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Games You Played Today Third Strike: Fight For The Future
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Lurky
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PostPosted: Mon Dec 14, 2009 11:27 pm        Reply with quote

I can aim well with a 360 pad but I find it harder to aim with a Dual Shock, pretty sure the placement of the sticks is at least part of the cause.
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Lurky
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PostPosted: Tue Dec 22, 2009 4:34 pm        Reply with quote

Still playing Operation Flashpoint Dragon Rising. Still loving it.

Mission 6 starts as a fun stealth, but ends with a couple of tricky firefights. Fighting my way through a base then driving out through the cleared out base in a truck enemy reinforcements showed up in was pretty sweet. As was knifing dudes in the stealth part.

Mission 7 has a harder enemy base at the end of it. I've died a lot at this part, but I think I'm starting to get it. It's much easier if you approach the base from the side that doesn't have a road, but that approach still gets tricky when you get to the road. So next time I'm going to try doing a couple of quick drive by's in the jeep with the machine gun to clear out some of the guys at the road before looping around and approaching from the other side.
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Lurky
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PostPosted: Sun Dec 27, 2009 4:30 am        Reply with quote

zombieman000 wrote:
Hot damn, Way of the Samurai 3 sure is a good time. Are the first two games worth playing?


The first one is. :)
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Lurky
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PostPosted: Mon Dec 28, 2009 10:20 pm        Reply with quote

Played Super Chase H.Q twice today, in the morning I only got to mission 3 before getting game over.
Second attempt, I finished it.

Difficulty: Normal (hardest difficulty)
Shifting: Automatic
Steering Type: 1

I like this game. It has blue skies, a red Ferrari and a single play through can't take more then 12 minutes.
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Lurky
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PostPosted: Thu Dec 31, 2009 3:25 am        Reply with quote

Played more Super Chase H.Q. which is the Super Nintendo port of Super Chase Criminal Termination (super chase 3)
I improved a bit! I finished it with one credit instead of two. So hopefully next time I 1cc it.

Steering Type 2
Manual Shifting

I enjoyed manual shifting more then automatic, so I think I'll stick with Manual from now on.
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Lurky
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PostPosted: Mon Jan 04, 2010 6:19 am        Reply with quote

I 1cc'd Super Chase H.Q (snes)

BONUS MISSION! Fuck yes.
Finished it first try. Even happier ending then normal.

Oh man, what a pleasant surprise this was. :D
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Lurky
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PostPosted: Thu Jan 07, 2010 1:29 am        Reply with quote

Mikey wrote:
Metal Gear Solid 4 (Which I'm enjoying but don't think I'll play all the way through)


No one should play this game all the way through, it's got a fantastic ending. Then it keeps on going after that perfect ending giving the player a cheesy re-re-re-rehash of the fist fight with grey fox from Metal Gear 2 Solid Snake only this time it's a QTE, then there's a wedding and some additional non-sense I thankfully can't remember.
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Lurky
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PostPosted: Fri Jan 08, 2010 11:56 pm        Reply with quote

skelethulu wrote:
Yeah man and remember: there would be no Gears without Kill.Switch, of course no one actually cares about Kill.Switch.


Last edited by Lurky on Sat Jan 09, 2010 12:02 am; edited 2 times in total
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Lurky
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PostPosted: Fri Jan 08, 2010 11:58 pm        Reply with quote

luvcraft, I agree with you and I think there were other sb'ers who felt the same way.

RE4, "holy shit what a terrible game."
Have someone else finish it for you, then try mercenaries mode.
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Lurky
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PostPosted: Sat Jan 09, 2010 2:14 pm        Reply with quote

I've made arguments against it in the past.
The main character is terribly overpowered, there's rarely any risk to a skilled player, chainsaw bag-head man is a minor exception, but it's not like the game doesn't give ample warning, and stack the odds far against him by making him very slow and starting him a good distance from you. Risk and challenge help to build a feeling of reward, a positive feeling. I don't think I felt a positive feeling once when playing RE4, I just kept wondering when it would turn into that marvelous game everyone was raving about.

Certainly other games have had areas and enemies that weren't especially challenging, and then placed the bulk of the challenge in boss battles, that's a design I'm mostly ok with. In this game the boss battles are filled with QTE. Perhaps we have this game's popularity to thank for the frequency of QTE in modern games. What we're left with is two somewhat legitimate challenge areas the shack and the village. The shack is good, while the village largely fizzles out and turns out to be just a story set up, it's the first encounter of Vile for a new age.

Unlike it's predecessors which were simplified adventure games with action in them, this is quite clearly an action game, yet it retains the old system where you have to bring up a separate menu screen which pauses the game, if you want to change your weapon.
Speaking of the weapons, they're not particularly fun or interesting but they'll do. Shooting and the reactions of the zombies when they get hit are positive aspects of the game. What I dislike is the upgrade system. You upgrade your weapons through the shop/currency system (another issue I have with the game) and it's not at all satisfying, why on earth wouldn't you upgrade your weapons? In some cases you have the option to upgrade a weapon at the same time you have the option to buy it in the first place. Where is the reward in this design? In RE3:Nemesis upgrades came in pieces that were only attainable by winning a fight with the meanest monster, it was risk for reward, and it was satisfying. Another holdover from the older games is that you stop to shoot. I don't stop to shoot because it feels natural, and there's no indication it's because the super-human Leon is somehow not impervious to recoil, I stop because the game doesn't let me fire in motion.

I'm not going to suggest it's some objective truth that RE4 is a terrible game, but to me it is, and I think there's an argument for it.

