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#21 (permalink) | ||
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Quote:
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Oh also the mines stuck to walls in goldeneye. Thats what made Proximity mines so far you could put them in positions to where its to damn late for the other person to see them. So they had to shoot ammo boxes or throw mines past them to make sure the path was clear. I also liked sniping shooting mines and gernades to make them blow up. God Goldeneye is wicked fun and thank god I still got my 64 as well as Goldeneye and Perfect Dark. Last edited by Peachy; 16-10-2008 at 11:01 PM. Reason: merging double post - please learn how to use the edit button! |
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#26 (permalink) |
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VIP
Historical Donor
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There was a lot of buzz about Halo 3.
Halo 3 was like that shit that you're psyched to take when you get home. It kept getting put off and put off... but finally, you got home, and you got your book, and you dropped your trousers and couldn't wait ... ... and then it just turned out to be this huge fart. I loved the first Halo -- I loved the local multiplayer, and I loved the plot. Then 2 came out, and they literally junked the engine in the first game to make an entirely new (and unneeded) engine for the second game that got rid of what made the first game awesome. Why not have a nice, reliable pistol (that rivaled for the best weapon in the game)? What happened to the trusty assault rifle? Why did the Flood turn into less of a frightening presence and more of an annoying fanboy add-on? They jumped the shark with Halo 2. And Halo 3 was literally nothing new. It was the same engine with the same boring bullshit that everybody raved about. Oh, and I heard they're putting out Halo: Recon, or whatever it's called. I think there's a subtitle for it. I think it was ... "Halo: Recon -- Another Excuse For Us To Rip You Off Of Millions Of Dollars And Rape You With This Franchise For All You're Worth." Find a new hobby, Bungie. |
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#29 (permalink) |
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VIP
Historical Donor
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High-fives will be good! ^ ^
I think to sum it up, the reason the Halo series pisses me off is because it constantly contradicted its own laws. It constantly "reinvented" itself. For example... 1) Suddenly, in the second game, every pistol in the world sucks ass and doesn't have the same use or effectiveness. Where did that come from? 2) Where, between the second and third game, did it suddenly become impossible for Master Chief to carry two Needlers, and so on? If I remember correctly, you could only hold one in the third game, which made it virtually useless. 3) When did Master Chief decide that butting someone in the chest with the blunt end of the Needler was better than taking it off and whipping them upside the skull-piece? 4) Suddenly, between the first game and the second one, Master Chief has no health! Only shields; no health! So you're asking me, as a player, to forget what I got used to in your previous iteration? 5) Why did we need to turn the laser-swords into these stupid-ass looking alien higamabobs from the massive awesome broadswords they were in the first game? You know, back when they were scary? I know that sounds like me being picky, but I'm generally very upset when a game series -- instead of building upon a solid basis and keeping familiar to its roots -- decides to constantly reinvent itself. Let's look, if we will, at two examples where doing the "tried and true" worked ****ing wonders. The Megaman series never did anything but build upon its solid roots. For at least six games, all you did was kill baddies, get sweet powers, and repeat. It worked. People loved it. They loved seeing just how many "______man" combinations could be possible. It strove to do what it did and did so damned well. The Castlevania series was another example. Up until Symphony of the Night, Castlevania just kept getting better and better .... until they put out the bullshit 3D versions, and Castlevania suddenly lost its appeal. Where was the platforming awesomeness I wanted? Instead, I got a crap-ass 3D game that tried to be Devil May Cry, but the problem was ... I would rather play Devil May Cry. It's like, if I write a book, and I don't adhere to the rules I set in my book ... then what ****ing good am I as a storyteller? Bungie was unintentionally telling me, as the games progressed, "Forget everything we taught you, because it doesn't apply anymore." That's a huge no-no when you're telling a story. In a nutshell: Improve things, but don't redefine things that don't need redefining. The Prince of Persia games (the new series) were great at that -- they just kept capitalizing on what already worked and didn't take away the old shit. They built upon it, but never took it away. I want to play games that appreciate my loyalty as a player and as a buyer. Bungie constantly tells me to go **** myself with a rusty spoon. |
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#30 (permalink) |
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I played through the first Halo, and while I thought it was good, it wasn't great. While the exteriors were gorgeous and well designed, and the AI was some of the smartest at the time, interior levels were mostly the same few rooms and corridors repeated far too many times, the Library being the worst offender by far.
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