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And lo on Mon, 30 Jun 2008 18:39:43 +0100, Darren New <dne### [at] san rr com>
did spake, saying:
> Phil Cook wrote:
>> that new areas you might not even have realised existed become
>> accessible when you gain extra abilities,
>
> That was one of the things I liked about Thief. The harder levels
> weren't "people are harder to hurt" or "health is less healing". The
> harder levels were almost different games, with different/additional
> goals and access to different places.
You're right I should have included Thief 1 & 2 on that plinth, it's like
that XKCD cartoon on purity they're so far to the right you can't see
them. Thief indeed is closest to the SoulReaver feel just minus the
violence.
> I remember looking for the hard loot on the easy setting in the zombie
> crypts one time (having played the game through several times and now
> just wanting to basically look something up), wandering around for about
> half an hour before I realized it Wasn't There. (Thief levels are big
> enough and complex enough that it's not always obvious you've gotten
> where you think you have, even after having played a number of times.)
And isn't there also a holy water fountain one of the levels on easy
that's removed on hard? Hah getting around Thief is actually similar to
SR, you don't get an auto-map just a map with the equivalent of you are
here (in Stourport) and you want to head here (Worcester) you have to pay
attention to your surroundings or you can easily get turned around.
> Not unlike how Deus Ex gives you at least two ways to solve every
> problem.
That was the one thing missing from the SR series it was linear in that
you only had one way of doing something. Although occasionally you could
do multiple tasks in a different order to achieve the same goal you still
has to do all the tasks.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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And lo on Mon, 30 Jun 2008 18:00:40 +0100, bluetree <nomail@nomail> did
spake, saying:
> It also doesn't help, that the games publishing dates and their "true"
> order don't fit.
> I can't find the page anymore, but they made a "logical" (as far as
> paradoxes are logical ^^) timeline and also ordered the games that way:
> BO, SR, SR2, Defiance, BO2...
SR2 had some bonus material which has been put up on the net
http://www.nosgoth.net/sr2/timeline.htm
but it doesn't go past BO2, neither does this one though I think this
demonstrates the complexity better though :-)
http://www.eblong.com/zarf/nosgoth/timeline.html
> Difiance's open end let me hope of another part (perhaps to get a
> spiritlike
> Raziel back (I started with that character, so I'd like to play it again
> :-)
> )), but then playing BO2 a second time *after* Defiance, I could bury
> that hope.
The trouble is that the events with Raziel closes a loop, without it you
get an even larger paradox which could undo everything. To be honest I'm
not sure how they could continue the story, we still don't have any new
guardians until Kain 'dies' and they still won't be the 'correct' ones so
the pillars will still decay with the same outcome.
>> > (What's with Raziel? :-) I started to play with
>> > SoulReaver 1, the reason to buy it, was that its cover was glittering
>> > and changing perspective (both worlds). After that game I began to
>> love > the series and bought the other games.)
>>
>> I think at the time I was just looking for a game that wasn't a tired
>> re-tread of Doom and Quake, or C&C and this stood out.
>
> So you also acquired a taste after buying it by accident?
Yep pretty much I played SR1 then SR2 and found BO1, etc.
>> Still my favourite thing to do - shift to the Spectral Realm close to a
>> return point while holding a weapon then shifting back to the Material
>> Realm and watching the weapon fall to the ground.
>>
>> Most shocking thing - shifting to the SR and watching a Slough or the
>> like fade in right next to you :-)
>
> LOL
> I loved to set the other vampires on fire (don't think I'm savage!). Nice
> walking matchsticks...
> Better them than me!
Heh I enjoy blasting them into the handy spikes on the walls
> And worst enemy? I hated the spirits of former pillar guardians.
Dodging comes into its own at this point, the duo was indeed difficult to
fight. I found the Hylden um stabby-hand demons to be the worst oh not
individually but get caught in a crowd and it's a repetitive stab, hoist,
fall until you fade out into the Spectral Realm and then they bloomin'
well follow you.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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And lo on Mon, 30 Jun 2008 19:14:50 +0100, Warp <war### [at] tag povray org> did
spake, saying:
>
> I'm currently playing Rainbow Six: Vegas.
<snip>
> Ah, and you have two sidekicks who are, in fact, very helpful and
> basically never get in your way on their own (you *can* shoot them,
> but you'll have to deliberately aim at them or deliberately locate
> yourself so that they are in the line of fire). You can command the
> sidekicks to follow you or go to a certain place (aim towards the place
> and press space). The sidekicks can take care of themselves pretty well
> (ie. you don't have to babysit them at all), although they can also die
> if you carelessly send them into heavy crossfire. They are also excellent
> at watching your back while your attention is on something else (eg.
> examining the other side of a door with a snake cam). It works
> surprisingly well.
