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DaleNixon

Joined: 04 Dec 2006 Location: dirty dirty south
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Posted: Mon Jan 15, 2007 9:24 pm |
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Waffen use Fixed 8. _________________
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Mon Jan 15, 2007 9:29 pm |
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The default aiming style is an interesting idea but it just doesn't really work in practice. Fixed 7 or 8 is just so so so much better. Also, while I didn't mind reload being on clicking the right stick, reload on RB has the advantage of Gears-related habit. _________________
http://www.mdgeist.com/ |
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Mon Jan 15, 2007 9:35 pm |
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| Waffen wrote: |
| the goddamn Worm is kicking my ass and for the life of me I can't beat the fucker. |
****Spoiler Hints on how to kill the Giant Worm below!****
You can always skip him. Just survive long enough to make it to the other side of the area and you'll get to the next level.
I was able to beat him by getting in a routine. Whenever he comes up out of the ground, be sure to be standing far enough away that you can dodge out of the way when he comes dashing toward you, but not so far that he spits giant globs of ice at you (you'll know when this happens). If you're standing the right distance away he'll usually yell at you once then come dashing toward you. Jump out of the way when he dashes forward and you'll find yourself on his side with around 15 seconds of attack time. Use this time to blast the hell out of one of his orange eyes. You should have enough time for it to explode. Repeat as necessary.
When he sticks his ass out of the ground your best bet is probably a well-aimed rocket. The problem with this is that those little flying thingies get in the way. This is the only real reason I can see for taking them out. It's definitely possible to kill all of them and doing so gives you plenty of room to line up rocket shots without the small enemies getting in the way.
If you're having trouble running out of ammo be sure you're slowly but steadily making your way toward the other side of the field while you fight. You'll often come across checkpoints and ammo scattered through the snow, making it so that as long as you're not being totally wasteful you'll never run out.
Be patient and meticulous and you shouldn't have any trouble taking the big guy out. Good luck!
-Wes _________________
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Mon Jan 15, 2007 10:46 pm |
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| Mikey wrote: |
| To be honest, I never really thought it seemed much like Halo - I think after playing RE4, that was sort of what I was expecting it to be. RE4 in the snow with aliens and mechs. Which frankly I thought was pretty great. I say this on account of the really huge and menacing bosses that all looked like set-pieces. |
Yeah, I see that too. I didn't know whether to expect RE4 style adventure game or Halo-esque shooter. But the point still holds valid, Lost Planet is very little like either one. I used the Halo comparison because that's what it seems 90% of people are expecting, judging from Gamestop clerks and customers, mainstream game media, and some of the... less sophisticated message boards *cough*gamefaqs*cough*. Probably mostly because Sci-fi action game on Microsoft console and all that.
| Quote: |
| Someone's going to yell 'blasphemy', but I think this game is about as close to a good 3D version of Metal Slug as there ever could be. Whether or not anyone wants a good 3D version of Metal Slug is another issue. |
That's... not a bad description at all, actually. Only major difference is that Lost Planet takes itself far more seriously than the sometimes goofy Metal Slug games. But for gameplay - the fast shooting, cannon fodder enemies, and jumping into big machines every now and then. Maybe not a bad comparison. Hadn't thought of it that way before, but I'm with you on this. |
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Waffen

Joined: 07 Dec 2006 Location: straining on a toilet
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Posted: Mon Jan 15, 2007 11:51 pm |
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| BotageL wrote: |
| The default aiming style is an interesting idea but it just doesn't really work in practice. Fixed 7 or 8 is just so so so much better. Also, while I didn't mind reload being on clicking the right stick, reload on RB has the advantage of Gears-related habit. |
sounds like a plan.
the "90 degree" turn thing the bumpers normally do are all but useless to me because just doing a turn like that is disorienting as all hell.
I didn't realize you could set the buttons up like that. _________________ PSN Online ID: SylentButDeadly |
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Legal Step honorary korean

Joined: 04 Dec 2006 Location: Christina Hendricks fun bags
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Posted: Mon Jan 15, 2007 11:54 pm |
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dudes the sooner you admit this game is gay, the quicker the healing can begin _________________
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Waffen

