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remote

Joined: 11 Dec 2006
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Posted: Sat Mar 12, 2011 6:38 am |
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| ella guro wrote: |
| I'd like to be wrong, but I just cannot conjure any excitement for this game. I can't see how this won't shit on the original in some way. |
The likelihood that it will does seem to be pretty high, but who knows. It still seems to be one of the more promising titles of the year.
One worth being hopeful about, anyway... _________________
letterboxd | last.fm | steam |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Sat Mar 12, 2011 6:46 am |
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I'm actually more worried about it slavishly following its predecessor as far its story and themes go; Millennial angst and Illuminatus! nods and pastiches aren't as compelling or relevant as they were a decade ago.
That and potentially under-delivering on its apparent openness and variety if the previews are to be believed, but this was also an issue with the original, which slowly but surely seemed to peter out on just how consequential your actions ultimately are or even just how many options were at your disposal in overcoming obstacles. _________________
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ella guro

Joined: 11 Mar 2011 Location: pokeland, ca
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Posted: Sat Mar 12, 2011 7:14 am |
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| Dracko wrote: |
I'm actually more worried about it slavishly following its predecessor as far its story and themes go; Millennial angst and Illuminatus! nods and pastiches aren't as compelling or relevant as they were a decade ago.
That and potentially under-delivering on its apparent openness and variety if the previews are to be believed, but this was also an issue with the original, which slowly but surely seemed to peter out on just how consequential your actions ultimately are or even just how many options were at your disposal in overcoming obstacles. |
The idea of a small group of people controlling everything? That sounds pretty relevant to today, if you ask me.
DX1 had a degree of complexity behind it that is so rare in games (that the plot respected your intelligence as a player, all the changes that happen over the course of the game, that people will lie to your face without you knowing) and I just don't think anything like that can come out of an AAA studio right now. Maybe the gameplay is a bit of a failure, but it's a very interesting and ambitious failure. The game seems to have some sort of soul behind it, like there's a core of an idea that's trying to be communicated through amalgamating all this conspiracy stuff (even if it never quite gets there). And that is what makes me want to push through and play it one more time, clunky gameplay or not.
DX3 gameplay will be almost certainly be vastly improved and streamlined from the original (I never played DX2), but I can't imagine that it won't be some kind of lesser Bioshock or add up to much of anything in the end. |
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Iacus

Joined: 04 Dec 2006 Location: Stockholm
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Posted: Sat Mar 12, 2011 10:42 am |
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| Quote: |
| I just don't think anything like that can come out of an AAA studio right now |
Funny, I think nothing remotely approaching a DX game can come from an indie studio. _________________ Guayaba 2600 |
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ella guro

Joined: 11 Mar 2011 Location: pokeland, ca
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Posted: Sat Mar 12, 2011 11:18 am |
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| Iacus wrote: |
| Quote: |
| I just don't think anything like that can come out of an AAA studio right now |
Funny, I think nothing remotely approaching a DX game can come from an indie studio. |
Indies are a diverse and rapidly growing bunch and much less encumbered by market trends, so I think it's perfectly possible that another game like DX could come along in the future. But then it's pretty hard to predict what will come.
What I don't understand is, at this point, expecting anything other than a very sanitized experience coming from an AAA studio. There are always exceptions, but adherence to particular kinds of design/production philosophies that seem at odds with any idea of a greater artistic integrity seems generally to be the rule these days. |
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Iacus

Joined: 04 Dec 2006 Location: Stockholm
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Posted: Sat Mar 12, 2011 11:39 am |
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| ella guro wrote: |
| adherence to particular kinds of design/production philosophies that seem at odds with any idea of a greater artistic integrity seems generally to be the rule these days. |
While I agree with that, I don't really get why the General Rule applies to the particular case of DX:HR.
Then again, I've been avoiding spoilers on this game since the first hands-on previews started, so if any inequivocal signs that this game is going to "shit on the original in some way" surfaced lately, I am unaware of them.
Though I think we can agree that Deus Ex 2 was shit enough and the company isn't interested in repeating that mistake, so at least we can expect a competent game, even if it doesn't live to the (frankly overinflated) standards of the first one. _________________ Guayaba 2600 |
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ella guro

