Driftwood @reneyvane: non eux ont répondu avec le formulaire, c'est la boîte RP qui gérait le jeu qui n'a pas donné suite. (il y a 20 Heures)
Driftwood @reneyvane: on aurait bien voulu mais on a jamais eu de réponse à notre demande de code malgré le formulaire rempli. Même pas un "non désolé", ce qui est toujours très pro comme façon de faire. (il y a 1 Jour)
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)
Classic hate/accusations. Cool stuff.
Strange memories on this nervous night in Las Vegas. Has it been five years? Six? It seems like a lifetime.
"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards...Checkmate." - Zapp Brannigan
Classic hate/accusations. Cool stuff.
:D
"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards...Checkmate." - Zapp Brannigan
:D
:D
COD4 wasn't just scripted and linear, it was really clunky with how you "pushed" the experience "forward" if you will. For me to enjoy it there doesn't necessarily have to be more ways to tackle a situation, but it has to be flexible and "adapt" to me rather than mechanically transporting me through the game like it's some kind of factory. The other characters didn't feel like living people when they bust through doors and stuff, they felt like part of a machinery. A machinery that you had to sort of navigate alongside.
It doesn't have to be that way even if they make it a very directed, deliberate and guided experience.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
COD4 wasn't just scripted and linear, it was really clunky with how you "pushed" the experience "forward" if you will. For me to enjoy it there doesn't necessarily have to be more ways to tackle a situation, but it has to be flexible and "adapt" to me rather than mechanically transporting me through the game like it's some kind of factory. The other characters didn't feel like living people when they bust through doors and stuff, they felt like part of a machinery. A machinery that you had to sort of navigate alongside.
It doesn't have to be that way even if they make it a very directed, deliberate and guided experience.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
both games stop dead in their tracks untill you pass a certain invisible line in the world. they work in exactly the same way, the difference being that killzone 2 manages to do it all in a far more viceral way.
take the bridge level in killzone compared to any situation in cod 4...enemies will CONSTANTLY respawn unless you and your squad move forward. the same is true for cod4 and it's endlessly spawning enemies. garza wont open a door unless you cross a line and trigger that scene, same with price in cod 4...they work the same as far as i'm concerned. just as scripted and linear as each other...and both amazingly good becasue of that.
I lost count of the times Pierce got up to a door about to breach it and I got up beside it on the other side and a dude would come and stand where I was standing, just FORCING me out of the way. Then, I'd stand in another position at the next place, and someone was gonna mount a charge on the door, again he came from behind and just shoved me out of the way. As they breach, I sometimes tried to run into the room all actiony like, but you couldn't kill the enemies because they were part of the breach animation and were destined to die at the hands of the guys that were with me, not me. I'm glad the game even allows you to get any shots in ever.
A lot of times I would shoot my way through defenses and arrive early at a certain point only to find that nothing happens. The camera team and the movie shoot obviously arrive with my squad, so there's nothing to actually do while waiting for my guys to catch up.
Other times because of this I've tried kind of playing at the pace the game seems to want me to, only to find PERPETUAL FUCKING SHOOTOUTS because the enemies never stop coming. Then, shooting my way through it reaps the same reward.. a door destined for canned animation opening and at that point I stayed the fuck away from there while the characters all do their thing, as to not break the illusion that I'm in any way playing a role in this game.
That just does NOT HAPPEN in Killzone 2. If a door needs to be opened by someone else that's explained in dialogue and there's some special circumstance surrounding it. Here there's no reason why they won't let me open a completely normal door - like, with a door knob - and shoot the dudes. Instead I have to wait for the game to be all cinematic.
All of these things can be attributed to being part of this squad who go cutscene on you all the time.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
Classic hate/accusations. Cool stuff.
lol bold text makes you right...
I'm not even saying that it's a FACT (lol) that it's not going to change, but it's been the primary focus of all of the attention on MW2 thus far. All they've talked about is the campaign and the focus has been squarely on changing the SP experience in COD6.
I'd absolutely love a map editor like Far Cry 2... but we'll never see it, because DLC will be a big emphasis on the cash cow, known as MW2.
A couple of gunship missions... not just one... something special like the jet/hostage mission at the end of COD4.
Co-op would be nice... but no way is it a deal breaker. No zombies please... neat idea for WAW... keep it in that franchise.
:D
The whole reason I mostly don't bother with multiplayer is because I can't realistically play something that goes on forever and lacks closure considering how many games across all these formats I want to play.
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
The whole reason I mostly don't bother with multiplayer is because I can't realistically play something that goes on forever and lacks closure considering how many games across all these formats I want to play.
Hell I have no problems with MP-only games.