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vallan2

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What I don't understand is: why ask people for opinions if you don't plan to use them? Why not just keep ploughing through with your greedy ways until your company crashes and burns? They make one good game, and 50 shoddy ones, and turn around and say "the fans are important (yet we'll take a steamy dump on them at every turn to scare them away). Why are we failing?!" Howabout get off your soapbox and listen to people who actually play your games, and have been for a long time. I'm sure they have some constructive criticisms for you. Like, how long does it take to make a new goddamn Breath of Fire?? I would buy that immediately, especially if it actually followed some classic rpg conventions, instead of everything being a hack-and-slash or shoot-em-up.

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vallan2

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@WhiteStormy I guess that makes it better? The principle isn't changed, but I appreciate the correction.

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vallan2

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@georgebot84 I did NOT know that kind of tech existed. if that isn't a 'smoking gun' (pun intended) for violence against people, I don't know what is.

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vallan2

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Well that's one way to get out of Alert mode...:P

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Edited By vallan2

Let the milking of sheep begin!

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Part 2 Sorry for the long post. The addition of even more QTEs did strike me a bit, because when most people get grabbed by a zombie/monster/etc. their first instinct as a seasoned RE player is to mash the gamepad. I figured that was established already, but apparently a reminder was needed. As well as the button to tell you to finish the enemy off with a melee. Again, after playing RE4-5, most people get it by now, but they insisted on adding it. I think if they got rid of those two QTE commands and let you figure it out yourself, alot of people would be happier, and not infuriated when a button was constantly popping up on the screen. Letting your character walk around sort of changed the whole formula, and IMO made it a little too easy to sidestep enemies. Wasn't part of the fear of the old games that you were rooted to the spot in a standoff that may possibly kill you if you run out of bullets? It certainly added tension for me, because being able to dance around your enemies makes it a little to simplistic. Overall though, I'd say the game was well made, just some things were added that probably didn't need to be. Just my 2 cents.

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vallan2

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Edited By vallan2

Have to say I'm not sure what all the slag being thrown at this game is all about. I've played RE since I was knee high to a grasshopper (about 11 at the time) and I've always found they struck a very good chord for eerie atmosphere and tense situations. Most people's gripes seem to stem from the fact that this game tends to try and elicit a different type of scare (the constant jarring moments and high-stress moments) as opposed to older REs which got scares from genuinely dark atmosphere and things that creep in the night, which forced to slow down the pace and look before you leap. This game pushes you into dangerous situations instead of letting you go about it slow and cautiously, and jumping out at you, and that does take away from the scare factor because it doesn't let you build it up in your mind first. This game did a better job atmospherically than, say, the sun-soaked areas of RE5. But probably not as good as Dead Space 1. I have to say I've never been a fan of the abundance of ammunition in the newer REs, but it comes with the territory of changing the style from a survival horror to a survival shooter.

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Edited By vallan2

@DWraySweZ Well other than your tautology, I actually liked LoS. The storyline was better than most recent Castlevanias. But I don't see your point by saying all games have a beginning and an end, that's like saying all people have a brain: it's a given. It's what's in the middle, and how that story is fleshed out, and how long story is told, that makes a game what it is. If a game didn't have a beginning, it wouldn't start, and if it didn't have an end, it wouldn't end. By your definition, even Connect 4 (which I also enjoy) is linear. Get your head out of your ass.

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Edited By vallan2

I find it funny how people are saying that this like God of War, when in fact Castlevania did this style of gameplay earlier. Anyone remember the PS2's Lament of Innocence? I thought it did a fairly good job of marrying the Metroidvania formula while keeping the action fairly upbeat. Mind you that's not what I felt when I played Lords of Shadow. Felt too linear.

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great interview, but does Kojima really say "you know" that much? Or possibly poor translating on the translator's part? Just kindof bugs me...you know?