Joined: 11 Mar 2011 Location: pokeland, ca
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Posted: Sat Mar 12, 2011 12:04 pm |
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| Iacus wrote: |
| ella guro wrote: |
| adherence to particular kinds of design/production philosophies that seem at odds with any idea of a greater artistic integrity seems generally to be the rule these days. |
While I agree with that, I don't really get why the General Rule applies to the particular case of DX:HR. |
I guess it's my justification for having lowered expectations in general. I saw a couple trailers, saw that Spector/Smith/etc wasn't working on it, did not feel good. I'm sure it will at least be an above-average game, it's just the principle of taking someone else's creation and rewrapping it this way that I really take issue with. Who knows, though. The trailers I saw could have been misrepresenting the tone of the actual game.
| Iacus wrote: |
| Though I think we can agree that Deus Ex 2 was shit enough and the company isn't interested in repeating that mistake, so at least we can expect a competent game, even if it doesn't live to the (frankly overinflated) standards of the first one. |
I never played DX2, so I can't comment there. I do feel like they resurrected DX because the name alone triggers an automatic respect from people and whatever publisher had the rights to the franchise wanted some kind of "sure fire hit". Maybe I don't see why there needs to be another sequel at all. |
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shrugtheironteacup man of tomorrow

Joined: 06 Dec 2006 Location: a meat
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Posted: Sat Mar 12, 2011 12:11 pm |
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all is vanity _________________
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Sly Buccelli

Joined: 10 Jan 2007 Location: DiGiorno of Death
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Posted: Sat Mar 12, 2011 2:17 pm |
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| negativedge wrote: |
| yeah this whole game is giving me a bioshock vibe |
| shrugtheironteacup wrote: |
| you shut your goddamn mouth |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Sat Mar 12, 2011 8:25 pm |
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| ella guro wrote: |
| The idea of a small group of people controlling everything? That sounds pretty relevant to today, if you ask me. |
True, but I'm hoping the conspiracy angle will have more to do with government and corporate corruption than placing it under what's become a rather sanitised short-hand such as the Illuminatus.
That's probably just me, though. I just didn't find it all that interesting or engaging back in the original and the tie-in novel just goes on and on about them which actually gave me more reservations for Human Revolution's story.
The lead writer, Mary DeMarle, has worked on Myst and Homeworld titles however, though that's of course no guarantee.
I'm with you that as far as the game design goes, the original is a very interesting failure: The individual pieces are nothing to write home about on their own merits, but somehow it all adds up to a compelling experience overall, one which can snatch you right back in after just a few moments re-exploring. I actually think they managed to make something pretty special out of it when they reworked it for the PS2, and I still think it's the best first-person title on that platform.
In that respect, I'm excited about what Eidos are doing now because at the very least, they seem to be improving on those base mechanics so that they each work in their own right (I'm especially excited to see more of their "dialogue combat" system, since initial responses with key characters are somewhat randomised to keep you off-guard each playthrough and I haven't had a good game where I could talk my way out of most every sticky situation since I played Indiana Jones and the Last Crusade back when I was 8. I'm really hoping I can bullshit my way through most of the game on my first playthrough, with only a couple of small arms for backup. I'm also glad they dropped the clunky skill point system in favour of characterising you by how you decide to build upon your augmentations). Whether that adds up to a full experience like the original does though, remains to be seen, but the previews have been encouraging if only because of how diverse they ended up being for each writer. Though naturally, whether that momentum lasts throughout is too early to tell. Holding out and hoping for a public demo.
I don't know or even fully expect the game to be a major hit like BioShock was in its day (unfortunately), but it would be nice if even if it falters it inspires many more devs, triple A or otherwise, to open up more to the player, since I agree that the industry has been taking a fairly narrow path as of late, with diverging but mostly horrid results. Hell, I still think it's somewhat of a minor miracle Halo managed to remain a sandbox series in spite of the misstep that was Halo 2 and just how popular it grew. Same reason I'm curious to see what happens of Crysis 2 going multiplatform, though that one seems to have compromised on its core philosophies a fair bit.
I can also see where Iacus is coming from: This is a risky game that's been in development for the better part of five years now. I don't know if an independent dev team could pull off the apparent level of ambition and content that Eidos claims to be aiming for, especially in that amount of time. _________________
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Fri Mar 18, 2011 6:27 pm |
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Thankfully the highlighting doesn't look as awful as the leaked footage made it appear. I can easily imagine that if there isn't an option to remove it in-game, it'll be one of the first things modders tackle.
That was a pretty short introduction, though. Good to see some unadulterated footage for sure, and the Pritchard rivalry got a chuckle (he even looks like a prick), but it only really materialised the core basics we already knew about. Hopefully they'll give more in-depth demonstration down the road, since there's nothing at this juncture to alleviate any fears of it being too simple or closed-up.
Yeah, it's the first concrete mission and all, but they only showed off a route within the centre proper and I still fondly remember how much playtime I got out of the original Deus Ex's Liberty Island demo.
It does look neat however that even the direct combat approach seems to be tempered by a degree of stealth and toying with the enemy. _________________
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Mr. Mechanical ontological terrorist

