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Valve something something
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Dracko
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Joined: 06 Dec 2006

PostPosted: Thu Apr 08, 2010 10:54 pm        Reply with quote

That's a pretty poor reason for critical claim and esteem.
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klj5j6li
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PostPosted: Thu Apr 08, 2010 11:02 pm        Reply with quote

Broco wrote:

I could understand that, I'm in basically the same position w.r.t. Earthbound. Could you elaborate on what you dislike about the aesthetic though?


It just doesn't really seem to have any personality to it. Even the citadel just kind of seemed like the inside of some boring blue building. I guess they might've been trying for this, but ehhh, it just kind of bores me. The original half-life was kind of the same sans the Xen stuff, which might be why I don't mind it so much.


Dracko wrote:
That's a pretty poor reason for critical claim and esteem.


This really just sums it up for me. Half-Life 2 isn't awful. I played through it, it just doesn't seem really spectacular.
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ChoAnikiFan1994
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Joined: 27 Aug 2007
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PostPosted: Thu Apr 08, 2010 11:12 pm        Reply with quote

Interstellar Dinghy wrote:
CubaLibre wrote:
Whatever you think of their game design, accusing Valve of creative stagnation is breathtakingly myopic. I can't even begin to wrap my head around it.


I think people accuse them of creative stagnation because they never really do anything new?
this

the shit they're adding to portal 2 sounds pretty stupid, honestly. well, the paint thing seems like it could be okay as long as long as its used cleverly (getting the feeling it'll end up being busywork though, because i don't think valve are good game designers), but transporting air currents through portals sounds more like an annoying inconvenience than a gameplay mechanic.
more than anything though, it's the plot that kills any of my excitement for portal 2. maybe i'm alone in this boat, but glados annoyed the hell out of me after about 10 minutes. even if they do manage to avoid all the stupid memes, it's still going to be an annoying AI making embarrassing jokes while i try to convince myself i'm having fun. and if i mute the game i ruin this immersion that valve is supposedly so great at!

btw the only immersion i felt in half-life 2 was that i was probably as sick of it as gordon was. i think i only managed to play so long because extrabastardformula was reading a tim rogers review of some boring trains game out loud and it took my mind off of how bored i was. (i was somewhere in ravenholm when i got fed up and stopped, for the record.)
it's extremely hard to get immersed in a game when i'm consciously thinking "jeez this is boring/annoying," whether the world is totally seamless or not.

sidenote: didn't half-life 2 have a terrible stc? that's the only objective way to determine a game's quality
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Touran



Joined: 06 Dec 2006
Location: New York

PostPosted: Thu Apr 08, 2010 11:19 pm        Reply with quote

Dracko wrote:
That's a pretty poor reason for critical claim and esteem.


Why yes it is! That's the nature of the FPS genre in a nutshell.
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Dracko
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PostPosted: Thu Apr 08, 2010 11:32 pm        Reply with quote

Only if you're used to playing bad ones.
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boojiboy7
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PostPosted: Thu Apr 08, 2010 11:59 pm        Reply with quote

Mr. Toups wrote:
The point about Half Life 2 is that it creates an appealing and effective illusion. I feel like most criticisms of the game boil down to pointing out the many (often obvious) ways in which it's an illusion. You go into the experience knowing it's an illusion. That's what's fun about it.


the problem for me in HL2 could be basically summarized as almost all of the mechanics of the game do nothing but shatter the illusion for me, and most of the things people point out to as maintaining the illusion only make the illusion more apparent and jarring for me. The "seams and lines" as Touran puts it, become more apparent to me with each second I play the game.

I can go into more on this, but nobody wants me to talk about HL2 really.

I generally find myself with Dinghy so much on this topic, though.
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shnozlak



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PostPosted: Fri Apr 09, 2010 12:14 am        Reply with quote

Why dont you all do a pod cast about why HL2 dose or dose not work?


I think it could be interesting to see how that turns out.
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Touran



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PostPosted: Fri Apr 09, 2010 12:49 am        Reply with quote

Dracko wrote:
Only if you're used to playing bad ones.


I play a lot of FPS, so this is a true statement. So does the industry.

