duckfi8 said:
someboredguy said:
Do you mind if I ask where to find the trainer in question? Sounds like a lot of fun.
same here
I nabbed it from cheathappens.com. It's the "mega trainer" by a team called Reloaded (I think). I've had trouble getting it to work with the steam version since RF:G was patched - you need some sort of premium membership to get the latest version of that particular trainer. Still, it was good while it lasted.
ZippyDSMlee said:
Yes..... so remove balancing and what not and don't worry about making a game but a "experience".
IMO this is dumbing things down to much you are making a game not a film or a bit of flash and bang to consume and forget.... Bioshock had no balance or pacing and that destroyed the game for me and this modern design emphasis on streamlined experiences is just making me hate shallow modern games all the more.....
I know what you mean. There is a fine line to walk here, because sitting down to just burn through all the content with some cheats can be dull too.
I wrote this because, by ridding yourself of the annoyance of the game's basic challenges, you can enter a meta-game and try to set yourself loftier goals. One of the coolest things I did that I couldn't fit into the theme of this piece was low-gravity-hammer-only mode. Essentially, I limited myself to the hammer and went sailing around the vertical space of the areas to complete objectives. The main challenge I set myself was to lure down a helicopter and try to smash it with the hammer. I didn't manage - your jump isn't infinite, even with the altered gravity - but I did get close by precision-hopping across the environment and finding a nice high mountain. I felt like Thor. There's something unique to sandbox games that makes them very well suited to this type of thing, too.
I was just reading Jim Rossignol talking about something similar over at RPS, and it certainly feeds into this discussion: http://www.rockpapershotgun.com/2010/02/28/counting-for-taste/