Joined: 07 Dec 2006 Location: straining on a toilet
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Posted: Tue Jan 16, 2007 1:07 am |
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oh hush.
its a nice distraction. I honestly don't see myself playing the offline or online game in a month from now (the online part just feels too... cheap or something. I'll be in a VS and fire 20 rockets at a guy on the ground without killing him then someone with a machine will shoot me in the back twice and I'll die... grumble grumble) but its not a terrible game.
It plays a little mushy... I mean I know the guy is running through 2 feet of snow but I don't give a crap. its almost as much a tax on your patience as piloting a mech in Chromehounds as you slowly watch something in the distance grow closer and closer as you run towards it.
and the zoom sucks.. can you make it so you just click the stick in to zoom? its so painfully obvious that this is a Jap attempt at a shooter. they really don't have a grasp on making decent controls for action games (me thinks of Gun Valkyrie and parts of Otogi).
but I guess the only thing going for it are the atmosphere and the occasion fun times you run into with all the people online at once and the VS's and how fun one or two of them are to pilot.
so yeah- the best part about this game are the mechs. _________________ PSN Online ID: SylentButDeadly |
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Moogs
Joined: 06 Dec 2006
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Posted: Tue Jan 16, 2007 1:20 am |
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| firenze wrote: |
| Mikey wrote: |
| Someone's going to yell 'blasphemy', but I think this game is about as close to a good 3D version of Metal Slug as there ever could be. Whether or not anyone wants a good 3D version of Metal Slug is another issue. |
That's... not a bad description at all, actually. Only major difference is that Lost Planet takes itself far more seriously than the sometimes goofy Metal Slug games. But for gameplay - the fast shooting, cannon fodder enemies, and jumping into big machines every now and then. Maybe not a bad comparison. Hadn't thought of it that way before, but I'm with you on this. |
Yeah.
What's funny about this is, for a while, I would announce "RAHKIT LAOUNCHER!" to myself everytime I picked up a rocket launcher. |
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IIOIOOIOO double banned
Joined: 08 Dec 2006
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Posted: Tue Jan 16, 2007 1:41 am |
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| SuperWes wrote: |
| Waffen wrote: |
| the goddamn Worm is kicking my ass and for the life of me I can't beat the fucker. |
****Spoiler Hints on how to kill the Giant Worm below!****
You can always skip him. Just survive long enough to make it to the other side of the area and you'll get to the next level.
I was able to beat him by getting in a routine. Whenever he comes up out of the ground, be sure to be standing far enough away that you can dodge out of the way when he comes dashing toward you, but not so far that he spits giant globs of ice at you (you'll know when this happens). If you're standing the right distance away he'll usually yell at you once then come dashing toward you. Jump out of the way when he dashes forward and you'll find yourself on his side with around 15 seconds of attack time. Use this time to blast the hell out of one of his orange eyes. You should have enough time for it to explode. Repeat as necessary.
When he sticks his ass out of the ground your best bet is probably a well-aimed rocket. The problem with this is that those little flying thingies get in the way. This is the only real reason I can see for taking them out. It's definitely possible to kill all of them and doing so gives you plenty of room to line up rocket shots without the small enemies getting in the way.
If you're having trouble running out of ammo be sure you're slowly but steadily making your way toward the other side of the field while you fight. You'll often come across checkpoints and ammo scattered through the snow, making it so that as long as you're not being totally wasteful you'll never run out.
Be patient and meticulous and you shouldn't have any trouble taking the big guy out. Good luck!
-Wes |
I don't even think you're really supposed to even kill the worm. I killed like... 1 of them and got an achievement for it and then saw another and just started running towards the end of the level. |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Tue Jan 16, 2007 1:58 am |
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| I've just played a few 30-minute one-on-one matches with a friend, on some of the larger levels. I like the fact that in multi T-Energy is mostly used to regulate people's use of Vital Suits and energy weapons - in slow-paced matches like the ones my friend and I were playing, there would be long periods of just sneaking around and activating data posts to gain T-Energy before we'd hop into some VSs and stage a showdown. It's a lot of fun! If anyone would like to give some one-on-one elimination on Frozen Wasteland a shot, my gamertag is ilopan, and I'm on Live pretty often. |
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Tue Jan 16, 2007 2:39 am |
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Waffen: Aim type Fixed 7/8, Control Scheme B. That puts reload on RB, zoom on LB, and click/hold right stick and push in direction to quickturn. It works much much better. _________________
http://www.mdgeist.com/ |
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oneEIGHTkevin

