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Ezekiel

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May 29, 2007
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I never played a Lego game. I don't get the appeal. I do wish I had hundreds of thousands of Legos, a whole room in which to construct and play like a child, but Lego versions of IPs I like do nothing for me.
 
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Ezekiel

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May 29, 2007
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I don't like this guy. I'm just watching for footage.

I see in the city design exactly what I wrote about with regard to Arkham Knight. Where Arkham City was dense, Arkham Knight and Legacy of the Dark Knight are much too open, thanks to the damn car.

"The generous width of the streets results in a city that lacks density, and the problem is exacerbated by the high number of curving streets that keep the rectangular buildings from being closer together. They did not want to make streets in grids much because grids are more boring when there is no traffic to contend with. There is so much open space. Many of the streets are actually stroads, those ugly super wide high speed streets that urbanists hate. Even the sidewalks are huge because the player will mount those with the tank-car and do battle upon them. They made too many buildings massive so that the wide streets and sidewalks wouldn't look stranger, which makes the whole city uglier."
 

Ezekiel

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May 29, 2007
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Way too much sidling between narrow walls, which people say is to hide load times, but can it really be just that when he sidles right after the level begins (4 minutes) and then again two minutes later? There wasn't that much rendered in between. They do it all the time regardless of the system's capabilities because they don't understand video game storytelling.

8:31 and 11:00, I'll just quote myself, but add that these lines on cliff surfaces also look really dumb.

"I looked at Don't Nod's new failure and wondered how the average player still musters any enthusiasm for these conspicuous ledges. How do 3D Mario games sell so well while jumping is absent or so assisted as to be joyless (with magnetism and automatic grabbing if the other platform is too far) in every other studio game? Tomb Raider: Legend came out in 2006 and Uncharted a year later. Twenty years of these ledges and auto-grabs."

He sounds way too distressed to ever be Bond.

That video was generic as hell. Why would a developer show these first thirteen minutes off proudly? Way too scripted, too much crouch-walking and nothing heroic happened.

Someone took the words right out of my mouth: 'That was worthless. Why did anyone think 13 minutes of "TUTORIAL - CROUCH" and climbing on ledges was a good advertisement for the game?'
 

Ezekiel

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May 29, 2007
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I would put the sidling through a narrow opening in my action-adventure game. Only, the player would actually do it. They press down the strafe/lock-on button at the top of the controller and then walk the character sideways. No hint would be provided and many of my players would quit the game here.

I tried to do this in Tears of the Kingdom. Used my powers to place two big blocks next to each other. But Link would not sidle through. His collision box was the same as if he stood shoulder to shoulder.
 
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Way too much sidling between narrow walls, which people say is to hide load times, but can it really be just that when he sidles right after the level begins (4 minutes) and then again two minutes later? There wasn't that much rendered in between. They do it all the time regardless of the system's capabilities because they don't understand video game storytelling.

8:31 and 11:00, I'll just quote myself, but add that these lines on cliff surfaces also look really dumb.

"I looked at Don't Nod's new failure and wondered how the average player still musters any enthusiasm for these conspicuous ledges. How do 3D Mario games sell so well while jumping is absent or so assisted as to be joyless (with magnetism and automatic grabbing if the other platform is too far) in every other studio game? Tomb Raider: Legend came out in 2006 and Uncharted a year later. Twenty years of these ledges and auto-grabs."

He sounds way too distressed to ever be Bond.

That video was generic as hell. Why would a developer show these first thirteen minutes off proudly? Way too scripted, too much crouch-walking and nothing heroic happened.

Someone took the words right out of my mouth: 'That was worthless. Why did anyone think 13 minutes of "TUTORIAL - CROUCH" and climbing on ledges was a good advertisement for the game?'
Moreover, if they still need narrow spaces to *mask load times* that speaks to much more fundamental design flaws. Most devs started moving past that last gen. If they’re still doing it to be “cinematic” then maybe they really are stuck in last gen thinking people still like that bs.
 
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