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Well I didn't hate the game, other than the writers getting Seb to spew anti-corporation quips like a teenaged edgelord.
Its has decent gameplay it just lacks a certain design finesse and nuance that the original game has.
Strangely I'm actually referring to TEW2's linear segments, the 'Open World' segments definitely have appeal but the linear sections lack the 'Challenge Room' approach to really flesh out the mechanics, its something that made both TEW1 and RE4 such great games in my eyes.
I guess the bossfights are generally meh compared to TEW1.
Looking back at my post I guess I am making it sound pretty bad.
no comment :)
The story in TEW2 is absurdly one-note and unsubtle and the acting is much worse. Terrible, terrible game. Bethesda meddling if you ask me, frankly. Whole thing seems unfinished but also attempts to be shiny and sleek.
Stonersunshine and I wrote a novel's worth of a discussion about it on the TEW2 forum. Speaking of which, that is the worst forum I've ever been to. It's so bad that when I tried to defuse situations they found it unbelievable that people don't always fight on a forum and laughed at me. They said that's just they way it is. Which is weird cos I never had any arguments apart from those and one or two about New Vegas.
Removing the matches in TEW2 is one of the biggest sins in game design history, and I hope it gets recognised as such. This is not hyperbole.
Eh EPD I think the sequel is just made for the Assassins Creed/Far Cry crowd or people that actively hate survival horror. It's a different audience that doesn't care about good combat or resource management, they just like collecting things, watching numbers go up and making their overpowered character become even more overpowered.
I don't know why they don't tell people straight away to boost health first, massive difference. People saying get good etc probably don't know how to help but I've had good times with Dark Souls people personally.
This is on survival of course. Don't think I'll be getting through some of these chapters on nightmare quite so easily when I do a no-upgrade run there.
People that think the second game is better than the first TEW are literally wrong. It's hard to put that another way. I mean, you can like TEW2 more if you aren't looking for the tension of TEW1, or want a more straight-forward game that doesn't require a lot of thought for its combat. But it isn't better. There is no standard rubric that could be used to produce that result.
I do think that the matches were presented as a way to prevent enemies coming back, when that almost never happens. I didn't really use them much on my first playthrough because that's what was being circulated. I honestly can't remember if the game itself does this, but that's still what people probably mostly thought, and it's wrong; it's really a combat mechanic first and foremost, and one of the best for interesting combat.
Yeah, I watched an infuriating video where the presenter was saying as much. He said that's one of his favourite aspects of a survival horror game. The only response to that is, no, you don't like survival horror games. Maybe games that have scary imagery, but this is the antithesis of survival horror and I would argue horror in general. I was really sceptical the moment I found out I could level up my guns in RE4. I eventually came to terms with it and loved the game for its tense action, but could not in good conscience call it survival horror. TEW1 made me afraid when I found out it had a levelling system, but I was happy to see it was highly incremental and harsh. TEW2, obviously, did not impress me in this regard.
Oh, Stoner, I finally played Vanquish. What do you think of it? It was really good, but honestly a bit of a letdown considering the hype. Mechanics are pure class, but I suppose maybe it wasn't hard enough. I did play on normal, though. Does it really pick up on hard? I can't actually beat the first tactical challenge yet, and I'm loving that. If hard mode is like that, I think I'll want to have another go with it.
Sorry you had that experience. People can really be immature. I hope they're young and will grow up. Stoner's probably right; they probably have no idea how to help and just feel threatened. Honestly, that's been my experience with DS people as well, but fortunately not first-hand. They seem to think their game is the hardest ever and they're some elite group. I didn't finish DS1 but it didn't seem that hard. Played really well, but it wasn't hard. DSP also beat DS, so I think that means the game is, unsurprisingly, just a game. Wouldn't surprise me if a lot of them couldn't handle Evil Within.
