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Cloud_Man

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#1  Edited By Cloud_Man
Member since 2020 • 201 Posts

Mostly mouse keyboard. However I do own Xbox controller for some sports games like cricket for example which I play for a change every once in awhile.

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#2 Cloud_Man
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#3 Cloud_Man
Member since 2020 • 201 Posts
@MirkoS77 said:

Poor shooting? STALKER?? What?

Granted SoC was a technical mess upon release which took years for mods to come out and begin to rectify some of its shortcomings, but the foundation it introduced was incredibly strong. A full ballistics model.....distance, gravity, bullet drop calculated, etc. Now I'll grant the weapon "feel" left a bit to be desired on release, notably the pistols, but the effectiveness and unpredictability of the actual modeling was on point, refined further with mods to make it one of the most gratifying aspects of the game.

Taken as a whole, I've honestly never played a game with more satisfying gunplay than STALKER, combined with a remarkably competent NPC AI that made all engagements exhilirating and dynamic. When you begin procuring the upper echelon of weaponry and understanding their nuances, Wolfenstein and the like feels rudimentary and amateurish at best.

With that said, I have no hope for this sequel. The greatest things are often the product of a trainwreck of production (Star Wars IV being a prime example), a disaster in the making that just so happened to come together perfectly at the end. I don't think that's reproducable, it's a product of a Hail Mary. Fingers crossed, but I'm not holding my breath. STALKER 2 is probably going to be some cinematically focused, scripted shit like Metro, which would be exactly antithetical to what made the first so great. The fact that Metro went in that direction gives me serious doubts that the creators of STAKKER even understands what made it so incredible. If the game doesn't treat the player as completely irrelevant, I'm not interested.

I think they know what they're doing . My only worries are related to budget limitations. Hope to God they have enough manpower and resources to fully realize their vision.

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#4 Cloud_Man
Member since 2020 • 201 Posts

That looks fantastic. They nailed the traditional STALKER atmosphere with modern tech.

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#5 Cloud_Man
Member since 2020 • 201 Posts
@pinkribbonscars said:

@ghosts4ever <3

Hahahahahahaha

Man it sucks I don't own a VR yet. Soon... Can't wait to play it. Have fun you guys. Half Life is back

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#6  Edited By Cloud_Man
Member since 2020 • 201 Posts

Lol... Fvcked up logic to defend a hardware. We are back in PS3 era. Gonna be interesting gen.

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#7 Cloud_Man
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So I'm playing Sekiro: Shadows Die Twice at the moment. I have mixed feelings about the game. For some reason I'm coming back to it over and over again because defeating tough enemies feels rewarding but I've also noticed that a lot of times when I died it wasn't my fault but the game's limitation. It felt as if devs wanted me to die and used every cheap tactic they had at their disposal. People blame Witcher for its lock on system but fankly I think it's far superior to Sekrio's. Why? Because it doesn't break down when facing more than one enemy.

Timing in Sekrio is the key. You have to time your attacks and dodging accurately. Every single second counts. So in this case using lock on system becomes necessary since you don't want to swing swords mindlessly in air in hopes of hitting the right enemy. You have to lock on to make sure attacks are targeted at in the right direction. However, when you lock on, the camera focuses on that person exclusively. You can't rotate the camera to observe your surroundings. And if by mistake you try to move the camera with mouse or analogue stick, the game starts targeting a different foe standing far away. This makes fighting more than one person a chore and feels cheap and clunky. And when the game throws ranged attacks at you on top of melee attacks at once... good luck.

I respect the game's difficulty. But then as a player I also want the game to respect me as a player. Countless times when I was performing instant kill actions after draining the enemy's stamina, the enemy close to him backstabbed me. How is it my fault if pre recorded animation is being played and the other foe attacks me during this session? Let the animation end at least? Then I tried to be smart and decided to let fire arrow of one enemy kill another one, so I dodged to trick him. Guess what happens? Arrow magically passes through his body and hits me instead. Where is my reward for thinking out of box and being creative?

I'm halfway through the game and so far I have mixed feelings about it. I want to finish it. More or less I'm kinda addicted to it but I can also see several shortcomings of the engine/game. I am not sure if it's good enough to be declared as GOTY.

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#8 Cloud_Man
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It started as an RPG set in Dark Camelot surrounding King Arther. Several mechanics were there to facilitate different play styles. However, the ones about thieving seemed more interesting than the rest. The team decided to focus exclusively on those elements. Many features were cut down because of deadlines, like inventory management. Some decisions were made deliberately, others happened by accident. But almost everything took the project in the right direction. This led to the creation of something that can only happen once or twice in a life time. You can't create something like that again even if you tried. Looking Glass Studios finally released Thief: The Dark Project in 1998.

The studio was not done with it yet. It took feedback and improved almost everything in the sequel, Thief 2: The Metal Age. A swan song of Looking Glass Studios came out in 2000, the last game the legendary PC developers were able to push out before going bankrupt due to several bad decisions made previously. Thief 2 is still considered as definitive stealth game which literally changed my life. It changed how I approach my own work and how I judge other entertainment pieces. It was creation of multi talented studio where same person could do voice acting, level design, writing etc while other studios needed several more people to handle same tasks.

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It was a game that not only gave you great storyline through cutscenes but also made you experience twists and turns in real time during gameplay as you felt what the protagonist was going through at given time. The same reaction from both the main character and the player created a strong bond between the two which took the immersion to the next level. It was a game that launched the career of people like Ramin Djawadi who now composes for Hollywood, but back then worked as an assistant to Eric Brosius, lead sound designer for the game who was more interested in creating immersive ambient sounds to immerse the players than having rock n roll soundtracks in the background.

Today every game inspired by Thief and Looking Glass Studio contains 0451 as password to open doors in early moments. This was a password to enter Looking Glass Studio's building. Everyone pays tribute to this great studio that revolutionized the industry with its titles such as Ultima Underworld, System Shock, Thief among others. The last one proved to be most financially successful and its second entry proved to be their swan song. The studio is no more, but we will never forget these great people and the series' amazing protagonist Garrett voiced by extremely talented real man, Steven Russell.

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Happy 20th birthday you Taffer!

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#9 Cloud_Man
Member since 2020 • 201 Posts

@uninspiredcup said:

Once he peaked as a human-being without the challenge or risk everything felt hollow, he's like Frieza just keeping power level at 1% all the time.

To be fair, was having to engage to an IGN man who looked like he came out a Oblivion character creator, most people would fall asleep.

hahahaha

He asked good questions though. I was kinda impressed by the quality, considering it's IGN

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#10 Cloud_Man
Member since 2020 • 201 Posts

@pinkribbonscars said:
@jeezers said:

Why would gamers just want to abandon how they have played games their entire life for 6DoF 1:1 motion tracking instead is beyond me.

Because it's superior? Would you play an FPS with a gamepad instead of M&K if you played games all your life with a gamepad? The jump from M&K to VR is twice as big as the jump from gamepad to M&K. Sorry for going in circles but I just don't accept your reasoning.

I don't think it's superior. It's matter of preference. For example as Valve itself said that they were considering Portal VR game but realized that it'll make people sick while falling through infinite portals, so they went with Half Life VR instead. But then they had to tone down the game speed and may be remove driving sections to make it compatible with VR and easier to digest for wider audiences without making them sick. VR has its limitations.

There are pros and cons of every input device. Mouse Keyboard for example is excellent for fast paced shooters and precise targeting but it's not as good as controllers are when it comes to driving games. So I can see why he prefers Mouse Keyboard over VR space. It's matter of preference. Personally I'm excited for Half Life Alyx but I wouldn't mind traditional Half Life game in the future.