A pod cast about HL2 would be kinda boring.
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CubaLibre
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PostPosted: Fri Apr 09, 2010 1:05 am        Reply with quote

I don't feel like talking about HL2 per se but saying that Team Fortress 2, Portal, Half-Life, Half-Life 2 and Left 4 Dead are somehow the same is idiotic. Which is what this argument was originally about. There are tons of people who hate Half-Life 2 but really like Half-Life 1; that's because they're different. Hence Valve is not creatively stagnant. I mean L4D and TF2 are such categorically different experiences in every way, including mechanically, I don't see any way you can accuse Valve of repetition whether or not you agree with where their experiments have taken them.
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Toups
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PostPosted: Fri Apr 09, 2010 1:31 am        Reply with quote

Dracko wrote:
That's a pretty poor reason for critical claim and esteem.


To the contrary... If, as you insist, all entertainment is about creating illusions, ALL games should, a priori, be designed from the ground up so that all the pieces seem to fit together. And yet... most of them aren't. And Half Life 2, for however much better it could be, still does it better than most of them that try. To my mind, that's the definition of something that's worth critical praise and esteem because it's pioneering in the right direction while everyone else just kind of does their own shitty copy of whatever's selling.

The only game that I think does that kind of thing better (in its own way) is Call of Duty 4. Which has its own share of similar narrative problems and no shortage of critical praise and esteem.
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klj5j6li
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PostPosted: Fri Apr 09, 2010 2:13 am        Reply with quote

CubaLibre wrote:
I don't feel like talking about HL2 per se but saying that Team Fortress 2, Portal, Half-Life, Half-Life 2 and Left 4 Dead are somehow the same is idiotic. Which is what this argument was originally about. There are tons of people who hate Half-Life 2 but really like Half-Life 1; that's because they're different. Hence Valve is not creatively stagnant. I mean L4D and TF2 are such categorically different experiences in every way, including mechanically, I don't see any way you can accuse Valve of repetition whether or not you agree with where their experiments have taken them.


I don't think anybody's said all of those are the same, I think it's more that this company has been around for 14 years and all you've got to show their creativity is a puzzle game whose central interesting mechanic/humor was not theirs, a quake mod that's been reskinned/pretty poorly rebalanced, and a first person shooter with zombies that they essentially released twice within a year or two.

I know that's kind of oversimplifying it with L4D/L4D2, but both of those games are really disappointingly shallow (to me, anyway), so I don't think they really show a lot of creativity. They're kind of "neat" though, I wish they were one $40~ game.


Anyway, Broco & Touran gave me what I was looking for here re: why people like Half-Life 2 so much, so I'll duck out as this looks like it's becoming One Of Those Threads.


p.s. Cubalibre you should try to be civil, even on the internet!
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CubaLibre
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PostPosted: Fri Apr 09, 2010 2:22 am        Reply with quote

You have a weird definition of civility.

It's one thing to call Left 4 Dead "shallow" (with no attendant reasoning), it's another to say it's uncreative - which it isn't; there isn't another game like it.

Saying Portal is "not theirs" is wrong, because it is. Have you played Narbacular Drop? Saying its humor is "not theirs" is even weirder. I mean it was written by one of its employees. I'm as wary of anyone of personalizing corporations but if you define "things Valve has done" as "things people employed by Valve have done for Valve", which I think is a pretty reasonable (even inescapable!) definition, you're left with Portal as an original effort.

Saying TF2 is like TF for Quake is like saying Virtua Fighter 4 is like Battle Arena Toshinden.
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Tulpa



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PostPosted: Fri Apr 09, 2010 2:59 am        Reply with quote

Wait did someone seriously say TF2 is anything like TF?

Jesus fuck that's a stupid statement.
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Dark Age Iron Savior
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PostPosted: Fri Apr 09, 2010 3:44 am        Reply with quote

time for the following to post a list of ten great FPS (each):

ATLUS
Interstellar Dinghy
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Touran



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PostPosted: Fri Apr 09, 2010 3:49 am        Reply with quote

1-10: Crysis

marginally a joke post, Crysis is a fantastic example of modern shooter trends - from the gameplay design flaws to (the sort-of) conceived from the ground up fit
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RT-55J
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PostPosted: Fri Apr 09, 2010 3:55 am        Reply with quote

FPSes suck.

