@c_rakestraw: We could have taken over these forums with our overrated threads and you let the admins have their way, how could you?!
@dvader654: That fact that I can't remember it probably tells me all I need to know. It was forgettable. Should have went to TLOU.
Disappointing, one word to sum up my thoughts. But it's new hardware, new tech, new team and in some cases a new I.P as well. It's understandable, even if it sucks. Great to see that Naughty Dog won Studio Of The Year.
Not sure how GTAV won GOTY but TLOU won Best Playstion Game. How the heck did GTAV win best soundtrack... did that game even have one outside of licensed music? Sad to see a game like TLOU with such great original score get beat out by radio music.
I remember many things from the film. It was a big improvement over Raimi's original.
I feel that Peter Parker had a more believable transition into Spider-Man in Marc Webb's version. His relationship with Gwen was far less cringe worthy and more enjoyable to watch. These two have great chemistry and much of the film rides on its success. I'd also like to point out that the build up to Uncle Ben's death was handled much better as well.
The battles between Spidey and the Lizard were great with the highlight being their encounter at Peter's High School. I would place these skirmishes close to Spider-Man 2's battles between Doc Ock and the Webslinger.
Not going to lie, having Peter use actual webshooters was a plus and nobody can tell me different. Peter's suit was inferior to Raimi's version in the original film but I thought it made sense for the character, it looked like something the he might be able to create in his own time with materials and tools the character would have access to.
Exploring Peter's childhood and being abandoned by his parents at an early age was a great idea and left plenty of ammo for future installments in the franchise.
I actually enjoyed Peter's banter when fighting the Lizard and taking on other criminals, something I was iffy about in the previous Trilogy.
I only have a few gripes with the film. They did not utilize George Stacy or Dr. Curt Conners nearly as much as I would have liked. The crane sequence while uplifting felt like something that belonged in Raimi's films, too cheesy. I could list a few others but they are hardly worth noting.
Great movie overall and a serious improvement especially over the original Spider-Man film. Was it too early for a reboot? Sure, but it was understandable that Sony would push forward given the fact that they have to release a new Spider-Man every 4 years otherwise the rights revert back to Marvel.
I just watched the trailer for the second and it looks great. Will be interesting to see how Webb handles the Sinister Six and juggling so many villains moving forward.
That was an enjoyable video. The artwork was amusing, do you plan on using this format for reviews and possible news videos in the future?
Like Black Knight said, slow down just a little bit and I think it would give the viewer more time to digest your thoughts. It was a fun video, light hearted and to the point.
I have to disagree with many of the complaints aimed at the A.I. The enemies often feel very dynamic in their reactions and have a more human touch. They can react to a single situation in very different ways depending on a number of factors. They communicate with each other in a way that few games even bother to achieve. I could however agree that the friendly A.I has a number of issues and brain farts from time to time. Sucks to see the exception being noticed more than the rule though.
The gunplay was great. I truly believe the handling was intentional to give the player a feeling that every shot counts. You are not meant to feel like a super soldier weapons specialist like other third person action games. Even when readying your weapon with L1 you can hear the tension as Joel gasps in anticipation. Every bullet had impact, something most third person shooters lack. You just feel like a guy who had to pick up a gun in a very scary situation.
I have to jump on the Black Ops 2 bandwagon. Possibly the most substantial leap in the series since COD4.
The Pick 10 system great and far more balanced than I would have expected.
Improved Emblem customization (in game, no BS like Ghosts)
Great custom game options online and offline.
Theater mode, oh how I miss you (damn you infinity Ward) it was such a great feature in Blops 1 and 2.
League Play brought something different to the table.
The maps were very well designed, fun, fast paced and vibrant. They made every playstyle and weapon class useful, something Ghosts forgot to do.
The new Zombies transit mode brought a bunch of fun with it and a new element with the inclusion of the bus and other goodies. Felt more dynamic and less run in circles over and over again to me.
The mute button in multiplayer lobbies was a godsend and damn you IW for only including it in game for Ghosts rather than in the lobby.
Customizable loadouts in campaign, happy to see this. Sad to see IW take this feature away for Ghosts.
Strikeforce missions were a ton of fun and were a nice change of pace from the regular missions.
Branching story choices, can't complain. COD never has an interesting story but this made it more enjoyable atleast.
The new weapons and gadgets that were included with the 2025 setting added a something fresh. Even old weapons got a nice new makeover.
Not going to lie, IW just can't get it right lately. All of the good stuff Treyarch implements Infinity Ward removes. Both Black Ops 1 and 2 brought with them new time periods, weapons and plenty of fresh features and ideas for the series. I look forward to their next game. Ghosts is easily the most disappointing entry in the franchise for me. A let down in nearly every way.
Good to hear, about time they fixed it. Will make KZSF a far more enjoyable multiplayer experience. How are the custom games? Are the options extensive and most importantly... are they fun?
@S0lidSnake said:@D3s7rUc71oN said:@Metamania said:@CarnageHeart said:
Yes, there is still spawn camping. There are multiple exits at each spawn point (too many for the other team to cover) but often one or more people will camp out at the exit closest to the current objective. Since I suck at head to head fighting I tend to take the roundabout route (there is always a way to get behind a camper and cut their throat).
This is part of the reason why I refuse to play multiplayer on games like this (except for something like Extinction mode, but that's more cooperative multiplayer and not competitive). People have NO LIVES playing games like COD, BF, and so forth in regards to spawn camping. They are cowards and weaklings for relying on a strategy like this. Oh and if you can't win, why not just noob tube everybody to death and gain a kill while you're at it? It's so stupid...