It's considered so good though because you get back whatever you put into it, the more you learn the more aggressive you can play. It's about taking bold risks purely to look cool. It sounds odd maybe but the people recommending the game are usually playing it in a way that more or less makes it into a whole different thing from what you might get at first. The weapons are deep individually but combined offer up interesting combos, you can use the LFE gun to group big enemies together and then finish them off with a rocket or melee. You can cancel reloads to load bullets quicker and you can combine boost and dodge to get near infinite boost. It's full of fun mechanics to explore, I still don't feel remotely close to mastering it even though it's been years.
A good base challenge is to try and never use cover in a level once, to get by entirely using boosts and dodges. That challenge, combined with going for a good time and kill count, really helps you learn the game and get the most out of it. It's got that old arcade feel of going for points trying to beat your past performance that really draws me back but I promised a while back my next playthrough would be on pc and I keep forgetting/ I've moved away from pc gaming a bit. Oh and Vanquish has the greatest shotgun ever created.
It's surprising what you can get away with in TEW once you get comfortable with the game. If you are using melee then try to follow up with a headshot from the pistol. Melee debuffs the enemy and boosts your crit rate against them by about 30-40%. The game is very melee centric for me these days ever since I learned how well it combos with the pistol. Melee changed from a throwaway thing into something I view as a tad too good but it forces you to learn patterns too so it's exciting still. I thought a while back a no ducking/ no bottle playthrough would be surprisingly difficult since it would make stealth impossible and traps unable to be disarmed. That's what I like about TEW, how much a playthrough changes even based off of a trivial challenge idea.
Shame you both had bad experience with the DS community I only find the odd dark souls person irritating outside of DS forums on other game's board. "This game is unfair hard, not fair hard like Dark Souls. Darks Souls is the only fair hard game because it's the only one I can beat." Fecking ♥♥♥♥♥. Every single game with a bit of a challenge has that guy moaning about it. Though I do like Souls myself and can't wait for that Sekiro game with all the fat trimmed.
I used cover early on in Vanquish, but for the vast majority of the game I didn't use any. I hate cover in computer games. I'm all right with running behind a wall, but actual cover *mechanics* have always felt terrible to me. They actually feel good in Vanquish, which is ironic because it feels more than any other game as if I should not be using them, even though they feel better than all the games that want you to use them. The game really does feel like an old-school arcade game. Late '90s, early 2000s feeling. I love it.
How'd you find yourself moving away from PC? I can't deal with how backwards consoles feel to me now that I play on PC. I do still use a controller for the most part. I've recently realised that I gravitate towards mouse and keyboard for Western-made games, and controllers for Japanese games. Western games, when they are actually challenging, seem to be mostly about reflexes, whereas challenging Japanese games tend to be about quick and adaptive decision-making, from how I've analysed this realisation about myself. I find a mouse better suited to reflex-based gameplay and a controller for gameplay based on adapting quickly. I found it interesting therefore that Resident Evil 7's madhouse difficulty didn't feel very doable with a controller.
Punch-headshot is a great tool in TEW. I've always wanted to do a playthrough where I fully upgrade melee but never did. A no-duck run would be interesting, yeah. I'm going to try to get all the achievements first, and then consider some self-imposed challenge rules for later playthroughs.
I mostly see DS people lighting into anyone that asks a question which can be interpreted as a potential critique. A major one for me is that I see no justifiable reason to make pausing the game impossible. And any time someone asks about it (which I think I may have done but was thankfully ignored) it seems there's either no answer or loads of answers fueled by unwarranted rage and contempt. That's just one subject. Someone asked about a certain area on a forum somewhere, and the responses dogpiled on him about how the game told him he couldn't go there by making the enemies almost impossible to kill. But he was just asking an innocent question about the area, not saying the game was bad or unfair for putting these enemies there. Just seen a few things like that is all. Maybe not even on Steam, but I don't remember for sure.
Don't know about your view on east vs west, there's still thoughtful stuff there in the west like Prey. Doom was pretty good as a mix of strategy and reflex. Although I can see your point, I think it's that the good western games are designed around the mouse. They can really push the precision they ask from you, where eastern controller games tend to focus on movement nuance because that's what a controller does well.