EDIT: To clarify: I've never played an FPS with a good control scheme, and the first-person perspective absolutely kills my sense of direction.


Last edited by RT-55J on Fri Apr 09, 2010 3:58 am; edited 1 time in total
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diplo



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PostPosted: Fri Apr 09, 2010 3:57 am        Reply with quote

turok: dinosaur impregnator
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RT-55J
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PostPosted: Fri Apr 09, 2010 3:58 am        Reply with quote

Chex Quest
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Dark Age Iron Savior
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PostPosted: Fri Apr 09, 2010 4:05 am        Reply with quote

wishing dhex posted here itt
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ChoAnikiFan1994
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PostPosted: Fri Apr 09, 2010 4:34 am        Reply with quote

Dark Age Iron Savior wrote:
time for the following to post a list of ten great FPS (each):

ATLUS
Interstellar Dinghy


here's a list off the top of my head of 15 i like:
doom
quake
halo combat evolved
red steel (makeshift co-op mode is great and i stand by this completely)
painkiller
crysis
killing floor
perfect dark
cod4:mw
serious sam
borderlands
S.T.A.L.K.E.R.
deus ex
metroid prime
ut2k4


i am far too lazy to evaluate whether any of these are really "great" but i'll go with this
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HarveyQ



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PostPosted: Fri Apr 09, 2010 5:09 am        Reply with quote

for me the attraction in half-life 2 comes from its "roller-coaster ride" quality. you're just shoved from one cool set-piece to another.

i really wish the tiresome story scenes weren't there, though. it's a fun enough story, dumb but well-told, but having to stand there and wait for the NPCs to open the door onward for you is irritating. it makes the game kind of annoying to replay. that, and the fact that a lot of the WOW factor comes from the clever use of scripted events (valve is pretty good at that, even if it's often transparent railroading).

i like the game a lot but i think it's one of those games that's ridiculously overhyped, here and elsewhere.

portal is top-class, though. sequels, expansions, whatever, i don't care, i just want more juicy portal puzzles. co-op! bring it on!
i don't really have any right to complain about portal anyway considering i bought it for the price of a sandwich.

one thing i will say about valve is that they can make a "realistic" looking game that is also not boring and ugly (and is in fact rather pretty at times).

someone should remake riven with the source engine.
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L



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PostPosted: Fri Apr 09, 2010 5:16 am        Reply with quote

Dark Age Iron Savior wrote:
time for the following to post a list of ten great FPS (each):
Gravity Bone.
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HarveyQ



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PostPosted: Fri Apr 09, 2010 5:22 am        Reply with quote

yes.
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CubaLibre
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PostPosted: Fri Apr 09, 2010 6:37 am        Reply with quote

L wrote:
Dark Age Iron Savior wrote:
time for the following to post a list of ten great FPS (each):

Grotto King
The Puppy Years
Bugstompers
Barista 2

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Ronnoc



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PostPosted: Fri Apr 09, 2010 7:06 am        Reply with quote

Top ten FPSs might need it's own thread.

I'd make it, if I could come up with a list. For the amount of FPSs I play, I don't like very many of them :-/
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bloody heartland
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PostPosted: Fri Apr 09, 2010 8:59 am        Reply with quote

Cocaine Socialist wrote:
Valvonaut Resistance Force:
Booji
Moose
James
Atlus


Please. Dude. Please.

I'm astonishingly fond of Team Fortress 2, which seems less like a complete game and more like a wacky testbed for idle FPS concepts. It's also got some of the most endearingly ambiguous/archetypal character design and backstory since pixel art went out of style.
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bloody heartland
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PostPosted: Fri Apr 09, 2010 9:15 am        Reply with quote

CubaLibre wrote:
It's one thing to call Left 4 Dead "shallow" (with no attendant reasoning), it's another to say it's uncreative - which it isn't; there isn't another game like it.


The aesthetic (and to a large degree the mechanics) feel astonishingly familiar - generic unzombie apocalypse from a post-28 Days Later world, flat movement and weapons handling that betrays Turtle Rock starting out as a Counter-Strike content provider. The game lacks a feeling of pacing and heft, two of the most desirable requirements in a game of it's kind. At the end of the day you might as well play Serious Sam which has some degree of variation when it's throwing ungodly masses of enemies at you.

