Monster Hunter Tri
If a game only gets decent after the tutorial, it's not a good game.
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If a game only gets decent after the tutorial, it's not a good game.
Read Full Article
Actually, what you've just described sounds like your basic limited ammo game design element. Your gun essentially had a limited amount of ammo, and you had to choose how to ration it. That makes a little bit more sense. What Yahtzee is referring to (I think) is more a degradation system for melee weapons like swords and axes and the like. That just sucks ass, because you're expected to keep using the weapon repeatedly, but you have to stop and repair it.RJ Dalton said:Ah ha! At last I have something to say that contradicts you!
I actually think a weapons degradation system could work well, depending on the feel of gameplay your going for and how you implement it. Remember STALKER: Shadows of Chernobyl. That game had a weapon degradation system and I actually thought it fit really well with the feel of a world breaking down around you. Of course, the big difference between STALKER and this game is apparently the fact that you could fire more than ten shots of your weapon without it becoming shit. Actually, in STALKER, there was one gun that I picked up early in the game and I kept it pretty much throughout, watching it slowly degrade as the game went on and worrying that it would give out on me at a critical moment. It made me rethink how I used it, because it was such a freaking awesome weapon I didn't want to loose it. So, I'd find ways to avoid having to use it if I could and I'd make sure that every shot with it counted. That was awesome. Of course, by the end of the game, it had become next to useless, because the frame had gotten bent, causing the accuracy to go way down, but by that point, it was almost the end and I was fighting guys who had much better weapons that I had to pick up anyway in order to fight them. I actually thought that worked well.
So, weapon degradation can work if you implement it well.
Really, that's all I can make an argument for, and I'm not really arguing in favor of the game you're reviewing, so maybe that doesn't count.
That sounds like how a playthrough of a Resident Evil game often goes (well, not Resi5 so much due to its Chapter Select feature, but still), only with ammo supplies instead of weapon integrity.RJ Dalton said:Ah ha! At last I have something to say that contradicts you!
I actually think a weapons degradation system could work well, depending on the feel of gameplay you're going for and how you implement it. Remember STALKER: Shadows of Chernobyl. That game had a weapon degradation system and I actually thought it fit really well with the feel of a world breaking down around you. Of course, the big difference between STALKER and this game is apparently the fact that you could fire more than ten shots of your weapon without it becoming shit. Actually, in STALKER, there was one gun that I picked up early in the game and I kept it pretty much throughout, watching it slowly degrade as the game went on and worrying that it would give out on me at a critical moment. It made me rethink how I used it, because it was such a freaking awesome weapon I didn't want to loose it. So, I'd find ways to avoid having to use it if I could and I'd make sure that every shot with it counted. That was awesome. Of course, by the end of the game, it had become next to useless, because the frame had gotten bent, causing the accuracy to go way down, but by that point, it was almost the end and I was fighting guys who had much better weapons that I had to pick up anyway in order to fight them. I actually thought that worked well.
So, weapon degradation can work if you implement it well.
Really, that's all I can make an argument for, and I'm not really arguing in favor of the game you're reviewing, so maybe that doesn't count.