Joined: 04 Dec 2006 Location: Portland
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Posted: Tue Jan 16, 2007 5:39 am |
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Gonna cop dis shiz tomorrow. I don't even know if it will be worth it or not! _________________
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Shapermc crawling in his skin

Joined: 04 Dec 2006 Location: Chicago via St. Louis
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Posted: Tue Jan 16, 2007 8:45 pm |
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I think this game is pretty close to pure bliss. I had no problems with the game (minus the Green Eye boss fight, which was the only part of the game that really hung me up for more than one or two lives). I have also played quite a bit online.
For as much as I really enjoy playing Gears of War online with friends, playing w/o friends is exceptionally hellish for me. Lost Planet was a fucking blast to play online w/o friends because you have modes of play that don’t require teamwork at all.
I beat the main game in about 15 hours (5 of which was probably spent between cutscenes, pausing, and restarts). The main game is good, but I don’t think that the story is anywhere near as good or as important as the game tries to make it. The story is so horribly acted and ripped off from so many sources that it was hard to take it even slightly seriously. I was torn between skipping the scenes because I knew they were pointless, and seeing what I paid for.
The levels alternate between many different environments (shockingly) and usually switching between a most VS (robot/mech) level and a human run-and-gun level. I have to say that I liked the human emphasized levels the most. While many of the VS’ are great to use to get from one point to the next and blowing up a lot of shit in the meantime I didn’t like using them as my main combat tool. The large amount and variety of the VS’ were excellent though.
The controls work mostly fine without much tweaking. They do start out way too slow, and based on your preference you will probably want to turn the auto-aim off (especially if you’re going to play online a lot because there isn’t auto-aim online). The way the character moves within realistic parameters in a completely unrealistic way to allow you to control however you want and as fast as you like. It’s pretty great. The reaction of the weapons is also pretty good in relation to your character. Reload and charge times are fairly accurate for compensating the strength of the attack.
Thermal Energy is what runs everything: your health, your robots, and some weapons. You can get T-Eng from just about everything, and if you start running low I suggest getting creative and blowing some stuff up. I only once ran my T-Eng down to zero and it was during a lengthy boss fight while in a VS, I’m honestly not quite sure how so many people have claimed to have run out.
The difficulty is kind of off balance. If you have played the demo many times (I think I played through the whole demo 3 times for each level) you will feel that the game is too easy on Normal. Don’t let that worry you, the game picks up in difficulty. Ultimately I was left feeling like the balance of difficulty was mis-managed. The hardest part of the game for me was halfway through and the game was constantly bouncing between too easy and harder than it should be. When I finished the game it didn’t feel finished (too short), so I picked it back up to play through again in Extreme difficulty, but decided to say screw it and played it online for a good while.
At first online wasn’t so hot. I’m not very good at games when it comes to playing versus other people willing to dive into the controls, techniques, tactics involved with being a top teir player online. Anyways, I jumped onto the Ranked matches online and was pleasantly surprised with how it worked. The ranks within the online game work like an MMO: when you do well in a fight you gain more points which add to your level, doing poorly only lets you climb the ladder slower, you’re never harmed for doing poorly. The higher level you are the more skins you unlock for your characters that you can play online, and then eventually you unlock more characters to use online.
There are four types of mode to play online and all work well for different reasons. Fugitive is the most interesting: the host is the fugitive and all other players need to hunt him down, killing the fugitive wins the game. I played a few of these and they work quite well. It was great hearing all these people I don’t know panicking: “where is he?” “don’t know, but he just killed me near the tower!” “I think I saw him over by the arch.” I have yet to attempt to be the fugitive. There is another mode pretty similar to capture the flag which I only played once and … well, it’s capture the flag. Execution (and team Exectution) is deathmatch, and it’s spectacular under the right circumstances. Some of the levels are really gigantic, so large that even after over a dozen matches on the board I know I still haven’t seen it all. There are also different layouts for each of the maps which you can select (the topography is always the same though): you can have ones with an emphasis on weapons, posts, grenades, and finally mechs. I haven’t gotten use to the mechs yet because I kind of stink at hunting people with them.
The online maps are really fantastic. Aside from the one for the demo (which is honestly the weakest) many have multiple hidden routes, out of the way places to secure a post, and winding passages which layer the maps. The simple change of weapon from guns to mechs will also completely change the manner of tactics and give a new feel to the maps. Many of the maps also include environment change including but not limited to: low visibility snow storms, falling rocks, day/night schedule, rising fog/smoke, and even lava flow. Most of these things can’t be found inside the game itself and shows a level of attention to detail that I haven’t seen in an independent element in a while.
Anyways, the more time I spend with the game the more I enjoy and appreciate it. I was sick all weekend so I couldn’t much leave the couch and got a lot of time to play. A few tips for people wanting to play online: to roll hold the duck button (c-stick by default) and then press jump, and to get a gum grenade off of you just roll. _________________
The bad sleep well at The Gamer's Quarter |
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schild