Haha nothing in Vanquish pushes you to get good or learn how to play it in the way that is most fun, well maybe challenge 6. Most people do complain about that fact but it's hard to care when it no longer affects you. Not the best scoring system at all but it does give you a score, a time(which boosts score) and a cover use percent that you should try to keep close to zero. People complain about the ranking systems because low ranks make them feel like they did bad, I wonder if they were avoiding that with Vanquish. I don't think I've ever seen someone not have the first impression you did, nobody gets the hype right away.
Careful with advanced tech videos I know there's one that considers uncovered "basic" techs to be what most people would call advanced techs themselves.
Enemy/ boss design usually gets slighted though and I never get why, I don't think it's been topped in that regard. That transforming scorpion and the giant robots with breakable arms, I've never seen anything like that. That matters when most other TPS are content to rip off Gears of War enemy types shamelessly. Apparently the enemy designer quit the industry after doing Vanquish.
It's flawless compared to RE4/TEW because it has less to mess up, it's hard to render a ranged enemy inert and it can't make an enemy too agressive because you have so many places to get i-frames from. I still prefer TEW overall even though it's the most flawed. Ladders are exploitable, doors, flash, stealth, bottles, some bosses fall apart if you know too much etc. It's still the only survival horror that never lost it's tension for me, I get stressed out still and I don't feel like I've fully solved it. All three are top ten games for me though.
I don't know I feel off talking about TEW's flaws because it's so common for people to say it's flawed but they definitely don't mean the same stuff I've got issues with. They tend to have difficulty issues or a lack of understanding of the mechanics and the "fixes" they present tend to wreck the game's design in ways they are unaware of. It's like how people don't see how stealth totally breaks the sequel. Every survival horror game gets those "fixes" suggested and they get listened to and I don't get it.
So I kind of sympathise with the DS people a bit, even though I think they are full of ♥♥♥♥, because their game went mainstream pretty quick. They are always going to worry about it getting toned down into something less unique and I can see why they'd defend pointless crap. Although I do think you shouldn't be able to pause online for obvious reasons, offline/hollow I don't care. Bonfires should be next to the boss too, you just run past everything anyway and don't play through the level like people claim. Glorified minute long loading screen. I also don't want to invade someone who just finished the level and is doing boss runs.
Going by titles you would think this forum would be evil incarnated, but Dark Souls really does attract some dark souls, plus the whole PvP griefer aspect and it's gg community.
For example, Vanquish feels designed for a controller. The deadzones never get in the way. It seems as if aiming reasonably close to what you should be doing will yield the hit you were trying for. And that's part of what makes it feel both extremely fluid but a bit too easy. However, the rest of the mechanics in the game really make up for the forgiving aim, and when you get to less forgiving situations, like the tactical challenges, the game is about so much more than aiming, and surviving requires so much more than aiming, that it feels fantastic.
One thing that really impressed me about Vanquish was the camera. My last Platinum game was Metal Gear Rising. It is really up there on my list of favourites, but the camera is one of the worst cameras in modern gaming history. It constantly corrects itself to angles I don't want or expect, and with a parry system that depends on the camera angle, and a game almost entirely dependent on parries, it's really hard to forgive it on harder difficulties or VR missions. Then you take a game like Vanquish, where the camera never does anything I don't have it do via my controller, besides shoulder-switching, and that is what's so impressive. The auotmated shoulder-switching is 100% bang on at all times. Evil Within handles it all right for the most part but there are problems sometimes, and a technique like that of MGSV, where it's entirely up to me, is really great, but Vanquish somehow manages to take care of it for me and never get it wrong or make me wish I had a manual button for it.
I haven't played Doom or Prey. Unless you mean really old Doom games, which felt very unimaginative to me and I didn't care for first-person, which is still my least favourite camera style but I tolerate it now that I've grown up and adapted more. I think Dead Space had a lot of potential to become something special in future iterations of the series without publisher interference. I liked Dead Space 1 a lot but it something was still missing, which I imagine would have been there had the developers been allowed to make what they were passionate about making. Still, there was an asteroid-shooting section in the first game that I literally could not do without a mouse. But I can't think of too many other Western games that feel imaginative to me on a gameplay level. Last of Us is a great game for a lot of reasons, but it doesn't innovate all that much in terms of gameplay. It's hard to play it multiple times. It feels to me as if Western games are not concerned with each IP feeling really different to play, but perhaps some want you to associate a certain UI or story with their product, whilst letting you 'jump right in' cos they all play the same. I'm sure some are out there, like maybe Prey once I get to it, and some of the indie games I want to try, but I kind of feel it may be a much smaller ratio compared to Japanese games. Japanese games always have a director, and I have this hunch that has something to do with it, even when the publishers interfere.