Joined: 04 Dec 2006 Location: Scare Room 99
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Sun Mar 20, 2011 4:47 am |
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| This all just reminds me of the sparkling loot in Thief 3 which didn't turn out to be that much of a big deal, in the end. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Mar 21, 2011 6:26 pm |
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| Mr. Mechanical wrote: |
http://forums.eidosgames.com/showthread.php?t=117122
Apparently the glow on the interactable objects cannot be turned off. Damn. Not a good sign, hopefully there'll be a mod to turn it off. |
Fuck that so much. Visually dividing every object into interactable and scenery types is not just bad for immersion; it also kills creativity. I can just run around clicking on every goddamn glowy thing to see what happens without a single insight or plan of my own. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Mon Mar 21, 2011 6:29 pm |
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Just like Deus Ex, then. _________________
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Mon Mar 21, 2011 7:45 pm |
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Yeah, again, the only real difference here is that Deus Ex was slightly more subtle about it. Not that I don't miss the subtlety. _________________
http://www.mdgeist.com/ |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Mar 21, 2011 7:48 pm |
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| Dracko wrote: |
| Just like Deus Ex, then. |
That doesn't make it alright. And yes, subtlety and distance have a lot to do with the extent to which this impacts your creativity during play. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Mon Mar 21, 2011 7:59 pm |
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You'd think even justifying it as part of his augmented reality upgrades, Jensen could toggle it off. Hell, even a straight-up shooter like ODST offered that much. Even this late in development they should be able to implement such a thing. They already can via their debug menus, if much earlier leaked footage is anything to go by.
Or maybe it isn't and is thus a clever meta-comment against encroaching capitalism and later in the game you have to deal with invasive spam blurring your HUD! (This won't happen.)
I would say that though that purely in contrast to the original game, the interface does appear to be overall less busy. But on its own merits? Yeah, it's not inspiring total confidence about what they're going for.
Not sure about what you mean by creativity in this instance nonetheless, internisus. There's always going to be limitations on just what you and can not interact with, especially in a game like this. Just because such things are clearly indicated doesn't mean you can't find novel ways how to use them (For instance, designers found out via playtesting that some players would use bodies to clear minefields, or that you could keep tossing items at turrets and that this actually did chip away at their health and lead to their destruction overtime. I'm actually curious whether explosive barrels and crates will have similar properties as in the first game, where you had to be careful putting them down because if thrown from too high, they'd detonate).
Oh, and here's that walkthrough embedded:
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Tulpa

Joined: 31 Jul 2008
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Posted: Mon Mar 21, 2011 9:11 pm |
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I feel that no game that adds a minimap where the original had none could be said to have a less busy interface.
In any case, minimap, constant button prompts, constant mini cutscenes for the takedowns, and the total death of exploration because everything is glowing is kind of exactly why everyone was skeptical in the first place. _________________
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Levi

Joined: 05 Dec 2006
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Posted: Mon Mar 21, 2011 9:18 pm |
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| Have I already mentioned that it confuses me they'd decide to make this a first person game and then constantly be going into third person? |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Mon Mar 21, 2011 9:21 pm |
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| Tulpa wrote: |
| I feel that no game that adds a minimap where the original had none could be said to have a less busy interface. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Mar 21, 2011 9:27 pm |
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| Dracko wrote: |
| Not sure about what you mean by creativity in this instance nonetheless, internisus. |
I'm talking about the experience of having a goal and noticing some aspect of the environment that you realize might help you to reach that goal, whether it's a crate or a switch or a forklift. If everything usable glows like this, your thought process is reversed so that you are confronted with things to try before having the opportunity to look around and think and discover for yourself. You're disinclined to employ your imagination. You won't see something and say, "I wonder if...?" and be delighted when that works out in service of your task. Instead, you'll see something glowy and say, "I should click on that and see what it does." And what it does will always be good for you because the developers aren't programming in false solutions, dead-end paths, switches that close off opportunities, etc. It's problem-solving on yellow autopilot.
| Levi wrote: |
| Have I already mentioned that it confuses me they'd decide to make this a first person game and then constantly be going into third person? |
I hate the canned melee kills. |
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Tulpa

