Re: What's missing this Generation of games???



On Dec 8, 7:08 pm, "Nick Soapdish, Jr." <JGordon...@xxxxxxx> wrote:
On Dec 8, 8:32 am, The alMIGHTY N <natle...@xxxxxxxxx> wrote:





On Dec 7, 6:20 pm, "Nick Soapdish, Jr." <JGordon...@xxxxxxx> wrote:

On Dec 7, 5:07 am, ks...@xxxxxxxxx wrote:

On Dec 6, 10:49 am, "Nick Soapdish, Jr." <JGordon...@xxxxxxx> wrote:

bots.

Nothing wrong with the on-rails stuff- I quite enjoyed flying the
reaver, and the only problem I had with the tank level was the part
with the 3 big spider-monsters, where there's no indication that you
have to shoot them in an exact pattern in order to not die.  The
campaign is not just warmup for Horde mode as far as I'm concerned,
because the pacing was pretty good in its own right.

Have you played Horde solo on Insane mode? Makes SP campaign look like
a toddler picnic. Don't get me wrong I wasn't implying the single
player was bad . Actually the best part for me was defending Jacinto
and going into the sinkhole, I wished the game started there and
progressed further , but to each their own , I respectfully disagree.
I'm kinda reaching my plataeu for linear games every frikken level and
hand holding type gameplay.

Oh, I'm sure Horde mode at the higher levels is "certifiable".  But
Horde mode is, to me, only the dessert- if the game was focused on
that, and the campaign was only "obligatory", there's no way I'd pay
$60 for it.  As for hand-holding, I'd say Call of Duty 4 was way more
guilty of that.  If there was inordinate amounts of hand-holding in
Gears 2, they masked it well enough to make it not obvious to me.

The Call of Duty games are very much like this. Half the game, your
squadmates are killing everyone for you; half the game, they're
sitting around useless until you yourself progress far enough under
enemy fire.

I wouldn't say that about Call of Duty 2 on the harder difficulties.
Call of Duty 4 has too many moments when you're not even fighting
under fire, but instead following some other guy without enemy fire.
Call of Duty 2 felt like a non-stop firestorm of bullets and
grenades.  Plus, it was longer than CoD4.  Not that CoD4 is worthless-
I like the "arcade" mode, and it has some nice moments.  But it was
way overpriced for what it provided.

Call of Duty 2 had the same "advancement protocol." In many scenes,
the enemies would endlessly respawn until you yourself advanced to a
certain location. In these scenarios, if you sat in the same position,
the enemies would never be cleared no matter how many of them you and
your squadmates killed, but once you reached a certain point, all of a
sudden your buddies would magically clear everyone (or mostly
everyone) out.

Your squadmates in Call of Duty 4 were a bit more proactive in certain
levels but that was just the design of the levels. There were still
quite a few levels where you led the squad rather than the other way
around and it fell right back to the "nobody advances until you do"
AI.

Nothing wrong with linear games, as long as they are well crafted.
The worst thing about the Grand Theft Auto games (which I enjoy quite
a lot) is that developers now think "open world" game design is the
solution to everything, when it's not.  Linear can be good, if the
proper effort is put in.  Just look at Half-Life 2, which is linear as
hell, but a total blast, that I have no issue replaying again.  I've
seen people complain that Ninja Gaiden 2 should've been "open world",
when that would've completely wrecked what was great about the game- a
feeling of reward from progressing through the environments despite
overwhelming difficulty.- Hide quoted text -

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