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And lo On Mon, 09 Feb 2009 18:47:24 -0000, Darren New <dne### [at] san rr com>
did spake thusly:
> Phil Cook v2 wrote:
>> Darren's mentioned the biggies,
>
> I also quite like Undying (great story and settings and
> magic/weapons/etc),
That's one I picked up on your recommendation and yes I did enjoy it,
reminded me a little of Blood for some reason.
> altho it wasn't what I'd call classic or anything. And McGee's Alice,
> primarily because of the ties in to the book and the surrealism.
That could have been better. Both the story and design was very nice and
it had a few neat little platformng innovations such as the footprints
showing where you'd land, but it just lacked something IDK.
>> but I'll add System Shock 1 and 2 the
>
> I never managed to get it to run here, but I've seen videos.
I've got SS2 to run on XP and added in the SHTUP high-def texture patch
without a problem if you've got Thief to run so should SS2.
> The on thing that kills me with these games is when all the levels look
> the same. It looks like DOOM3 is pretty much like that. You have "indoor
> base", "mars surface", and "hades", and that's pretty much the three
> levels you have. At least from my limited viewing of the game being
> played. I think SS was the same way, if not moreso.
To be fair you are stuck on a space-station or space-ship in SS1 and SS2
respectively so gray is the theme ;-) Them again there are the hydroponics
bays and the organic presence of the Many. I will say that unlike some
games I didn't get overtly lost in SS2. I would occasionally end up back
where I started from following some passage, but at least I'd recognise
the fact and I could navigate my way around without reverting to the map
most of the time.
>> Portal - All the hype, but the best way to think of it is as a confined
>> sand-box; this is what has to happen or where you have to go now do it
>> anyway you like.
>
> Yeah. That looked like lots of fun.
My cousin just didn't 'get it', I suppose you need a problem solving brain
to appreciate it.
> And a novel way of doing things. Perhaps Mirror's Edge was inspired a
> bit by Portal.
Conceptually perhaps, but IMO they messed it up by adding in the
gun-toting enemies in a sporadic system - i.e. sometimes you have to avoid
them, sometimes you have to take them out; make up your mind. Also it
could be darn pernickity about where you land - run along with someone
shooting at you, drop down at a minor angle and run towards a ramp, jump
and... miss the drainpipe by an inch, fall, die, repeat. In Portal even if
I didn't make it over a barrier or to a platform I never blamed the game;
I accepted I hadn't placed the portal correctly, entered it with the
correct orientation, or simply messed up my timing.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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