MorphBZH Chez Microids, L'Amerzone décalé à 2025 et Little Big Adventures dispo (Xbox en décembre) (il y a 1 Heure)
Driftwood @TheDud: pourquoi tu ne peux pas commenter là-bas ? Rage 2 je n'y ai pas trop joué donc pas certain. Soit c'est bien Ratchet, soit un autre jeu m'échappe. :) (il y a 1 Jour)
TheDud @Drift, je peux pas commenter sous la video d'Horizon Lego mais la bombe qui rapproche les ennemis c est dans Rage 2 ;) (enfin à mon avis c est à ça que tu pensais) (il y a 2 Jours)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)
And Acert, the hyperbole of the critics is completely apparent in their blatantly pandering reviews (big words in a series, important post to follow). The largest battles are no bigger than those found in Halo 2, Halo 3, or ODST. In fact there isn't even a battle as large as the one towards the end of Halo 3. For a game with six Spartans, you're not really put into an situations a group of ODSTs couldn't get out of. There is however a cutscene which shows dozens of warthogs on a collision course with covenant armor, but then it ends and there are maybe five elites around you.
I didn't hate Halo Reach by any stretch, but I am getting annoyed with Bungie's self referencing. They hype up their levels and stages with such elegant names that make you feel like they should be considered important. I'm sure for as long as it takes them to create it may indeed feel important, but it ultimately results in a five minute romp with a Brute pack. That's what separates these latest Halo departures from the main series (although they really showed signs of this in Halo 3). In terms of level design, they have no idea what it takes to make something feel important. A structure feels like just another set piece to be passed over. Halo 1 & 2 made each piece of architecture feel important by the ways the story (or at least the enemy placement) made them feel integral. The Silent Cartographer is so memorable because it involved exploring a structure that was overrun with enemies, not that I was trekking from Point A to B to press X.
I can't blame them. Many developers seem to be taking the IW approach to their campaigns. Just keep the player moving, get it over with, make them go "oh shit!" a few times. I'm just more critical on Bungie because for a few games in a series they were doing more. And quite frankly, Halo's "oh shit!"s are becoming "oh, this." I am however glad that this was their last game in the series. Maybe they just stuck with it too long. Granted, their previous franchises were nothing to write home about, but I hope they can rediscover that spark. With Activision involved most likely not, unless that spark is 1200pt map packs.
So yeah, I'm disappointed in the campaign and SP, but whoever they got to do their new matchmaking system needs a damn pay raise. Multiplayer has been a blast so far--feels more like a funky merger of Halo 1 & 2 (with the maps and lack of dual wielding) with that funky Shadowrun stuff mixed in.
Don't you know who I am? I'm the goddamned Banman.
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Having Six talk with some sort of generic ken doll voice is also terrible.
Other than that it plays incredibly smoothly, and while some of the loadout stuff is a bit questionable in SP (why is sprint a pickup? WWHHHYYYY!?) it works in conjunction with the opened up (but still admirably streamlined) level design to create a really superb playing game. I think the setting brings back a sense of awe and mystery that has been gone since Halo 1 and with each entry as hoops have been jumped through and familiar locations have been revisited. It's not the dramatic stylistic departure that ODST was and hence not quite as inherently exciting, but it shares some - if not all - of that game's melancholy, which again proves to be a great tone for these games and their scenario/art design specifically.
ODST's biggest feat was how it jumped between entirely different locations quite deliberately to effectively deliver the "Best Of" of Halo's encounter types, and padded that with the hub/stealth/cooldown area. That made for a game that moved according to your own pace, and felt refreshing that way. if there's something about Reach that I feel is falling back into Halo 3's weaknesses, it's the frequency of token firefights.
Don't get me wrong, Reach has had moments of utter grandeur in that regard, starting especially strong and dipping frequently into inspired level design that informs the type of dynamic, on the fly awesomeness that Halo's gameplay can deliver, but it keeps pouring a new bucket of enemies on you around every corner and many of those instances are *not* as inspired. Done fighting in a large area with slabs of rocks/metal structures? Hop in a car and drive throug an opening in some cliffs and voila, look out over new area with plasma shots flying everywhere and rocks/metal structures placed in a similarly uninspired grid pattern.
This is the Halo 1 and 3 way to be sure, but ODST really addressed those issues by not being obligated to string levels together. It's in stringing levels together, that coherency to H3 and Reach's campaigns that drags you through "filler" areas that *can't* all be great to fight in, and Bungie seem hell bent on having long winded fights in succession completely regardless.
