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Darren New wrote:
> Invisible wrote:
>> you to run around, flicking the occasional switch,
>
> That was the other thing. The keys to progress were all different. It
> wasn't like Quake, for example, where you're running around looking for
> *keys*, or Doom3 which (as far as I can see from what I know of it) you
> get thru doors by finding PDAs and passwords and such. You had mortar
> rounds, fan buttons, jet engines, train gates, etc etc etc you had to
> figure out, and they all made sense.
In a slightly sick kind of reverse-psychology way. ;-)
"WARNING: Do not obstruct laser." OK, now I know what I need to do...
>> Also, I wonder: Will games ever reach the stage where textures are
>> sufficiently high resolution that you can actually read the writing on
>> stuff??
>
> In games where it matters, yes. The Myst series, for example, has all
> kinds of clues in books (being a story about magical books, you see), so
> you have to be able to read them.
It's just that games like HL2 and CSS and so on seem to have lots of
stuff with writing on it that you can't actually read...
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