Though when I read about RE6's development, it sounds very Western and I wonder how they got anything unique into a game under those circumstances. Have we talked about RE6? It's still my least favourite main RE entry, but I hated it at launch, and only after giving it another try with my girlfriend last year, and us watching tutorials on literally how to enjoy the game, did we both come to love it. It seems as if they messed up all the easy stuff and hid away all the deep mechnanics that make the game great. Once you know how to play around its flaws and avail yourself of its inventive mechanics, it becomes loads of fun, especially Mercenaries.
TEW is flawed, and sometimes its flaws annoy me, but it's still in my top five without question. If I get to count RE all as one game that is...
But frankly, you need to be intelligent or at least want to think and give the game your full attention if you hope to enjoy it. You can't 'jump right in'. You have to learn it and respect it. This is why I would say survival horror seriously needs to be a niche genre. Its games shouldn't be marketed to everyone. Stealth is a useful tool in TEW if you want to use it, but the game is designed in such a way that you can't really break it by using stealth. In TEW2, not only does it start off broken, the upgrades you can do on it are just far, far too generous, even if they were available for TEW1's less forgiving stealth system.
I understand the DS community's concerns, and I deal with the same stuff all the time for Evil Within, but the way to handle that is not to be exclusionary because these publishers are never going to start marketing the game to fewer people, so these people may as well try to help the greatest number of people understand how to enjoy their supposedly super hard game (which is not that hard but shh, don't tell them).
What you say about being able to jump in with western games is right. You said it yourself though you didn't get everything about RE6, TEW etc until sometimes your next playthrough. That's the norm and it's a problem really isn't it because most people just do one playthrough on normal or easy. The mechanics can be so specific and complex I don't see how you can naturally teach something like headshot-slide kick-melee in RE6. I think devs should have little tutorial vids in the options screen or something so you don't have people only getting half a product. On the other hand I tend to spend a while testing things in games and I like discovering mechanics on my own, it would ruin that a bit.
Games do seem to be getting viewed more as another thing to be consumed. The idea that learning their systems has value is laughable because a game with systems you need to learn is hard to consume. I'm seeing that mentality more now and I think survival horror really suffers more than other genres since many of its mechanics make progress deliberately slow. It's hard to get a niche product to a niche audience, still I think it should compromise less. I don't know sometimes I think the loud and lazy audience that campaign for the removal of ink ribbons or whatever don't really care. Dead Rising died after they removed all their identity for them.
As a aside TLOU is shallow, if you played through it once you mastered it, no way around that. Tiresome to see games copy it, or people holding it up as something to be emulated. Everything about TEW's stealth needed to be made much harder or less prevelant. I think they copied TLOU approach for the sequel to appeal to that audience instead of thinking about what actually needed done.
Yeah I think we did talk about RE6. Campaign/level design sucks, counters make combat repetitive. Outside of that it's good fun, it's a bunch of cool mechanics with nothing worthwhile to use them on. It is very experimental for such a messy attempt at pleasing everybody, I value that in a game. I want a Jake and Sherry focused sequel, I think superpowered main characters would alleviate the issue of you making what should be scary monsters look like jokes.
I think you'd really like Bloodborne, they sped it up, you can counter at range and the world is far more interesting. They removed most of the traps and falling danger which I miss but nobody else seems to. Doom mixes in bits of RE4 with its combat, it's interesting and very movement focused. Say when you beat Vanquish challenge 6, the challenges are crazy.