Joined: 31 Jul 2008
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Posted: Mon Mar 21, 2011 10:23 pm |
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yeah the only really egregious thing in the original hud is the inventory toolbar and that's the only real improvement HR has over the old hud. Everything else in the HR hud is busy worthless garbage. An ever present TUTORIAL AVAILABLE block, a minimap, an irrelevant objective marker, contextual button prompts. This is Nextgen AAA bullshit: the hud. I'm surprised they trusted the players enough not to put a STEALTH marker for the stealth route, an EXPLORATION marker for the exploration route in addition to the ACTION marker that functions as a default. _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Mon Mar 21, 2011 10:41 pm |
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| Tulpa wrote: |
| I'm surprised they trusted the players enough not to put a STEALTH marker for the stealth route, an EXPLORATION marker for the exploration route in addition to the ACTION marker that functions as a default. |
That's another concern I have. In all of their promotional material, the developers seem to treat the multipathing gameplay as clearly divisible into those three categories (maybe with TALKING being a fourth). It's difficult to judge something like this based on a few set pieces, which could very well be more cookie-cutter than the rest of the game; but if the material is any indication I think it's going to be a big problem. Deus Ex wasn't divided into ROUTE TYPES; it was divided into moment-to-moment actions. You could well find yourself hacking a keypad with a multitool and crawling through a grate moments before engaging in a fast and bloody swordfight and then hiding from a security bot, using your environmental skill to survive a deadly gas breech, and reading someone's email. Even if you wanted to look at a mission area and divide it into these discreet potential routes, you would discover during play that there is no barrier between them, so you can jump from one activity path to another at any time.
The experience of playing Deus Ex is not to find yourself dropped into a dungeon, swivel the camera around, and make a final choice between three or four distinct routes through the stage.
This is probably just a marketing miscalculation, though. I really hope so. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Mon Mar 21, 2011 11:21 pm |
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| internisus wrote: |
| Even if you wanted to look at a mission area and divide it into these discreet potential routes, you would discover during play that there is no barrier between them, so you can jump from one activity path to another at any time. |
There is nothing in that footage that indicates this not being the case here either.
| internisus wrote: |
| And what it does will always be good for you because the developers aren't programming in false solutions, dead-end paths, switches that close off opportunities, etc. |
I don't recall any moment in the original game that actively discouraged exploration (At the least deliberately. I agree with you on everything else about the pitfalls of the highlighting) and I don't know why you'd expect that here.
Really, the most inadequate element of this footage (walkthroughs always tend to be very directed and limited) is that they didn't show off more beyond that exterior. Or for that matter the hacking or social pillars they mentioned at the beginning. I'm actually more curious about those and how they play with your progression, whether by success or failure.
Tulpa, I don't know what your problem is with the minimap or objective marker, considering the type of game and especially considering that the marker didn't represent the only entrance into the building, and why tutorials or button prompts would be unexpected or considered grievous. It's not like those tutorials are forced upon you either, thankfully. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Mon Mar 21, 2011 11:39 pm |
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No game should have minimaps or objective markers as a start.
I don't fathom how the redundancy of having an always visible minimap AND an on screen augmented reality display showing the exact same information gets a pass. Even Bioshock didn't stoop to using a minimap. _________________
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Mon Mar 21, 2011 11:41 pm |
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Not a Metal Gear Solid fan, then? _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Mon Mar 21, 2011 11:44 pm |
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I've only ever played the first one so I can't say. _________________
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shrugtheironteacup man of tomorrow