Both Dead Rising and Resident Evil 4 did really interesting things with the concept of zombie games, creating immersion worlds while still retaining a nice tingly "videogame" feel. Left 4 Dead is flat, the enemies aren't really interesting or varied (they weren't in Dead Rising, true, but then you could always dispatch them in interesting ways.

Portal's wacky AI bullshit just dragged out the experience for me in a wordy tutorial kind of way. I didn't last the demo.
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boojiboy7
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PostPosted: Fri Apr 09, 2010 11:41 am        Reply with quote

bloody heartland wrote:
Cocaine Socialist wrote:
Valvonaut Resistance Force:
Booji
Moose
James
Atlus


Please. Dude. Please.

I'm astonishingly fond of Team Fortress 2, which seems less like a complete game and more like a wacky testbed for idle FPS concepts. It's also got some of the most endearingly ambiguous/archetypal character design and backstory since pixel art went out of style.


Yeah, I love how if you hate HL2 around here, you apparently hate everything else Valve does, no matter how much you say otherwise. I agree with you on TF2, though I generally thought Portal was fun (though it outlasted its "fun" factor as an internet joke a day after it came out). L4D is fun enough as well, despite the horrid title. The Source engine still feels "off" to me, which I have detailed before and could detail more, but there's no point in that really.

And yeah, I think Steam is great blahblahblah.

HL2 is still a shitty, overly praised game, though.
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Dracko
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PostPosted: Fri Apr 09, 2010 12:28 pm        Reply with quote

toups :|
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Predator Goose



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PostPosted: Fri Apr 09, 2010 12:43 pm        Reply with quote

To their credit I've never met anyone who hated everything Valve has done. To be honest, looking at the list of their output, I genuinely enjoy fully half their games and cannot deny that Steam is the only thing out there within a stone's throw of getting digital distribution right.
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Dark Age Iron Savior
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PostPosted: Fri Apr 09, 2010 12:53 pm        Reply with quote

james, I'm not really defending left 4 dead from any criticisms by you (I haven't played it myself, though I would love to - nothing I have can run it).

But I'm wondering, how much of the versus multiplayer did you experience?

When you just wrote out Serious Sam, Dead Rising and RE4, I felt an idea begin to form in my head. I haven't played L4D, true, but I've read quite a bit about it and watched some videos, and I just realized that L4D seems a lot less like a first-person-overwhelmer like SS and more like a game of TFC (in HL) in one of the point controlling modes, where two teams vie for control, usually able to capture spawns, and sometimes with deliberately uneven maps that create attacker/defender scenarios.

I also thought a bit about Wolfenstein: Enemy Territory - it works along basically the same lines of two teams, one with an assault objective and one with a defense one - but ET allows for multi-map campaigns, with EXP earned during that session carrying over and the winning team being decided by whoever won more maps.

When I played ET, it was almost always a six-map campaign (six being all the maps the game came with, and I never really found any good custom maps). Most games never got through map four, let alone the whole six, but the progression from one map to another meant that the player frequently had to anticipate whether they would be able to make up for losses on the next map or perhaps be at a disadvantage, with the need to win right now.

Thinking back, I had some of the same feeling for TFC, even though nothing carried over between maps (except emotions). And also sometimes arcade games like shmups. There's a feeling of needing to ration your stamina and attention that just doesn't feel like it's there in something like Serious Sam.

ugh, got off point...


could you offer an evaluation of the game from the benefit-of-the-doubt-perspective that it is not so much a zombie co-op game as a versus game with drastically different teams and a co-op campaign which allows for learning tactics to be used in versus?
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Toups
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PostPosted: Fri Apr 09, 2010 6:52 pm        Reply with quote

I don't like music that's all like "HEY CHECK THIS GUITAR SOLO OUT DUDE"
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CubaLibre
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PostPosted: Fri Apr 09, 2010 7:48 pm        Reply with quote

Dark Age Iron Savior wrote:
could you offer an evaluation of the game from the benefit-of-the-doubt-perspective that it is not so much a zombie co-op game as a versus game with drastically different teams and a co-op campaign which allows for learning tactics to be used in versus?