Joined: 05 Dec 2006
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Posted: Wed Jan 17, 2007 10:46 am |
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| Hey Shaper, since we played I think I gained about 25 levels. I'm at 37 or so now. Between my roomie and I, we win by about 8-15k on Dark City and Dilapidated. |
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dmauro

Joined: 04 Dec 2006 Location: Broker
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Posted: Wed Jan 17, 2007 3:17 pm |
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MECHS
AMNESIA
PIRATES
DEAD FATHER RAGE
I was watching my roommate play for a little bit last night. There's some cool stuff, but it seems like it's mostly going to be as bland as the demo led me to believe. The bugs do a lot of kicking around of debris and big chunks of busted up metal, and it's a shame to see them pass right through your character's model. It's one of those "isn't that one of the things the next-gen leap was supposed to cover" sort of things.
In Lost Planet you harvest butt heat from bugs on a barren desert snow world. It leads to many bad jokes about the bugs having hot asses and getting lots of t-eng from the bugs. _________________
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Shapermc crawling in his skin

Joined: 04 Dec 2006 Location: Chicago via St. Louis
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Posted: Wed Jan 17, 2007 5:15 pm |
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| schild wrote: |
| Hey Shaper, since we played I think I gained about 25 levels. I'm at 37 or so now. Between my roomie and I, we win by about 8-15k on Dark City and Dilapidated. |
Man, I really need to get back on and play more. I will for a little tonight, I just haven't had a chance lately. _________________
The bad sleep well at The Gamer's Quarter |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Wed Jan 17, 2007 8:20 pm |
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| In the end I'll say this - this is one of the games I bought a 360 for (or at least, why I bought one as soon as I did) and I have no regrets. |
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aerisdead
Joined: 17 Dec 2006 Location: Toronto, Canada
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Posted: Wed Jan 17, 2007 9:57 pm |
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Lost Planet is so insanely flawed, that's what I've decided. It could have been a lot better with some really hard tweaking. Also, ripping the plot into little bits. The ending is ludicrous, particularly the final battle. Seriously wtf
Also, I really want to win an Elimination, just one, so I can get the Grand Slam achievement. Then I can put the game down and not play it any more.
I'm pretty rubbish, though, so I don't see it happening. _________________ "Did you read that mr. ignorant new games journalist? YOU JUST DON'T FUCKING GET IT. "
-Alex Kierkegaard, better known as "Pikachu", irrationally responding to the wonderful gentleman who wrote the post you just read. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Wed Jan 17, 2007 10:00 pm |
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| so are we ever going to get an SB crew together for this game? the best times i have had so far on live have been SB gears. |
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Waffen

Joined: 07 Dec 2006 Location: straining on a toilet
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Posted: Wed Jan 17, 2007 11:20 pm |
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well it took most of these assholes what, two months to get Gears? so give it some time.
also- I gave up on the worm. despite tweaking the controls I just couldn't beat it. most of the time I couldn't run around the side of it fast enough to flank it.
and nothing could piss me off more than taking out like 6 of those yellow pods and then getting eaten by it. that happened probably three times and I gave up.
I think at this point the only thing compelling me to play are two things:
1.) achievements
2.) playing something on Live besides Gears
In other news if you can believe it I think for the time being I've given up on Chromehounds. I actually got tired of its slow pace. I'm over it. I used to like that about it before but now I'm just done. _________________ PSN Online ID: SylentButDeadly |
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Waffen