Joined: 06 Dec 2006 Location: a meat
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Posted: Tue Mar 22, 2011 12:41 am |
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WHY DON'T YOU JUST BURN MY DAMN HOUSE DOWN UBISOFT _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Tue Mar 22, 2011 2:20 am |
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| Dracko wrote: |
| internisus wrote: |
| And what it does will always be good for you because the developers aren't programming in false solutions, dead-end paths, switches that close off opportunities, etc. |
I don't recall any moment in the original game that actively discouraged exploration (At the least deliberately. I agree with you on everything else about the pitfalls of the highlighting) and I don't know why you'd expect that here. |
That's what I mean; I don't expect that here. I'm saying that everything that is highlighted can only be good for you, and the highlighting makes it too easy to just run around thoughtlessly interacting with helpful things. |
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analogos bravely default crying fairy

Joined: 10 Jun 2007
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Posted: Tue Mar 22, 2011 2:34 am |
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| Dracko wrote: |
| Not a Metal Gear Solid fan, then? |
I doubt anyone here would begrudge MGS3's forgoing radar. |
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ella guro

Joined: 11 Mar 2011 Location: pokeland, ca
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Posted: Tue Mar 22, 2011 5:58 am |
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| internisus wrote: |
| Dracko wrote: |
| Not sure about what you mean by creativity in this instance nonetheless, internisus. |
I'm talking about the experience of having a goal and noticing some aspect of the environment that you realize might help you to reach that goal, whether it's a crate or a switch or a forklift. If everything usable glows like this, your thought process is reversed so that you are confronted with things to try before having the opportunity to look around and think and discover for yourself. You're disinclined to employ your imagination. You won't see something and say, "I wonder if...?" and be delighted when that works out in service of your task. Instead, you'll see something glowy and say, "I should click on that and see what it does." And what it does will always be good for you because the developers aren't programming in false solutions, dead-end paths, switches that close off opportunities, etc. It's problem-solving on yellow autopilot. |
This, a thousand times. What's the use of feeling like you're part of the world of a videogame if it's just going to tell you what to do anyway? |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Tue Mar 22, 2011 9:32 am |
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Call of Duty :(
Seriousness aside though, I'm still hopeful. I just think it was an inept walkthrough, especially since they stop it just when you enter a seemingly vaster environment where things have more potential to be interesting. It'd be like if they demoed the original Deus Ex with the first minute of the gas station hostage situation or the MJ12 facility when you first enter Hong Kong.
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Iacus

Joined: 04 Dec 2006 Location: Stockholm
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Posted: Thu Mar 24, 2011 11:23 am |
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Minimaps have their place, sometimes. It can work in the right context.
That said, I'm not usually one to decry dumbing down or "consolification", but the constant button prompts and even highlighting the ladders it's a bit much. Too bad it can't be turned off. Even Mirror's Edge let you do that. _________________ Guayaba 2600 |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Thu Mar 24, 2011 5:23 pm |
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ahahaha the ending
This is a game with a serious tone, and you can kill people by throwing guns at them. 8)
Definitely getting echoes of the Yakuza massacre scene in Innocence. _________________
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smartblue Ph. D in Awesome

Joined: 05 Dec 2006
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Mr. Mechanical ontological terrorist

Joined: 04 Dec 2006 Location: Scare Room 99
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Posted: Sun Mar 27, 2011 3:23 am |
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| Quote: |
| "So far, I haven't particularly disliked any of the decisions made by EM - but this one has me worried." - A Moderator |
Even a Moderator is concerned! _________________
| internisus wrote: |
| You are a pretty fucked up guy. |
True Doom Murder Junkies - Updated On Occasion |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Sun Mar 27, 2011 3:43 am |
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| it's just part of the gross misunderstanding of the source material that this game exhibits. the band down the street might do a dead-perfect cover of your favorite song, but they still suck. I mean, they're reading the back of Deus Ex's box just fine, but I don't think they're really playing the game. |
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smeggy

Joined: 27 Mar 2011
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Posted: Sun Mar 27, 2011 4:21 am |
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| plato taught us that art is mere imitation, an inferior copy of reality. let us assume for the sake of our argument that Deus Ex is "reality", and as reality goes it is pretty fuckin sweet. any copy of that sweet reality is only that: a copy, and being a copy of another thing (with value) it is inherently without substance or value. we can say, definitively, without ever having substantive experience of this copy, that it is an absolute pile of dog shit and dismiss it for all of time. ergo: if you anticipate this game you are pathetic. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Sun Mar 27, 2011 5:02 am |
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| flattered |
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