To call the co-op campaign training for versus really exposes the fact that you haven't played it - the two modes feel completely different and there are definitely a ton of people who only exclusively play one or the other. Some people will tell you that versus is the real consummation of the game's mechanics (it was originally developed as a versus game and only later was the initial focus placed on the co-op), others will tell you it's an amusing sideshow next to the game's strides in co-op FPS mechanics (which haven't been matched or even really appreciated).
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Predator Goose



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PostPosted: Fri Apr 09, 2010 7:53 pm        Reply with quote

CubaLibre wrote:
the game's strides in co-op FPS mechanics (which haven't been matched or even really appreciated).

Could you expand on this? Not for the sake of an argument, but because I don't really want to play it again to pick it apart for this sort of thing myself. Don't get me wrong, I like it. Just the constant tension wears me out so I can never play it for very long.
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Broco



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PostPosted: Fri Apr 09, 2010 10:03 pm        Reply with quote

I played a ton of co-op on the original Left 4 Dead (but I'm not a fan of the versus mode), mostly with random players on public servers. It's the first multiplayer FPS I've spent significant time on since Quake 3, since it feels so fresh and really I had been craving a great co-op FPS all along (I wrote an article for PlanetQuake expressing excitement for possible future co-op FPSes back in ~1998. It seems to have fallen off the net though.)

The greatest thing about L4D co-op is that just by virtue of the game's context, reward system, and other design details like the HUD, it turns what was considered a law of the internet on its head and makes all kinds of Internet assholes automatically friendly and cooperative. I have met very few griefers, maybe a dozen in total in hundreds of other players. It's a fucking zombie apocalypse, you're feeling assailed from all sides so the last instinct anyone has is to turn on their only natural allies. If you try to go it alone, the game will immediately smack you down -- special zombies have the ability to paralyze individual players, and even regular ones make you slow like molasses when they hit you so it's very difficult to move quickly unless you have multiple players covering all angles. There are all kinds of tooltips the game throws at you, reminding you that a player needs to be rescued or is low on health and could use your medpack. And the very existence of versus mode makes assholes gravitate to it instead of co-op (you can see in people's names! Names like DieFags, BlackDeath8583 are typical versus players, neutral names like mine are co-op players).

L4D's other great innovation is the procedurally generated enemy positioning, which gives the game some of the good qualities of a roguelike -- constantly needing to improvise in new situations and manage a different set of resources at each playthrough. But players need to do this as a team -- perhaps there are two good, but mutually exclusive solutions to a situation (throw a molotov and crouch in that corner until the horde is all dead, or sprint through the open area that the molotov would cover and try a hail mary to the safe room), and if players can't agree, then they're screwed. The best teams I've been in have this organic, instantaneous agreement where everyone sticks close and move decisively as a group in the same direction, like a flock of birds. The bad teams often have competent individual shooting skills, but constant disagreement and splitting up or moving too slowly because a player or two sticks behind.
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CubaLibre
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PostPosted: Fri Apr 09, 2010 11:00 pm        Reply with quote

I would add that this interacts with a relatively stable level design that leverages the strengths and weaknesses of different combinations of enemy spawns and player resources to create familiar-yet-new situations. Once you've played the levels enough, every significant room might have "a plan," but each time the choice of which plan is workable is dependent upon what your group has and what kind of zombies are lurking about.

Plus, L4D2 significantly improves upon all of these aspects, including adding more special infected that can disturb your group in new ways, exponentially increasing the amount of tactical situations you'll have to manage (since specials almost never spawn alone on the harder difficulties). The levels also tend to have more alternate routes, increasing the amount of time you'll need to spend on decisionmaking. There are also more environmental hazards and the level designers were much more conscious of "sit in a corner and shoot everything" tactic, with each of the levels constructed to minimize its effectiveness by limiting blind corners, increasing paths to the player while decreasing lines of sight along which to shoot, establishing moving objectives that require the players to stay in motion, etc.
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notbov



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PostPosted: Fri Apr 09, 2010 11:20 pm        Reply with quote

Dark Age Iron Savior wrote:
stuff

could you offer an evaluation of the game from the benefit-of-the-doubt-perspective that it is not so much a zombie co-op game as a versus game with drastically different teams and a co-op campaign which allows for learning tactics to be used in versus?