I love not getting all the mechanics in a game on the first go, though. Games that are as layered as Evil Within or Vanquish or RE4 and 5 will reward you exponentially the more you play and understand them. The problem with RE6 (well, one of many) is that so many of the basics were done poorly. It took me ages to realise which hit feedback animations were melee stuns. Once I seen a video on the game and that there were prompts if you got close after an enemy started one of them, I started to pay attention in a different way. But that's not an advanced mechanic; that's the basics of playing the game, and it's a sequel to two games with stun animations so big that they're almost over the top. I think all these games should have practise modes like a fighting game, and some tutorial stuff. Vanquish had and needed its tutorials, but they really didn't give away even a fraction of the mechanics, which is mostly a good thing.
I may agree with this, but I don't have to like it.
TLOU is all right. A lot of work did actually go into refining mechanics that were already popular. It plays extremely fluidly and there are some interesting details in the way the firearms are handled. But it doesn't really feel unique to play for anything related to its mechanics. However, because I loved my initial experience with it so much, and because I'm used to trying to replay my favourite games over and over to unlock their potential, that was the game that made me realise how much less valuable I find a story-driven game. Metal Gear is fine, because its mechanics are on equal footing with its story focus, but something like TLOU? I'm telling you now, I tried and tried to make that game feel like survival horror, and it just didn't. It made me realise that I loved the story and the way the characters were written (well, there are some flaws mainly in things like 'what are the odds of ALL THAT together?' but that's about it), but that for me, a game needs much more. It's only now that I'm looking back and realising every single game I've ever returned to for years on end has not been a Western game, and I think this has a lot to do with it. Another example would be Hellblade. Great game with a great story, but I won't be replaying it more than once or twice, if ever. Which is a shame because the combat is interesting and just needed some tweaks to be able to support a horde/Mercenaries type of mode. I still recommend it for the work that went into its visuals and writing. Pretty top notch in that regard.
My girlfriend and I had the same view on RE6, and would have loved another RE game that took the best bits of RE6's mechanics and fine-tuned everything for a game starring just Jake and Sherry.
Bloodborne looks amazing, but I still have the first three Dark Souls games to play. I didn't finish the first one yet. The lack of a pause button felt insulting to me, and the game wasn't that hard, and the community annoyed me, so I think I put it down because of that in favour of something else but forget what. Could be Rising. I have a feeling Dark Souls won't top Rising for me, but we'll see.
I think the difficulty did get overblown, the hard modes are really hard but the normal and easy modes are really for anyone. It's a shame the reputation scares people off a bit. Easy mode in the sequel is very easy.
I just remembered Transformers Devastation was made by the Rising director, it shows, and is on PC for usually very cheap during sales. I don't care about Transformers but that is a damn fine game that doesn't get credit it deserves. For me it's on par with Rising but with worse plot and less visceral combat because it's robots instead of gore filled humans.
I do like TLOU and I liked Hellblade too but I don't think they were designed for gameplay to hold up over time because they knew their focus was on the narrative. They feel good for just about the length of the game. Although I liked the puzzles in Hellblade likely being deliberately time wasting to relflect her mental illness holding her back, rather than make something like that fun. I saw people call TLOU survival horror so I did the same thing you did. I think that you can do a simple test of "does my main means of making progress strongly rely on limited items?" for TLOU you use resource free stealth or melee so it doesn't. For those reasons I think the early chapters have a flaw in TEW too, only I like how that works with the overall structure to have low risk and high risk chapters.
Hellblade incidentally plays like a worse version of the new God of War which itself plays like a much worse Godhand but the story was something different alright, really felt for that woman. Shame reviewers spoiled its "death" gimmick being fake, the devs were clearly trying to put you in her shoes mentally there. Lots of ways they tried to link narrative and gameplay with that game, it reminded me of the Last Guardian a bit in that way, I think it was better than TLOU in that regard. TLOU gameplay felt divorced from the narrative for me, it didn't feel like a struggle, had resources mattered I think it would've felt better.
Many of the enemies you see that disappear before you can reach them will drop gel if you shoot them in time. One chapter later gives you bonus secret gel if you don't die that chapter. Focus on that instead.