Joined: 07 Dec 2006 Location: straining on a toilet
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Posted: Wed Jan 17, 2007 11:23 pm |
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so whats next guys? Battlestations: Midway? _________________ PSN Online ID: SylentButDeadly |
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Thu Jan 18, 2007 12:38 am |
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I just beat the fucking worm. Since it is a complete cock, I shall provide tips for fighting it.
Grab the vulcan off of one of the VSes, load it up with another one or two, then charge barefoot into battle. Don't even bother bringing a VS out against the worm, since it will just explode the VS when it first rises anyway. Now, the trick is simple - use an Energy Gun or something while the worm is down to clear out the flying assholes because the Energy Gun has homing shots. When the worm's up, dodge its attacks (roll at the last second at a fair distance diagonally up-right or up-left usually works), then vulcan the fuck out of it while it's recovering. You don't have to pop all the eyes for it to count as dead; if you hear the music stop, you killed it. Try to work your way toward the posts for extra T-Eng if you can.
This is the important part: once the music has stopped, run the fuck for the shattered building on the other side of the map. The worm respawns indefinitely, and for some reason Capcom neglects to give you the achievement until you finish the stage. So just run like a retard as soon as you've downed the worm once. _________________
http://www.mdgeist.com/ |
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Moogs
Joined: 06 Dec 2006
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Posted: Thu Jan 18, 2007 1:48 am |
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I think you get the achievement even if you just run away from it. I fought it for a while but I'm pretty damn sure I didn't kill it, so I just ran and ran and ran until a cutscene took over.
I checked my achievements and I have the one for killing the worm, so... |
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Thu Jan 18, 2007 2:34 am |
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| Moogs wrote: |
| I think you get the achievement even if you just run away from it. |
Nope, I got it on my second attempt on the stage. (I'm playing Hard Mode, where you have to face two worms at once, so I ran the hell away and attacked the stage on Normal afterward with Mission Select). You have to down it once to get the achievement. Most likely you did enough damage to down it and didn't notice because you were busy running away and it respawns pretty darn fast. _________________
http://www.mdgeist.com/ |
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Martial Loh

Joined: 12 Jan 2007 Location: London, UK
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Posted: Thu Jan 18, 2007 3:29 pm |
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The mechs in this game completely sold this game to me. I remember seeing the skinny mech transforming into the snow-mobile for the first time in a trailer..."OOOOOOooooooooh Shiiit!"
I've only briefly tried the Chromehounds Demo, but this game is the best stompy-weighty-mech action that I've played since Mechwarrior 3 (PC).
Im finding this game to be immensely fun in online multiplayer. Perhaps its just my unwillingness to be a team player that gives this game the edge over Gears.
if anyone's Europe-based my XBLtag is Martial Loh - I'd be up for some Lost Planet action. |
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Shapermc crawling in his skin

