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scarlloty

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@Thanatos2k: It wasn't fan efforts, it was the actual developers releasing patches post-launch. Obsidian was forced to release a rushed product because of lucas arts deadlines.

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scarlloty

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@lorddaggeroff: eh for how much I love blood money, it's definetly not the best. Hitman 2016 is on a different level in terms of level design and kill options

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scarlloty

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@RELeon: most of the new challenges depended on the scenario and not on the character you chose. However, they might follow what they did with RE6 where you have completely different campaigns for different characters, with crossing paths. I could see them releasing a dlc for Jill's campaign this way but I'm not sure if they want to save her for a new remake or use her just now. Would be awesome and I'd buy it most likely. Also, if they plan to release Jill's campaign, I want to see a nemesis cameo somewhere in either leon's or claire's campaign. Just seeing him showing up and then ignoring you to keep his STARS manhunt would be enough for me and thrilling as all hell. That is the perfect way to put all the 3 scenarios together

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scarlloty

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Edited By scarlloty

@Vodoo: while I agree that the fixed camera angles could indeed be used to play some major tricks on you through vision manipulation, it didnt offer a claustrophobic feel like the OTS camera offers. Also, in fixed cameras you can see all around your character as long as it's within the scene itself, while in OTS you can't see behind you or at the sides unless you look there. Both cameras have pros and cons.

Also this that you said about fixed cameras is completly wrong. "You could be running away, the camera switches, and you'd end up running right back into the zombies. You had to take your hand off the stick when the camera changed."

This does NOT happen with tank controls! You push the up button and your character goes always forward, doesnt matter if the camera switches. It only happened with modernized devil may cry controls in which were only implemented in outbreak and REmake Hd remaster(gamecube one only had Tank) if I'm not mistaken, which takes me back to your first phrase. Did you even play the originals or are you too young ?

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scarlloty

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@Pyrosa: Huh, yes, you beat bad players, good for you, but you probably wouldn't ever beat players that are equally skilled just because they would get an edge due to microtransactions

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scarlloty

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Edited By scarlloty

@lavamelon: I won't repeat myself. If what I said still doesn't make sense to you I assume you didn't actually finish dark souls to understand what makes its difficulty special, besides just being hard. If allowing the game to be non-challenging, within your own perception, doesn't directly affect how that game connects with the player, therefore destroying the possibility for such feelings, then you are actually clueless about this topic and there is nothing more to be discussed here. Multiple difficulties work in many games, what you are suggesting is nothing new to me. But it doesn't work for every game and as soon people realize this, the better.

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scarlloty

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Edited By scarlloty

@livedreamplay: An enemy that detected you from an unknown position and kills you feels random in a game like MGS. And I didn't dismiss the difficulty, the game is difficult, I don't know how you get the impression that I thought it wasn't. It's artificial because the game is simply not designed for such a difficulty and its whole feeling is antagonistic about it. Sure is realistic, so it would be diablo with 1 hit deaths. Doesn't make it less artificial. I can simply follow your logic, be a self-entitled know-all, and blindly *assume* you didn't play the previous MGS's if you think 1hit kills fit the games in any way, shape or form.

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scarlloty

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@lavamelon: Exactly! So you prove the point that people play games for different reasons, therefore, there are games that are not for everyone. AND. THAT'S. OK! You play your own games and I play mine. Don't ask for mine to be ruined so you can mildy enjoy them your way.

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scarlloty

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Edited By scarlloty

@lavamelon: It's also not really hard to understand that when you want to convey a specific feeling in a game directly related to its challenge, designing it to harbour mutiple difficulties destroys that attempt. But that seems to be completely alien to you. It's NOT a win win for everybody. Trying to appeal to everyone leads to appealing to no one. Games are an art form. If you want to represent the game in such a way, with the intent of evoking a feeling/emotion on a player, and that happens to be related to their struggle, you simply CAN'T make it non-challenging and easy. People that realized how special dark souls is would probably never realized it would there be the option to make it easier from the start. Just accept that not all games are for everyone and that's ok. People play games for different reasons, so all games having to fulfill these different demands it's non-sensical and unrealistic.

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scarlloty

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Edited By scarlloty

@livedreamplay: It is artificial because mgs wacky design doesn't harbour 1hit kills. Sure, it's realistic, but the way the game is designed is not compatible with it. I mean MGS is afterall in its core a melodrama action flick. All games were. When you get detected, and things go south, you are supposed to fight your way out of it, or just fight enough to then be able to hide again. From that mgs5 opening sequence you can tell it's not about being realistic. Anyway, how can you tell such a thing from my comment? You actually have no idea of what I played or did not play lol. Making stealth games harder and "more realistic" because you get detected right away or die to a couple of shots doesn't mean the difficulty is less artificial when we are talking about how the game is designed. Harder difficulty is in fact my preference in such kind of games, but it shouldn't be compared with dark souls where its whole design is around its difficulty, and you don't need to die to 1 sword slash everytime to make it look difficult. And before you get triggered, I'm not saying dark souls is harder or easier. We are talking about artificial usage of difficulty here. Dying to a random shot, even though it's realistic, is not good game design. Dying because you ignored spatial information is good design because it will always teach you new things about the game, where a random shot from some AI will not.