Its the devs fault for not fixing exploits. Why don't they just let you spawn in different areas of a map? Its pure stupidity to let you spawn at the same place. Objective modes is less likely for this to happen compared to TDM.
ummm Killzone lets you create your own Spawn points. Just because a team is full of dumb fucking idiots who rush to the same base exit every five seconds it doesn't mean the devs didnt do their job.
In Killzone, there are THREE exits in each base and EVERYONE playing as the Support class can drop a spawn point. But in my experience, players go to the exit being spawn raped by the other team again and again for 15 minutes. They are terrible players. There is nothing wrong with the game. Not sure what Meta is talking about. CoD spawns you all around the map and close to the action on purpose. I cannot tell you how many times i spawned and died within a second because they spawned me right infront of someone or spawned someone right behind me. Now that is terrible.
Actually, it does. I can name any number of times playing both KZ2 and KZ3 where my team or the opposing team would exhaust every option they had trying to escape their own spawn with no success.
Once you have all enemy classes using their abilities and weapons to hold you in your spawn you truly are lucky to get free. You have people cloaking, some placing down sentries and lobbing grenades into your spawn, Snipers picking off anyone who creates a gap in their plan for even a second and maybe even Drones flying about.
Heck, being able to drop spawn points in KZ2 could further hurt the team being spawn camped, giving any member of the opposing team a quick entry to close any gap created. I have always enjoyed the Killzone titles online and especially offline but I make no excuses for them. To blame the player for a clear lack of oversight on the developers part is just crazy.
@IndianaPwns39 said:@GodModeEnabled said:
How are you finding the multiplayer in comparison to KZ2 and 3 Solid? I heard they took out all the leveling and unlocking stuff. Don't know if I would like that or hate it. I kinda like unlocking stuff to be honest, but id have to try it myself to be sure.
There's still stuff to unlock, but you begin with all starting equipment. For example, you can start off with a shotgun, revive, and an air support drone immediately. However, you still have to unlock the shotgun's incendiary rounds and the air support drone's upgraded versions.
So, you start off with all the weapons and abilities, but you can upgrade each one. It seems remarkably balanced so far.
Any spawn camping so far?
This was a massive issue in both KZ2 and KZ3 where one team would sit just outside of the opposing teams spawn and lay down turrets and they'd just lob grenade after grenade in along with gunfire and rockets and sniper fire for anyone who tried to leave. Was an absolute mess. Fun games, just terrible unbalanced.
Sure, if you want less gameplay. Most would opt for more enemy encounters though. I feel they hit the sweet spot. Over the course of my initial playthrough it took me 14 hours to beat and I had only ran into 600 some odd enemies. Compare that to most modern action games which run between 900 and 1200 enemies over a 8-10 hour experience.
No matter which direction they went with it people were going to complain, It was a case of damned if you do or damned if you don't.
You know what, I change my mind, this is totally a jab at The Last Of Us, why don't these f#ckers make believable drops ? It really is beginning to piss me off.
If they made believable drops the player would either...
A) Have an over-abundance of ammo
B) Fewer enemies with weapons to fight
C) Enemies with weapons who would rarely use a bullet out of fear that they would run out
All of these would be a detrimental to gameplay. Enemies with fear of using ammunition would remove any danger or strategy to the gameplay. Or weapons damage could be increased but possible cheap deaths and forced stealth would ensue. It may annoy some but it was the right choice on the part of the developer to do so. It solves many issues and allows them to focus on each encounter without having to take into account how each encounter could affect the next. Instead it's left to a much simpler system that frees up time for the developer.
But enough of that... I hate hive minds in stealth games. When caught, before the enemy can even radio in or yell out to one of his buddies somehow everyone is alerted to your presence. This will forever annoy me.
I'm at the latter part of Killzone's singleplayer and I still don't get what all the bitching was about. The only things I feel are totally legit are the unclear objectives and the lack of a flashlight. Otherwise, this game's a blast. It's constantly shifting up the playstyles too, one level's stealth, another is free roaming, another is a Helm's Deep hold the line type level, another is free-falling (which I found fantastic) to a planet's surface. It's just been a really fun game to play. I wish there were more weapons, and that also those there are had more tertiary modes, but yeah, I don't regret buying it at all.
This sounds about right to me. Screw Solid and his gun on gun gameplay. I want some variety, mix it up a bit. These impressions make me excited to play the game. Drop some more impressions soon when you get the chance.
lol You're clearly grasping at straws that aren't there. I guess we'll have to agree to disagree on this one.
The game that had the most "soul" in it : The Last of Us. GTAV is probably the better game in terms of gameplay variety and lasting appeal but it just didn't grab me the way TLOU did.
TLOU touched me in strange places too.
My personal favourite experiences of this generation, hmm...
1. The Last Of Us
2. Uncharted 3: Drake's Deception
3. Hitman: Absolution
4. Dead Space
5. Deus Ex: Human Revolution
7. Far Cry 3
8. Splinter Cell: Blacklist
So there you go... my top 8. Adding anything else to my absolute favourites would just feel dishonest.
I'm sorry :(
I just want them to stop putting those filthy Move screens at the start of every game and remove the ugly as sin Move support logos plastered on the box art :( Those fu**ers.
You were the one who opened up this discussion. You had used TLOU as a poor example in your OP yet placed Bioshock Infinite in the poll, clearly showing a sort of double standard. Everything you condemn TLOU for can be found in Bioshock Infinite. You can comfort Elizabeth, yet the player can engage in conversations with Ellie in TLOU, walking away mid conversation may actually have the character respond to the player in a negative way at times. I'd call that interactive.
All I've done is point out your flawed logic, your BS. Even look at your responses to others who disagree or try to dispute this with you... you take jabs at them. All you've done is reinforce my notions.