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#1  Edited By LoG-Sacrament
Member since 2006 • 20397 Posts

@mastermetal777 said:

@LoG-Sacrament: You don't have to write down the alphabet. It's actually translated for you in the instruction manual.

Yeah, but I'd write down the passages as they translate into English.

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#2  Edited By LoG-Sacrament
Member since 2006 • 20397 Posts

I've done it with some puzzles in games. Usually it's the ones where they give you little pieces of the puzzle all over the level or when they just dump a bunch of info on you at once. It tended to happen more in older games. A recent one would be Ni No Kuni. It had this made up alphabet with passages to translate and it was just easier to write stuff down as I went.

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#3 LoG-Sacrament
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Here is a link to bunch of the control options for CQC (ignore anything about leveling up weapons or whatever because that only applies to the online modes).

Short version: press triangle while holding the enemy with R1 (don't mess around with the joystick too much or you might throw the enemy instead).

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#4 LoG-Sacrament
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I suspect the plausibility of the premise of the movie takes a backseat to the fantasy of seeing it played out.

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#5 LoG-Sacrament
Member since 2006 • 20397 Posts

I always like to say that I was unlocking weapons and perks in counter-strike mods before anybody was doing it in CoD. CoD's mass appeal goes way deeper than that.

Anyway, I'm spending less per unused game right now (much less, if you factor in inflation) than I was when I was in high school. Steam sales and all sorts of different pricing models allowed by digital distribution have been much easier on my wallet. Gone Home and Brothers: A Tale of Two Sons were my 2 favorite games last year and I spent $35 total to get them both full priced. This year, I've spent WAY too much time playing Hearthsone and it hasn't cost me anything.

I've played plenty of hard games too. There's Everyday Shooter, Braid, The Banner Saga, Papers Please, and then for some reason gaming decided that rogue-likes should be popular. Still, I'm seeing more and more developers go the Supergiant Games route and make a moderate but gradual difficulty curve while sticking in some legitimately challenging side content.

Bugs definitely suck though. In theory I guess you could say that bugs in console games never got fixed before they went online but it seems now like developers simply don't have the same urgency to do QA.

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#6 LoG-Sacrament
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The vast majority of RPG's are made to appeal to more than a niche audience, so they'd never make them too demanding. You just have to know the ruleset. The older D&D games can be pretty archaic with the information they throw at you (lower armor figures being better or presenting damage in dice rolls rather than sequential numbers), but it was so common that people who played a lot from the genre just knew it.

Just pick one you're interested in and try it out. If you're interested in Final Fantasy, the main games only have roman numerals and they all stand on their own. So X and XIII are their own stories while X-2 and XIII-2 are direct sequels.

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#7 LoG-Sacrament
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Check out Transistor. It's pause and play (like Dragon Age except with more emphasis on pausing), it looks gorgeous and it does a great job of intertwining the story and gameplay.

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#8 LoG-Sacrament
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@hoosier7 said:

I don't understand where the incentive is not to finish low in the league if you're not competing for honours especially if draft picks (which i don't really get either) are given to bottom place first? Or is that not how it works?

In most American sports, higher draft picks are given to teams that do worse than others. With that said, it isn't always that simple. In our top Basketball league, there is a lottery for the best picks and the worst teams simply have a higher chance to get the most coveted ones (although the best teams will never get the top picks unless they trade for them). In Baseball, the draft is a shitshoot because apparently nobody knows how to scout.

Anyway, the general reason to compete even if you know you won't win the championship is that the owners want to make money. A game where the teams are putting effort into what they do is a better product. Even then, that really applies more to front office. Individual players want to play well if nothing else than to keep their job or get a better salary. It doesn't always work that way (in a contract year, an established athlete might play to stay healthy rather than to prove themselves), but generally it does.