The odd thing is that mercenaries mode is great. It was as if they had a huge team make a ton of assets, then had the more talented designers make the real game with those assets while everyone else slaved away to make the game that would sell, have terrific 'replay value', ect, ect. I have no idea how they actually made the game, but mercenaries mode being so good, while the rest of the game is so bad, is puzzling. Risk & Reward show up, chainsaws are all over the place and there's even a giant double chainsaw nemesis like enemy. A fun chaining mechanism is added to the shooting, a time system is added, the level design is solid. There are enough enemies that having to stop becomes a risk and continuing the combo is the reward.
So here at last is the marvelous game, I just wish the designers had respected my time enough to have it playable at the start.


Last edited by Lurky on Sat Jan 09, 2010 3:37 pm; edited 5 times in total
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Lurky
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PostPosted: Sat Jan 09, 2010 3:21 pm        Reply with quote

MOAI, Thanks for the correction.
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Lurky
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PostPosted: Sun Jan 10, 2010 4:23 am        Reply with quote

Dark Age Iron Savior wrote:
lurky, why do you need games to be challenging to be enjoyable?


Idle already explained this better then I could.

I'll use this question as an opportunity to say that videogame is a bit of a confusing term. (since I'm guessing you were using game as shorthand for videogame)

Most videogames have games at their core, but there is quite a bit of craftsmanship in a wide variety of different mediums working to make that core game the experience it is.
If you keep the craftsmanship but remove the core game, you still end up with something called a videogame (see: LSD). This is a curious thing, and suggests either the term is a little more catch-all then it should be, OR (or possibly and) that the game at the core of a videogame isn't what creates the experience that most people perceive as a videogame.

It's been argued both ways already, but the arguments are largely a semantic disagreement about the term (based on what the individuals disagreeing want videogames to be) since most people seem to grasp the distinction between a videogame with a game as it's primary core and one without, at least in the most exaggerated examples. (Frequently the line blurs for many games based on the individuals preferences in the experience, hence the disagreement)
The way I look at videogames, is that a videogame doesn't have to be a game, but if none of the craftsmanship (including directorial) leads you to experience the videogame in a way quite apart from a game, then looking at and discussing it primarily as a game is probably the way to go, the remainder of the craftmanship going into the game is then understood as detailing for the core.

Note; Not an argument about art, frankly I think either sort of videogame could be considered art, but if someone else doesn't that's cool man.

IF TLDR: Start here

So, I guess my answer to your question is 'I don't.' but looking at what I said, and what Idle said, I think you'll understand why I chose to talk about RE4 the way I did, because there was nothing else in the experience that was more pressing to discuss.
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Lurky
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PostPosted: Mon Jan 11, 2010 3:44 am        Reply with quote

muteaid, that's a lot of games.
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Lurky
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PostPosted: Tue Jan 12, 2010 6:58 pm        Reply with quote

Went to look at an apt.
Secret ending finished Contra: Hard Corps, with my soon to be new roommate.
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Lurky
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PostPosted: Fri Jan 29, 2010 2:27 am        Reply with quote

Wait, I could be playing Vampire Savior online?
Someone tell me more.
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Lurky
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PostPosted: Fri Jan 29, 2010 8:01 pm        Reply with quote

The chainsaw is probably the worst melee in the game. Occasionally you might luck out and chainsaw all four opponents in a round if you rush them, which is hilarious, but it's not reliable. Use other weapons for melee.
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Lurky
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PostPosted: Sat Jan 30, 2010 4:00 pm        Reply with quote

P1d40n3 wrote:
I could never get into the multiplayer; it always seemed to be focused on exploiting weird little bugs, with no emphasis on the cover system.


There's a huge emphasis placed on the cover system. It's called the longshot.
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Lurky
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PostPosted: Fri Feb 05, 2010 8:13 am        Reply with quote

P1d40n3 wrote:
Lurky wrote:
P1d40n3 wrote:
I could never get into the multiplayer; it always seemed to be focused on exploiting weird little bugs, with no emphasis on the cover system.


There's a huge emphasis placed on the cover system. It's called the longshot.


See, I remember it being all about torque bows and shotguns, with a boom gun every now and then. Has it really changed that much?


It really depends on the map.
People usually rush to the longshot instead of the boom in Gridlock. Players tend to rush to both longshot and torque at Canals, but longshot users not torque bow users tend to dominate the map. A longshot user can be devastating in Bullet Marsh. You usually want to keep your head down in Elevation as well.

Mansion on the otherhand is pretty shotgun/boom focused, but you should still be using cover most of the time if you are infront of the mansion to avoid lancer fire.

As for bugs, that's really just a matter of finding the right crowd. Some people like kung-fu flipping or glitching out of the map, but they've never been the majority. Many of them stick to Annex anyway, so unless you wanted to play that mode it's usually not a problem.
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Lurky
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PostPosted: Sat Feb 20, 2010 11:34 am        Reply with quote

wolf roboblitzer wrote:
Tried to play Raw Danger again. Got an ending...and then immediately got shifted to another character. Apparently this game is a far greater time investment than first anticipated.


If I remember correctly, the first chapter was one of the better ones.
So, if you didn't feel like playing past that you wouldn't really be missing much.

You've seen what the game has to offer.
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Lurky
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PostPosted: Sat Feb 27, 2010 11:16 pm        Reply with quote

Mikey wrote:
One the one hand, a micro is perfect for tiny fingers. On the other, I feel like my micro made my eyesight much worse in a very short time - tread cautiously!


Brotip:
L button + volume control = Brightness control
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