Revenge

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Uilleand

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Mar 20, 2009
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"This was the problem with Oblivion - the enemies all leveled up parallel to you. First rule of mathematics, people: when you add something to both sides of an equation and nothing changes, you might as well not have bothered."

This may be the first thing ZP's said that I've ever wholeheartedly agreed with.
*runs to check the rotation of the Earth*
Wierd....I feel dirty...
 

ArmorArmadillo

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Mar 31, 2010
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schrodngerscat42 said:
Is it just me, or is the protagonist of Fun Space Game starting to sound a lot like Malcolm Reynolds?
Except probably not officially since Yahtzee hates Joss Weedon, if asked Yahtzee might say "It's Malcolm Reynolds would be if he had actual edge and wasn't just a blandly tame mouthpiece for Weedon one-liners who occassionally scowled at things"
His words, not mine :p
 

GL2814E

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Feb 16, 2010
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I would've thought that Nico's fat cousin asking you to go see 'Big American Titties' would've helped make Nico more relatable. Everyone has an idiot friend/relative, and so does Nico.
 

Theophob

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Apr 20, 2010
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The problem with Oblivion is that the enemies aren't really levelling up with you in a smooth manner. There are maybe 4 sets of enemies. Once you got to a certain level the whole set is exchanged (new set of armor for human enemies). The problem is you are leveling kind of smooth, while the villains do one BIG step. So every time the set is exchange you probably get your arse kicked for some levels, then kind of master the current set until the one. This instantly kills the feeling of any progress. In the end, when the game runs out of sets, you end up with a world full of VERY aggressive and dangerous wildlife (how do normal civillians get along with them?), perplexingly well equipped bandits (where do they get their stuff if they are hanging around in the same camp/ruin all day?) and some laughable weak questenemies (why they do not grow with the character?).
And now THE question: Why did they do that? In my opinion the way Morrowind handled the whole thing was much better. You could have been surprised in this game when blindly running into a ruin. It was always your choice where to go and who to fight. Even if you "screwed" your character by levelling up by raising skills that are irrellevant to fighting you still had a chance.
 

RJ Dalton

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Yahtzee likes Count of Monte Cristo. Another point in his favor. I actually count Les Miserables as a favorite, too, so you don't need to worry too much about seeming like a literary fag.
 

ExaltedK9

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Apr 23, 2009
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Toasty Virus said:
I actually liked Niko too, He was a well thought out character and I really felt for him at certain points in the game
Yea, but didn't Yahtzee refer to Niko as an angsty **** in one of his reviews?

I wonder what brings about the change of heart.
 

Bek359

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Feb 23, 2010
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Kushin said:
Ah... I remember Metroid Fusion, owning the SA-X with the Ice Beam after so long felt so good.
It would have felt good, but it never happened. You got the Ice Beam from killing the SA-X, and used that to kill the Omega Metroid.
 

Oyster^^

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Dec 27, 2008
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Nico's one of my favourite game characters as well, for pretty much every reason yahtzee mentioned. Although no need to hook up with Kate Nico... she's kinda annoying. How Roman holds onto val I'll never know.

Also, I'm way too late to mention the whole half-life 2 thing. But yeah, to restate it, that ending was a great use of over-powering the character. Which is why it was so weird to start episode 1 with the super grav gun again...
 

whaleswiththumbs

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But in IV, they managed to create a very human, very relatable character who could still believably lose his mind. A cynical veteran; so jaded, so completely broken by all the horrors he'd both witnessed and executed that absolutely nothing could shock him anymore, not even his own actions. That really spoke to something in me. Either that or his sexy accent.
Ohhh yes.. Completely agree.
 

Shamanic Rhythm

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Completely agreed about Oblivion. The scaling enemies not only made the game completely lack the satisfaction of being able to go back and swat low level mobs, it also killed off any sense that I was playing in a proper world. Instead of having individual areas with different monsters, each area just gradually blended into the same as I descended into dungeon after dungeon and rolled the dice to see whether I'd be fighting bandits, animals or undead.
 

gamegod25

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Jul 10, 2008
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I didn't mind the scaling enemies in Oblivion. It meant that there would always be challenging enemies with quality loot. It may be fun at first one-hitting old enemies but I'd have gotten bored wasting time on trash mobs with worthless loot. Not saying that he's wrong, just that it's not always the case.

Besides there are user made mods that can change it so the enemies don't scale with you so you do have a choice.
 

Nikajo

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Yeah that was one of the things that I felt ruined Oblivion a little bit - the only thing that made you more powerful than the enemies you faced was getting some really kick arse items, like the ring of perfection. Even then the difference wasn't exactly staggering. Except if you combine items to get 100% spell reflection - mage casts some planet-consuming spell in your direction and it back fires an hits him in the face, classic!

Fallout 3 did it pretty well though. Even when I had all the best weapons and a level 30 character I still didn't really want to fight reavers or supermutant overlords if I could help it.
 

zeta-mus

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Mar 10, 2010
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Seeing as how revenge is one of the 20 basic plot types, it's prevelance in the game industry is no surprise.

Following previous smartarse comments in regards to your statement on the essentials of mathematics, I follow up with the fact of how much you can accomplish in Chemistry and other fields of science by multiplying by 1.
 

Buschmaki

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Apr 16, 2009
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Well from what I heard about your protagonist's personality you should try to get Nolan North to voice him.
 

Joe Curry-Stodder

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Mar 19, 2010
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My favorite gaming revenge moment of all time was in Half-Life 2: where you finally kill that motherfucking helicopter at the end of "water hazard." Helicopters nowadays have been in war games too much I'll agree, but the reason developers keep on putting helicopters in their games is that they are all trying to re-create that one moment with the original motherfucking helicopter in Half-Life 2. That thing hunted you, caused you grief at every turn, it dropped bombs in front of you when you were going too fast to steer out of the way, made sure you could never stop to catch your breath, killed you thousands of times and finally at the end of that boss battle it died. Never has anything been quite as satisfying for me and I was so ecstatic with sheer joy afterwards that I had to get out of my airboat and whack it with the crowbar a few times.
There are probably better revenge moments in other games. I mean, I haven't played much, I'm only sixteen. Nevertheless, for me, that has gone down in history as one of the greatest "fuck yea" moments of all time (along with stabbing ganondorf in the forehead at the end of The Wind Waker).
 

OtherSideofSky

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Jan 4, 2010
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Another interesting read, my all time favorite book also happens to be The Count of Monte Cristo.

Oh, and if you want to really tear previously difficult things apart, there's always new game+ in a Super Robot Wars game, which lets you keep a lot of money and other stuff so that even though your level's still low you can completely demolish the entire first half of the game by bringing fully upgraded mechs into a fight that expects you not to have them.