Joined: 04 Dec 2006 Location: Chicago via St. Louis
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Posted: Thu Jan 18, 2007 10:13 pm |
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Really, my tactic for the worm is simple: don't stop moving. If you just keep moving sideways from him (not towards or directly away from) he can't eat you. Then after he's done a lunge at you just use a rocket aimed at an eye pod. There really are tons of rocket launchers on the ground so just keep moving around and you'll find them. Another part of the tatic is to shoot at the eye pods with a machine gun while you're running sideways. I only killed 7 of the pods and then he fell over dead on me.
Hopefully some people will be up to play online tonight, I may have some time. _________________
The bad sleep well at The Gamer's Quarter |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Thu Jan 18, 2007 11:28 pm |
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| um, yeah. i didn't really find the worm that bad at all. circle strafe saved the day. |
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aerisdead
Joined: 17 Dec 2006 Location: Toronto, Canada
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Posted: Fri Jan 19, 2007 12:47 am |
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I'm done with this game. I got a couple of online achievements and have given it enough time to decide while it's okay, it's got too many niggles for me to return to it again and again or anything. I got to level 28 or something, but it's going back in the box not to go back in the machine.
Bye Lost Planet! _________________ "Did you read that mr. ignorant new games journalist? YOU JUST DON'T FUCKING GET IT. "
-Alex Kierkegaard, better known as "Pikachu", irrationally responding to the wonderful gentleman who wrote the post you just read. |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Fri Jan 19, 2007 6:46 pm |
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I already compared this game to Metal Slug, but now that I've played a bunch of multiplayer, I realize that in many ways I approach playing it (in multi) like I approach fighting games.
Due to your avatar's propensity for being thrown about by explosions and stumbling after jumps from high places, you become acutely aware of the recovery times for animations - it is worth noting that most of these animations actually impart invincibility. For example, if one knocks an opponent on their ass with a shotgun blast, aiming down at their prone form and firing will not do more damage. You have to wait for them to get back up and completely finish that animation - should you time your next shot poorly, the rate of fire of the shotgun (the recovery, if you will) will leave you open to counterattack. Similarly, people who are falling after (for example) an explosion knocks them off a ledge are similarly invulnerable. If you jump and then stumble, you can actually take a rocket straight to the body and take no damage. It's very Street-Fighter, which I suppose is not that surprising considering the game's pedigree.
An interesting use of this quirk/glitch/whatever applies to the brief invincibility you are granted while entering a VS - while the VS goes through its start-up sequence, it can not be damaged. Once, while playing against a friend, I began charging a homing laser. I then fired it, and my friend waited until almost the moment of impact, then entered a VS. Though the shot hit him square in the back as he climbed into the VS, he took no damage. The fact that I was on higher ground (a tactic pioneered by one Obi-wan Kenobi [lolz0rs] ) and had an a very powerful weapon meant nothing because of his exploitation of the game system. |
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Fri Jan 19, 2007 7:18 pm |
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| Mikey wrote: |
| You have to wait for them to get back up and completely finish that animation - should you time your next shot poorly, the rate of fire of the shotgun (the recovery, if you will) will leave you open to counterattack. |
This and the rest of Mikey's points are complete bullshit by the way, and they're part of the reason that the game feels so flimsy or has "too many niggles." While true that it might adhere to its own internal logic, that internal logic is too far apart from the logic of realism to feel like a perfectly constructed game.
This doesn't mean it's a bad game or anything, just that it's not quite what it could have been.
-Wes _________________
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Sat Jan 20, 2007 7:15 am |
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| Perhaps, but at this point I'm getting used to it for what it is and enjoying it, I'm having fun with it despite/because of those "niggles", is what I was tring to get at. |
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firenze