With that said, some leagues do have problems with teams intentionally not competing. Scouting is much more reliable in Basketball and American Football so the worst teams are often "competing" to get the highest draft pick who is likely to be a very good player. Still, it's hard to call it that much of a problem. If the front office knows what they are doing, it can lead to fast turnarounds (a few years ago, my local Basketball team did bad enough to get a top pick, they traded it away for a veteran player, signed some other veterans, and won the championship the very next year). If the front office doesn't know what they are doing, those are usually the few teams that dissolve or move.

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#9 LoG-Sacrament
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Gender representation in games is important to me, but I guess it doesn't really come down to a simple headcount. Like a game may have a female protagonist, but I can't really say that its gender representation is okay by me if she is dehumanized drivel. Or I was having a discussion on another website with somebody who didn't like that in Brothers: A Tale of Two Sons the 2 playable characters, obviously the most empathetic ones, were both boys. That game doesn't set off any awkward gender representation alarms for me in part because it's a personal game inspired by the creative director's relationship with his own brother. It simply had to star 2 boys and I'd have the same position if it were a woman developer who was inspired by her relationship with her sister.

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#10  Edited By LoG-Sacrament
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@Lulu_Lulu said:

@LoG-Sacrament

in the 4 vs 5 debate, I always describe the level design the sameway everytime, "They're The Same", if someone says 4 is great, I say 5 is the same, if someone says 5 was terrible, I say 4 was the same, honestly I don't care what the quality of the levels are, I just know they were pretty much designed the same way, infact it goes beyond just level design. Unless someone says "Open Ended" or "Massive" or even "Exploration", then I call bullsh!t beause President Evil has never been such.

What wolf enemies ? I only remember dogs from earlier in the game, I also don't remember ever being in the dark or any scenario where I cannot see, or any maize field (perhaps it didn't feel like a maize field).

The invisible bugs sound familiar, was Ashley with me when I killed one ?, honestly I can't remember, once you have a nice big fat attache case loaded with an Arsenal then all the enemies begin to all feel alike, just pull the trigger until it stops moving. Which kills "the atmosphere" in pretty much half the game. Also this whole "theres no atmosphere" argument is almost just as ridiculous as the "Immersion" argument, its extemely bias, I can't argue things like that beyond saying I simply didn't experience the same thing you did. Maybe its because I played President Evil 4 after I had already played 5. who knows. Also, I know different genres have different criteria and standards that they are judged by, obviously in Survival Horror "atmosphere" is a must, no matter fucked up the gameplay and controls are, kinda like RPGs. Luckily thats not an issue here, President Evil 4 and 5 are not Survival Horror games, so if you enjoyed the "atmosphere" in one of them.... Good for you. The gameplay in the other was still miles better, its the better game, regardless of what genre it is.

People like to say that the differences in President Evil 4 and 5 goes beyond the co-op..... No, it actually doesn't. And even then, The co-op with AI may have been worse than playing alone but the co-op with another person was better than playing alone. Did they have the same atmosphere ? I don't know and I didn't care. The difference wasn't enough to change the way I played them like I did in Doom 3 and Dead Space, say what you want about jump scares, they work !...... Sometimes.....

All the dog enemies in RE4 (as far as I can remember) are wolves. I have no idea why you're playing semantics here.

Here is the hedge maze (complete with awful commentary for your pleasure).

Here are the bugs and it's in between Ashley parts. There's another part with bugs later on but they aren't invisible. They just fly. I suppose these bugs might fly too but you face them in such close quarters that you don't get that from them (plus enemies that are invisible AND fly would be kinda shitty).

Anyway, I do agree with you that praising a game's "atmosphere" is completely empty. There's no "atmosphere" feature in a game. There's music, sound design, level design, art direction, and a bunch of other individual aspects that likely contribute to feeling people are talking about (if they can even pin down what that feeling is). If someone wants to say that a game is scary or whatever, they should just say it. "Great atmosphere" says nothing at all.

Anyway, I could see why you might slightly favor RE5 if you don't care about the quality of level design.