I've made my Insanity playthrough on the Mass Effects over the past few weeks and have moved on to S.T.A.- STALKER and it's sequal, and I've noticed that the games do one thing almost exactly oppositly: cheap attacks.
Mass Effect (1) was full of very cheap attacks on Insanity; people would levitate me off the ground helpless for a good ten seconds at a time, shots would blow me out of cover and hit me through cover and those darn snipers would insta-kill you in the beginning levels (though at least you got warning they were about to fire, looking at you Halo 2: 'Off the rock, Through the bush, Nothing but Jackel'). And so I reloaded a lot from autosaves that were, frankly, crap and from quicksaves yo couldn't use in battle and hence were even more crap and eventually won the game and got the girl (the second bit was actually an accident, long story).
And so I grudgingly booted up Steam again and started up Mass Effect 2, expecting a few more hours of keyboard-punishing frustration. I was plesently surprised. The insanity difficulty really showed up the faults in the game (the amount of times I vaulted over cover instead of diving behind it...) however these were faults in the programming, human errors instead of somebody planning and coding an attack that effectivly instantly killed you.
The STALKER games do, as I said earlier, almost exactly the opposite. I don't normally play games on hard difficulty or online, a good medium against the computer is what I find fun and STALKER was no different. Medium difficulty. And it was hard. You had to scrounge every rouple possible at first, scavange weapons and negotiate dangerous landscapes. you'd kill a man hoping he has a single bandage, or a handful of bullets, of a bottle of vodka on his corpse. Then, as the game progressed, you start getting a nice little hoard of bullets and med kits set up. You have some money. After a difficult mission you restock from your stashes and save money, knowing that overall you've got more items coming in than going out. And it was damn satisfying.
STALKER: Quick Loa- erm, Clear Sky goes back to what Mass Effect 1 did: enemies can hit you over rediculous distances and for a lot of damage, they can take a Spaz-12 round to the face at five feet and your character appears to have some sort of gravitational field around him that make bullets fly off at random angles instead of down the damn barrel of the gun. Then there are the anomolies (that's not spelt right, but it's my third go and it's not getting better), nigh invisible areas of deadly radiation and forces that can rip you apart. Instantly. Stumble into one of these and you're a dead man (you can't choose your gender or indeed customise your character at all, so that's justified). Well, you would be a dead man, but after five minutes of Clear Sky you learn to quick save so often that it's like you have the dagger of time strapped onto your belt. Dead again? Rewind. Shot in the head by a pistol at 200 meters? Rewind. Stepped into a whirlygig and insta-died? Rew... you get the picture.
This quicksave, die, quickload, die, quickload, die, quickload, success attitude is not fun, and it's not challenging. There are two points in Clear Sky that strip you of all of your items and equipment unless you (surprise!) quickload back a few seconds and drop it all before it happens. This is not good gameplay, this is not inventive, it's not a struggle. It's not a particularly clever level because you have to switch styles until you get your equipment back. And most importenttly, so importently I'm going to repeat myself, it's not FUN! I can press the F11 key all day long if I want to and I don't have to spend £30 for the privilage. Heck if I put my mind to it I could even rig up a program that said "You Fail" 90% of the time and "You Win!" the other 10% if I had the mind to. But I havn't had the mind to do that, I've given my money to another company and I expect something more.
So I believe I've made my views on cheap attacks abundently clear, what about you? Are they an excusable option to make a game hard? Should they only be excusable on the very hardest difficulty? Or should the developers spend their time working on challenging game play that's possible to beat the first time, instead of memorising the map by suicide cartography? Not that I'm trying to influence your desision or anything, oh no....
Mass Effect (1) was full of very cheap attacks on Insanity; people would levitate me off the ground helpless for a good ten seconds at a time, shots would blow me out of cover and hit me through cover and those darn snipers would insta-kill you in the beginning levels (though at least you got warning they were about to fire, looking at you Halo 2: 'Off the rock, Through the bush, Nothing but Jackel'). And so I reloaded a lot from autosaves that were, frankly, crap and from quicksaves yo couldn't use in battle and hence were even more crap and eventually won the game and got the girl (the second bit was actually an accident, long story).
And so I grudgingly booted up Steam again and started up Mass Effect 2, expecting a few more hours of keyboard-punishing frustration. I was plesently surprised. The insanity difficulty really showed up the faults in the game (the amount of times I vaulted over cover instead of diving behind it...) however these were faults in the programming, human errors instead of somebody planning and coding an attack that effectivly instantly killed you.
The STALKER games do, as I said earlier, almost exactly the opposite. I don't normally play games on hard difficulty or online, a good medium against the computer is what I find fun and STALKER was no different. Medium difficulty. And it was hard. You had to scrounge every rouple possible at first, scavange weapons and negotiate dangerous landscapes. you'd kill a man hoping he has a single bandage, or a handful of bullets, of a bottle of vodka on his corpse. Then, as the game progressed, you start getting a nice little hoard of bullets and med kits set up. You have some money. After a difficult mission you restock from your stashes and save money, knowing that overall you've got more items coming in than going out. And it was damn satisfying.
STALKER: Quick Loa- erm, Clear Sky goes back to what Mass Effect 1 did: enemies can hit you over rediculous distances and for a lot of damage, they can take a Spaz-12 round to the face at five feet and your character appears to have some sort of gravitational field around him that make bullets fly off at random angles instead of down the damn barrel of the gun. Then there are the anomolies (that's not spelt right, but it's my third go and it's not getting better), nigh invisible areas of deadly radiation and forces that can rip you apart. Instantly. Stumble into one of these and you're a dead man (you can't choose your gender or indeed customise your character at all, so that's justified). Well, you would be a dead man, but after five minutes of Clear Sky you learn to quick save so often that it's like you have the dagger of time strapped onto your belt. Dead again? Rewind. Shot in the head by a pistol at 200 meters? Rewind. Stepped into a whirlygig and insta-died? Rew... you get the picture.
This quicksave, die, quickload, die, quickload, die, quickload, success attitude is not fun, and it's not challenging. There are two points in Clear Sky that strip you of all of your items and equipment unless you (surprise!) quickload back a few seconds and drop it all before it happens. This is not good gameplay, this is not inventive, it's not a struggle. It's not a particularly clever level because you have to switch styles until you get your equipment back. And most importenttly, so importently I'm going to repeat myself, it's not FUN! I can press the F11 key all day long if I want to and I don't have to spend £30 for the privilage. Heck if I put my mind to it I could even rig up a program that said "You Fail" 90% of the time and "You Win!" the other 10% if I had the mind to. But I havn't had the mind to do that, I've given my money to another company and I expect something more.
So I believe I've made my views on cheap attacks abundently clear, what about you? Are they an excusable option to make a game hard? Should they only be excusable on the very hardest difficulty? Or should the developers spend their time working on challenging game play that's possible to beat the first time, instead of memorising the map by suicide cartography? Not that I'm trying to influence your desision or anything, oh no....