Joined: 05 Dec 2006 Location: Bonus Round
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Posted: Sat Jan 20, 2007 8:42 am |
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| Mikey wrote: |
I already compared this game to Metal Slug, but now that I've played a bunch of multiplayer, I realize that in many ways I approach playing it (in multi) like I approach fighting games.
Due to your avatar's propensity for being thrown about by explosions and stumbling after jumps from high places, you become acutely aware of the recovery times for animations - it is worth noting that most of these animations actually impart invincibility. For example, if one knocks an opponent on their ass with a shotgun blast, aiming down at their prone form and firing will not do more damage. You have to wait for them to get back up and completely finish that animation - should you time your next shot poorly, the rate of fire of the shotgun (the recovery, if you will) will leave you open to counterattack. Similarly, people who are falling after (for example) an explosion knocks them off a ledge are similarly invulnerable. If you jump and then stumble, you can actually take a rocket straight to the body and take no damage. It's very Street-Fighter, which I suppose is not that surprising considering the game's pedigree.
An interesting use of this quirk/glitch/whatever applies to the brief invincibility you are granted while entering a VS - while the VS goes through its start-up sequence, it can not be damaged. Once, while playing against a friend, I began charging a homing laser. I then fired it, and my friend waited until almost the moment of impact, then entered a VS. Though the shot hit him square in the back as he climbed into the VS, he took no damage. The fact that I was on higher ground (a tactic pioneered by one Obi-wan Kenobi [lolz0rs] ) and had an a very powerful weapon meant nothing because of his exploitation of the game system. |
Mikey is my new favorite SB poster. I like you a lot in a totally non-sexual way.
| SuperWes wrote: |
| This and the rest of Mikey's points are complete bullshit by the way, and they're part of the reason that the game feels so flimsy or has "too many niggles." While true that it might adhere to its own internal logic, that internal logic is too far apart from the logic of realism to feel like a perfectly constructed game. |
Wes, I usually like you too. But I can't agree with you at all on this one. Who cares about the logic of realism? It's a video game. It's about blasting snow worms, not about being a realistic simulation. I love the Street Fighter analogy and I think it's the second really insightful comment from Mikey this thread (the first being the dead on 3D Metal Slug comment). Is it realistic that in Street Fighter if the two fighters hit each other at the same time some goofy and arbitrary priority system decides that one falls down and the other absorbs the blow with no damage? It it realistic that once a fighter falls he can take no damage until he stands up, leaving the fighter who did the knocking down to stand over his fallen opponent and nervously wait, trying not to "whiff" a move that was done a few milliseconds too early in the recovery animation? Do we really complain that Street Fighter isn't a good game because of these flagrantly unrealistic game engine limitations?
Getting into the mechanics of the game to see how it works and take advantage of its quirks is the beauty of competitive games. I don't mind at all when people embrace the shortcomings of a physics engine to take advantage of the world as it is given to them in order to be a better competitive player. |
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IIOIOOIOO double banned
Joined: 08 Dec 2006
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Posted: Sat Jan 20, 2007 3:37 pm |
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This is where grenades come in. Get used to counting out the stand animation and timing a grenade to be sitting next to the guy when his avatar stands up. I usually do (from the moment they flip and land) 1.2..throw.
Works pretty consistently and lets you be moving around so he can't do the STANDANDSHOOT on you. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Sat Jan 20, 2007 7:54 pm |
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| so dudes, mission 9. Fuck yes mission 9. 72 minutes, a massive boss, and a lot of asskicking all the way. I do love this game. |
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aerisdead
Joined: 17 Dec 2006 Location: Toronto, Canada
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Posted: Sun Jan 21, 2007 1:19 am |
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I reviewed it. _________________ "Did you read that mr. ignorant new games journalist? YOU JUST DON'T FUCKING GET IT. "
-Alex Kierkegaard, better known as "Pikachu", irrationally responding to the wonderful gentleman who wrote the post you just read. |
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alice not nana komatsu

Joined: 05 Dec 2006
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Posted: Sun Jan 21, 2007 10:56 pm |
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| so is it harder than farcry for PC? |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Mon Jan 22, 2007 1:51 am |
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Ok, so am I missing something here, or does the review simply consist of a quote and a short paragraph that says the controls are clunky? _________________ I can no longer shop happily. |
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Mr. Mechanical ontological terrorist

Joined: 04 Dec 2006 Location: Scare Room 99
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Posted: Mon Jan 22, 2007 2:11 am |
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| Predator Goose wrote: |
Ok, so am I missing something here, or does the review simply consist of a quote and a short paragraph that says the controls are clunky? |
Click on the quoted text. _________________
| internisus wrote: |
| You are a pretty fucked up guy. |
True Doom Murder Junkies - Updated On Occasion |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Mon Jan 22, 2007 2:46 am |
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Ah, thank you! I knew I was being retarded in some way. _________________ I can no longer shop happily. |
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SuperWes