I've tended to shy away from mandatory sidekick games. If you can't direct
them they're dumb as a post, and if you can direct them they're still as
dumb as a post; and trying to micromanage them as well as play the game
just got to be frustrating. Sounds like they've got it right on this
though... hmm think I have a PS3 demo somewhere might give it a go.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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"Phil Cook" <phi### [at] nospamrocain freeserve co uk> wrote:
> And lo on Mon, 30 Jun 2008 18:00:40 +0100, bluetree <nomail@nomail> did
> spake, saying:
> SR2 had some bonus material which has been put up on the net
> http://www.nosgoth.net/sr2/timeline.htm
> but it doesn't go past BO2, neither does this one though I think this
> demonstrates the complexity better though :-)
> http://www.eblong.com/zarf/nosgoth/timeline.html
> Heh I enjoy blasting them into the handy spikes on the walls
There I realized my RL-problem of a bad hand-eye-coordination-ability. ^^
I couldn't hit them. :-)
> Dodging comes into its own at this point, the duo was indeed difficult to
> fight. I found the Hylden um stabby-hand demons to be the worst oh not
> individually but get caught in a crowd and it's a repetitive stab, hoist,
> fall until you fade out into the Spectral Realm and then they bloomin'
> well follow you.
Yes, they were bad. Very bad.
I looked around each corner and everytime, when I thought it might be too quiet,
that horrific demons appeared. Worst thing was, when they catched you...
bluetree
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Stephen <mcavoysAT@aolDOTcom> wrote:
> On Mon, 30 Jun 2008 16:45:34 EDT, "bluetree" <nomail@nomail> wrote:
>
> >> Stop before they take you away :)
> >> >
>
> >
> >
> >They can't catch me. :)
>
> I'll keep on phoning till they do :)
> --
>
> Regards
> Stephen
And then they'll think they have to catch you, too.
Because you were too penetrant.
And then they won't let you get a phone anymore. :-)
Not a good idea. :P
bluetree
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On Tue, 1 Jul 2008 13:48:48 EDT, "bluetree" <nomail@nomail> wrote:
>Not a good idea. :P
You win
I hope that's right, it fails the translate back test :)
--
Regards
Stephen
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Stephen <mcavoysAT@aolDOTcom> wrote:
> On Tue, 1 Jul 2008 13:48:48 EDT, "bluetree" <nomail@nomail> wrote:
>
> >Not a good idea. :P
>
> You win
>
>
> I hope that's right, it fails the translate back test :)
>
> --
>
> Regards
> Stephen
hihi
I can't translate that either. :P
But I've understood it.
- I think, that I do. ^^
bluetree
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On Tue, 1 Jul 2008 17:01:19 EDT, "bluetree" <nomail@nomail> wrote:
>hihi
>I can't translate that either. :P
>But I've understood it.
>- I think, that I do. ^^
:P
Did you get the Bishop3D file?
Just PM'd you
--
Regards
Stephen
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Phil Cook wrote:
> And isn't there also a holy water fountain one of the levels on easy
> that's removed on hard?
Not that I remember. Which is not to say the general principle doesn't
hold. I just don't remember which holy-water fountain you might be
referring to. There are few enough about that I'm pretty sure I would
have noticed more showing up here and there.
--
Darren New / San Diego, CA, USA (PST)
Helpful housekeeping hints:
Check your feather pillows for holes
before putting them in the washing machine.
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And lo on Tue, 01 Jul 2008 18:48:31 +0100, bluetree <nomail@nomail> did
spake, saying:
> "Phil Cook" <phi### [at] nospamrocain freeserve co uk> wrote:
>> And lo on Mon, 30 Jun 2008 18:00:40 +0100, bluetree <nomail@nomail> did
>> spake, saying:
>
>> Heh I enjoy blasting them into the handy spikes on the walls
>
> There I realized my RL-problem of a bad hand-eye-coordination-ability. ^^
> I couldn't hit them. :-)
It is tricky for anyone, which is why it's such fun when it works.
>> I found the Hylden um stabby-hand demons to be the worst oh not
>> individually but get caught in a crowd and it's a repetitive stab,
>> hoist, fall until you fade out into the Spectral Realm and then they
>> bloomin'
>> well follow you.
>
> Yes, they were bad. Very bad.
> I looked around each corner and everytime, when I thought it might be
> too quiet,
> that horrific demons appeared. Worst thing was, when they catched you...
They were the only ones that really caused me any type of hesitation on
subsequent play-throughs. I'd approach a courtyard and think "Oh hell
there's four of these nasties through there" and I'd try to skip in and
peel them off one at a time, or just run and dodge a lot until I got a
chance to hit them. The bigger fire chuckers were easier; even in groups.
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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