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Edit: it seems you've just played Vector for 3 hours, and you want everything unlocked, right now? I don't know what else I have to say, except for the fact that you should try harder...
I beat over 90% of the game I play. I beaten games that you will never be able to beat.
This game is easy. However I do not like to play the level over and over again. I do not want to grind the game. It's a short game and putting this kind of lock is a developer trick to prolong it.
Again I don't recommend this game solely due to the amount of grind in the game. It's like playing a Korean MMO. Don't the same stupid thing over and over again.
There's a difference between beating a game and completing it, I don't think you'd understand that.
That is a totally wrong assumption, because the only way one would not be able to 'beat' a game is if it was removed (i.e. you can't buy/download/whatever it any more).
Then why do you play it if you don't like the game design? I mean, the devs are not forced to do what you'd want them to do.
Artistically is very well done. Level/map design is well done because there are more than one route to the end. However because the developers wanted to prolong the game, the map design become a problem. There is only one route to get three stars. That means you have to find the route. Doing the map over and over again is not fun. Forcing players to grinding is not fun.
If you like grinning to open the next chapter this is for you. If you don't like grinning than stay away from this game.
I can only agree with you on this point, but that's not too bad. Sometimes you need to take a little break and when you come back, you find the solution. But it would have been better if you could take any route - but it would be far too easy, so I don't know how to balance that...
https://www.youtube.com/watch?v=ZtJGKFq4DYk
Open world games like Mindcraft, Gmod, DayZ, etc are fun and popular because the contents are not lock away. It's open and anyone can access them without any grinding.
If you look at achievements it rare to see 10% of the players that played the game beat it. Developers make contents that most players will never access it. Contents most players will never see. That IMO is stupid.
If I made a game I make sure all the contents I created will be open to the players. If I put large amount of work into makeing the contents. At the very least I will make sure everybody that want to see my creation will be able to without any fuss.
Well, you could say that for almost any game on Steam.
People generally have a huge backlog on Steam and so don't have the time to play through all of their games... And still, we're buying more games when there's a sale, it's evil!
you know there are bonus levels for each chapter too?
Let's say, Assassin's Creed (or whatever game you want, it doesn't really matter), if you fail a mission, you need to come back and try again to this time be successful. And if you die again, you're back at the same point...
So really this is nothing new, it's just the default game design for almost every game out there...
Video game developers in general are the worst type of game developers. In non-video game development, game developer actually make game fun and open. If you check "why video game suck", the guy is 100% correct.
Open world system like GMOD, DayZ, EVE Online, Mindcraft etc are fun because all the contents are open or user generated. If they don't like one part they can skip in without getting punish. That's why large amount of players will play Gmod 5 years from now and Vector well if lucky one person per week.
Games aren't a single category, they never were, even in classical times; A game of chance is tottally different then chess or some more casual games(casual games exist since ever). One side of gaming is challenge based, and in games that goes that way removing that tottally breaks it. I imagined here DS having a 'im tired, auto-win' button so you could unlock your content whenever you want... it tottally throws away the soul of the game.
What the guy said on the video (btw, whats his name? whats the context of that video?) reflects a very common and ever growing contradction in games with a story- two things opposite, you're basically locking away the story behind trial and error.
Vector's case, like Rockband, are examples of tottally missing the point and screwing with game progression. Thats the wrong way to put/lock progression, cheap, stupid, repetitive. That doesn't mean all challenge based progression is bad.
Getting back to old levels to hunt for stars is the way the designer choose to let you master your reflexes with the game. At each run you learn more, up until the moment you will be able to unlock enough stars at your first tries (hopefully).
Orc Must Die is pretty easy to beat. So forward progression is not a problem in OMD. Like Vector OMD have a star ranking system. Unlike Vector OMD do not force you to go back to a previous levels and master them to move forward.
At the end of 1-11 I got a WTF moment. Vector force you to get perfect in 8 out of the 11 levels in order to move forward. Vector want you to master almost every level in order to move forward just to prolong the game length. It want you to keep playing the same level over and over again.
If anyone want to play a good reflex type game that doesn't stop your forward progression, try One Finger Death Punch.
http://store.steampowered.com/app/264200/?snr=1_7_15__13
Grinding means u need to something a lot of times because u can´t get further other wise.
This game gives u another choice just be good at it and u can continue in 1 try.
Anyway I love the way this game is made and getting games 100% is a lot of fun!
P.S One Finger Death Punch is good but gets too hard at some point at higher diffuclty´s...