not james, but, basically, L4D versus play's closest analogue would be Dustbowl: one team is trying to push to the end while, at the same time, the other is trying to stop them through whatever means possible. the main differences lie in how the attackers progress, how the defenders defend, and the amounts of threats present. any sort of progress by the survivors, in either game's scoring system, directly translates to points scored, as opposed to capturing points on the map. because of this, the infected have to impede forward movement through either pressure or by forcing the other team back. it's actually kinda like football or rugby.

the infected team attacks through either direct damage or by manipulating the environment (falls, controlling space, directing zombies), and, since the game has some trappings in survival horror, they have to spawn out of sight, nearby, instead of a predefined spawn point. since the majority of infected are locked into kamikaze attacks 95% of the time, versus ends up being more of 2 teams each playing a different coop game instead of straight-up deathmatch or something like a class based shooter.

in theory. most of the time, though, it's either the survivors racing like mad to the end, the infected team ending up with a single or series of fatal attacks or both teams being good and coming down to damage inflicted (which is the ideal, even though valve wanted survivors to lose most of the time)

or simply put: imagine a beat em up where another cabinet somewhere else can play the same game, but as stronger, uncommon enemies, and the two games can interact. it's like that.
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Dark Age Iron Savior
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PostPosted: Sat Apr 10, 2010 1:09 am        Reply with quote

CubaLibre wrote:
To call the co-op campaign training for versus really exposes the fact that you haven't played it - the two modes feel completely different and there are definitely a ton of people who only exclusively play one or the other.


I'm not actually calling it training for versus (I would save that for games like the UT series where the singleplayer is just the same thing with bots), I'm just opening that as a perspective one should consider and then judge if their opinion of the game gains any additional insight by exploring the distance between the two views.

that said, I appreciate the above posts.
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notbov



Joined: 14 Feb 2009

PostPosted: Sat Apr 10, 2010 2:11 am        Reply with quote

well, as far as campaign being training for versus... yes and no. while playing campaign teaches you the mechanics and interactions of the base concept, at no point are you actually given any insight on how to play as the special infected, aside from the AI director tipping you off to potential spawn spots and how the different SI's abilities can interact with each other. their solution to this is basically to give you tips on the loading screens and instructions the first few times you spawn as each one. in the end, though, you're really only getting one side of the story when you play campaign. this wasn't too bad when it was only 3 SI to regularly spawn as, but, even though the 3 added in 2 more or less have similar archtypes as the originals, there's still the matter of knowing when and where to spawn and attack and all the other fun details.

but, since scoring in vs is based on survivor play, you can somewhat get by with being a weak infected player to an extent.
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Sat Apr 10, 2010 2:52 am        Reply with quote

One of the biggest problems with Versus is that the capabilities of the special infected were clearly designed with them in mind as AI-controlled enemies. Shoehorned into a player-controlled UI, they're very awkward. It's hard to accurately pounce with the Hunter when the distance is determined by "charging" time, to lurk out of sight as a Smoker when the first-person perspective doesn't really give you insight on what your enemy can see of you, to vomit properly with the boomer when a single accidental touch blows your load for a very long time and it's not clear how long your vomit stream will last. And the HUD crosses the line into overly complicated, with the "climb points", four different thru-wall highlight colors and those little circular charge bars. It's a mess.

The second thing I don't like about Versus is that it's hard enough to find four good players in co-op, at 8 players it becomes very rare to have balanced skill levels on both sides. I don't enjoy being on either a crushingly winning or crushingly losing team, and that's been most of my experiences so far (including one that Cuba probably remembers where I ragequit when I ended up teamed with publics against his militarily disciplined group).
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CubaLibre
the road lawyer


Joined: 02 Mar 2007
Location: Balmer

PostPosted: Sat Apr 10, 2010 3:41 am        Reply with quote

Haha, I wouldn't call us military, even at the time (and most certainly not any more). More like a jazz band - play enough together and your improvisations take each other into better consideration.

I guess I see what you mean about the infected HUD, but there's an incredible and special joy to playing the infected team and executing a particularly delicious plan. The fact that virtuosos can pull off shit like this belies any notion that the mechanics are shallow or simplistic.
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