it should also help blend in you grass sprites as they are closer to that deep green.
  14. Awesome news Rob, I can't wait for this .
  15. I just see this
  16. The .gcf files are located in: program files -> steam -> steamapps Then for the materials you want: team fortress 2 materials.gcf Inside the .gcf: tf -> materials
  17. Awesome, I love how positive everything is, nice use of bold shapes and colours.
  18. Oh snap, nice to see this getting some love again. I'd say the white (or is it specular) flecks you have on the wheels show up shared UV space quite badly.
  19. Yes, I look forward to giving this a go. Every update is impressive.
  20. That is awesome, the effects you have in the atmosphere are great. I'd love to see some more alien plant's (in structure) mixed in, have a look at some magnified moulds.
  21. Congrats Robert, I can't wait to play!
  22. Congrats, well deserved in my book .
  23. Yep, we're still working on it.
  24. Time to isntall Crysis again . Looking forward to playing this later.
  25. Woke up to this on the radio RIP
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