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Lost Planet

 
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Sat Jan 13, 2007 11:04 pm        Reply with quote

I beat both the hornet and the boss after that on my first try. Both were pretty amazing though.

I actually beat the giant worm thingy because I assumed I had to. Got a pretty sweet achievement for it too.

I really like this game a lot. Sure, there's some stuff that could be called problems, but the OHMYGODTHISBOSSISFUCKINGHUGEANDAWESOME totally outweighs them.

-Wes
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Sun Jan 14, 2007 5:21 am        Reply with quote

Ethoscapade wrote:
the controls are really not fluid at all.


Try changing your sensitivity to "not fucking retarded 7" or whatever the mode is that actually moves the camera and the cursor at the same time using the right stick instead of just the cursor.

They're a lot better that way.

Also yes. If you press the select button to pause the game and bring up the option screen it doesn't actually pause the game. Everything's still going on in the background, so it makes it difficult to select different control schemes in-game. Kinda silly, but it makes sense for the online game.

-Wes
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Mon Jan 15, 2007 4:17 pm        Reply with quote

Matt Likes it. I'm indifferent. I think my biggest problem with it is that you've got to wait forever for enough people to join a match and then once it starts you've got a good chance of being kicked if you're either not in their clan or not a high enough level. The capture the flag mode might be pretty fun, but I didn't want to wait around long enough for it to start.

-Wes
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Mon Jan 15, 2007 9:35 pm        Reply with quote

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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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Fri Jan 19, 2007 7:18 pm        Reply with quote

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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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Mon Jan 22, 2007 6:23 am        Reply with quote

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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