Joined: 04 Dec 2006 Location: St. Louis, Missouri
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Posted: Mon Jan 22, 2007 6:23 am |
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| firenze wrote: |
| SuperWes wrote: |
| This and the rest of Mikey's points are complete bullshit by the way, and they're part of the reason that the game feels so flimsy or has "too many niggles." While true that it might adhere to its own internal logic, that internal logic is too far apart from the logic of realism to feel like a perfectly constructed game. |
Wes, I usually like you too. But I can't agree with you at all on this one. Who cares about the logic of realism? It's a video game. It's about blasting snow worms, not about being a realistic simulation. I love the Street Fighter analogy and I think it's the second really insightful comment from Mikey this thread (the first being the dead on 3D Metal Slug comment). Is it realistic that in Street Fighter if the two fighters hit each other at the same time some goofy and arbitrary priority system decides that one falls down and the other absorbs the blow with no damage? It it realistic that once a fighter falls he can take no damage until he stands up, leaving the fighter who did the knocking down to stand over his fallen opponent and nervously wait, trying not to "whiff" a move that was done a few milliseconds too early in the recovery animation? Do we really complain that Street Fighter isn't a good game because of these flagrantly unrealistic game engine limitations?
Getting into the mechanics of the game to see how it works and take advantage of its quirks is the beauty of competitive games. I don't mind at all when people embrace the shortcomings of a physics engine to take advantage of the world as it is given to them in order to be a better competitive player. |
Yeah, I should probably clarify. I dig the shit out the game. I think it's great, and I'd be surprised if any other third person shooter (unless Halo 3 has a third person mode) comes out this year that surpasses it. I'd recommend it to anyone in a minute and if I were asked I'd say to buy this instead of Dead Rising. And I like Dead Rising. It's just that when I look at the way Lost Planet plays, one of its problems is that it's stuck somewhere between the 16-bit contra-esque game that everyone's saying it is and the next-gen bad-ass mofo it could be. This is endearing in a way, but it doesn't come off as intentional. It comes off as somewhat lazy and inexperienced when it could be so much more.
I was trying to defend my disappointments to Shaper, and I think the best analogy is that the game falls into some kind of odd game version of the uncanny valley. When graphics get to a certain level of excellence you expect a certain level of realism to come along with it. Lost Planet is certainly at that level of excellence graphically, but its game design still relies on 16-bit standards. It's certainly good enough, but shouldn't we expect better?
There are ways of designing around its problems. To use the shotgun thing as an example, if you shoot someone with the shotgun and they fall down for 3 seconds before getting back up you could either make reloading the shotgun take three seconds, make it put them into a stun for 1 second instead of fully knocking them down, or you could make it just kill people in one shot if you're close enough to knock them down. Yeah, this kind of thing takes a lot of work to balance everything correctly, but it also means that when people try the game they don't have to try as hard to adjust to the whole, "learning how the game works" thing, and the world would feel a lot more solid as a result.
Designing with realistic constraints doesn't just apply to the shotgun. The EGM review complains about "invisible walls." This wasn't an issue that stood out much to me, but I did notice places where it felt like my little jump after a grapple should have let me make my way onto a serface but I'd just fall off instead. When this happened I thought to myself, "oh, they must not want me up there," but it was kind of annoying. The easy way to get around this is to just make the buildings a tiny bit taller. Then there's not the whole adjustment period.
There are going to be plenty of arguments against this and examples of games work perfectly precisely because they're not confined to real-world logic. That's totally fine. I don't need to be convinced that this is true. It just seems like Lost Planet is a good game to use to bring up the fact that reality can actually be used to make games better and more intuitive.
I'll end with some evidence from real gaming history. There was once a time when you could shoot a bad guy in the head and it did exactly the same amount of damage as if you shot them anywhere else on their body. Eventually, someone realized (maybe with Goldeneye?) that scoring a headshot would realistically probably kill someone instantly. Since then, this gameplay mechanism has been used in nearly every shooter, including Lost Planet. This has required a large shift in the way games are designed. You can no longer have enemies that take more than 3 or 4 body shots. If you do, the headshot becomes overpowered and the game feels broken (see Perfect Dark Zero). Despite this, single hit headshots has almost universally made games better. This type of logic could be applied to many areas of Lost Planet and the game feels a bit less solid because it isn't.
-Wes _________________
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stotelheim The Guy Who Will Give a Kiss for ₩ 5000

Joined: 04 Dec 2006 Location: swan diving off the tongues of color coded giants
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Posted: Mon Jan 22, 2007 11:11 am |
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| SuperWes wrote: |
I'll end with some evidence from real gaming history. There was once a time when you could shoot a bad guy in the head and it did exactly the same amount of damage as if you shot them anywhere else on their body. Eventually, someone realized (maybe with Goldeneye?) that scoring a headshot would realistically probably kill someone instantly. Since then, this gameplay mechanism has been used in nearly every shooter, including Lost Planet. This has required a large shift in the way games are designed. You can no longer have enemies that take more than 3 or 4 body shots. If you do, the headshot becomes overpowered and the game feels broken (see Perfect Dark Zero). Despite this, single hit headshots has almost universally made games better. This type of logic could be applied to many areas of Lost Planet and the game feels a bit less solid because it isn't.
-Wes |
Well, in Black a headshot is an instant kill, but it takes about 40-50 shots to the body to take a guy down. It's explained as armor, and it really works.
Not saying this has a lot of bearing on the topic at hand, just wanted to throw it in here because I'm a big fan of Black. _________________ go away extralife
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