Still, just in basic terms of aim calibration and smoothness it's *obviously* the best playing Halo to date, and it's awesome to finally have image quality to back up the artistic design. It's such a clean and vivid looking game at times I just wanna lick it. I also think establishing new characters and a storyline that wraps up is a nice way to keep the franchise open to newcomers while still referencing the Halo universe. Halo 3 is just a big pile of tied up loose ends and putting things to bed, and about as accessible to new fans as a kick in the balls.
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It's so true
Oooh, Profound, isn't it?
And never mind the Scarab I'm still yet to see this Super Wraith 0_0
Artificial intelligence is no match for natural stupidity.
On the other hand, a couple of weapon complaints:
1) The Concussion Rifle; It's just not that great.
2) The Hammer; nerfed? Still awesome. Not really a complaint.
3) The Grenade Launcher; Buffed? Still don't care for it.
4) and... The Spiker. What the fuck? The same model from Halo 3? Disappointing.
I didn't love how armor abilities worked in the campaign either. But really.. it's still fucking great. I adored the scenery and the sense that we were fighting through certain defeat. I also loved how they made these characters so important in how future events played out, despite losing this battle so completely. Everything you're fighting for in Halo Reach makes sense.
And now.. now we'll have Halo 4. A game that Bungie considered making instead of Halo Reach. Microsoft has gigantic shoes to fill here. Can they pull it off? I don't know. I only know that they need to wait. They need to make a game that would make Bungie proud of the heritage they've left them with. And I honestly think that game should be on their next console. This game should end Halo's (fucking amazing) run on the Xbox 360.
** Yes We CAN!! **
I agree that the Chief didn't have much of a personality, but I also didn't think the series leaned on that foot then. ODST marked a pretty conscious choice to make it more intimate and about people (and I actually do fancy Mickey, Romeo, Buck and Dutch a fair bit) and Reach is no different. There's not much of an overarching space opera thing going on, sweeping and encompassing like the original trilogy's, but more about what's right there in front of you. It's too bad then that we get these hilariously multi-ethnical action puppets instead of people half embracable.
In regards to a new Halo, when Reach was announced I kinda wanted a non Bungie developed Halo instead because I'm just really dying to know what the franchise will be like without them. It makes sense to have it be a launch title or maybe 2nd gen title on a new thing though, giving them not only the benefit of being "Halo 4", but also that of being on new tech again. You do get some free momentum and added impact by having a generational leap in there, and it won't just feel like someone else is wearing Bungie's Reach engine mask.
I think ultimately the best thing about Reach is that it's a cleaned up, near perfect version of the core of Halo the way Bungie made it. Halo 3 was always a little wonky engine wise, and Reach's framerate still stumbles disappointingly often during the campaign, but the calibration of the aim really is super smooth and it all just feels really solid at the core thanks to engine optimisation.
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"I still don't know if snakes make good pets, but at least they've got your f****g back."
Artificial intelligence is no match for natural stupidity.
Prepare To Drop!!
And while I disagree that ODST has a better campaign, I do appreciate that some people can discuss this game without a ton of hyperbole. That's neat.
** Yes We CAN!! **
Don't you know who I am? I'm the goddamned Banman.
http://www.couchcampus.com
I can't for the life of me fathom why people keep asking for "bigger battles" because by far the most problematic and downright mind erodingly boring parts of Halo 3 and this are the open areas with a shit ton of enemies. Halo's combat works best in mid to close range situations in a dynamic environment allowing for cover, evasive maneuvers and cat and mouse style playing with the AI. ODST managed the open hub because you could stay hidden and create your own opportunities for battles, but here you're just spotted from a bajillion miles away and a hail of projectiles come launching towards you before you've even come close enough to engage anybody. The sense of "here we go again" is utterly palpable.
But then sometimes it simply decides to be all focused and interesting, geometry/encounter wise and suddenly it's blissful and all sorts of reminding you why Halo is awesome.
Finished it just now and I have to say it's prolly my least fave campaign in the franchise though. This should've taken the ODST character hopping thing to the extreme and had you play all sorts of different soldiers and characters across Reach. It should've been emotionally engaging beyond cueing stock burning skyline every 30 minutes, and perhaps more than anything it should've been more excited to be the last Halo Bungie get to make. You get a little bit of sense of that at the very end, but I've no idea where the meaningful references were at for the majority of the runtime. Ho hum.
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Honestly, i don't care what you are wearing if you fall from space you 1) burn to a crisp and 2) get liquified upon impact no matter how cyber or genetically enhanced you are :) The one thing that would save you would be a bloody parachute, but i didn't see that happening.
"I still don't know if snakes make good pets, but at least they've got your f****g back."
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
Oooh, Profound, isn't it?
Combined, those factors conspire to make me the least excited about this overall.
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** Yes We CAN!! **