Oh, fair nuff, just every game I have played from them (Except Metro 2033) I have greatly disliked. Never played Dawn of war or saints row however.Yopaz said:Saints Row 2.Cat of Doom said:Have THQ ever published a good game?
Company of Heroes.
the S.T.A.L.K.E.R. Series.
Warhammer.
Dawn of War.
Metro 2033.
Or simply said. Yes.
OT: Great review. Loved the part where he complains about how he takes the blame for everything.
Hmm seems I borked up that sentence. Remove should be repair. It should also be "repair/destroy-mechanic". But I wager that is not your beef with my point.Fronzel said:So the only way to make the series' hallmark destructible scenery thing work was to let you reverse it with a ridiculous undo gun? This is a good thing?JakobBloch said:The repair/destroy creates a great duality and it leaves the developers free to let you destroy most everything simply because you can remove them again.
hmm if the problem is the lack of something after repair/destroy I have addressed that. If the problem is duality, the explanation is another. So lets take that one. Duality has many meanings. In this case I use it in the meaning where it represents 2 distinct and actually contradictory parts of a whole (for another example of this I present Yin and Yang). You often see this kind of thing in morality and philosophy. Another place you see it is in entertainment of various kinds. The battle between good and evil represents a form of duality.Also,
What on earth do you mean by this?JakobBloch said:The repair/destroy creates a great duality
Personal attacks. Classy.cursedseishi said:I think that was his attempt to make himself sound "deep" for all the ladies reading on here to swoon over.Fronzel said:So the only way to make the series' hallmark destructible scenery thing work was to let you reverse it with a ridiculous undo gun? This is a good thing?JakobBloch said:The repair/destroy creates a great duality and it leaves the developers free to let you destroy most everything simply because you can remove them again.
Also,
What on earth do you mean by this?JakobBloch said:The repair/destroy creates a great duality
Too bad that, like the game, he isn't deep. The gameplay was generic, that magnet gun was there just to be there, and served no real purpose otherwise. I don't know if he just missed that, but that was what Yahtzee was getting at. It served the same exact purpose the other guns all served, nothing more and nothing less.
And sure, there is great "duality", when all you can destroy is that chair over there again and again, that's about as much fun as the destruction mechanic had.
Guerrilla was a hell of a lot better in both story and gameplay, no if ands or buts. It didn't need some cheesy "rebuild" trick. Oh no... I destroyed the stairs that let me walk into the big bad fortress, whatever shall I do? Then, cue me jacking one of the military's heavy-armored vehicles, loading it up with a super-bomb and C4. I drive right towards the wall, jump out, it smashes right on through and I detonate... HUGE FUCKING AWESOME EXPLOSION ENSUES.
Nothing at all even remotely like that in Armageddon for me.
Well. Seven Samurai is about great fighting and so is the matrix. Do I think this game rises to that level? Certainly not. But intentionally or not Volition put two mechanics that were both distinct, interlocked and contradictory into the players hands and then left it up to the player what to do with them. But I see your point (and conceded it in my previous post as well). But we can take the concept to a lower level. When you play the game do you look for opportunities where destroying something would help you out or are you more aware of the places where are repair job might do the trick? That is a more "ground level" look at it. The thing here is that different people will say different things. I will admit I was more inclined to blow stuff up, but I did use the repair tool to higher ground or to make me some cover or in some cases to speed my progress.Fronzel said:I am pretty close to being a "games-are-art fag" like Yahtzee and the Extra Credits crew, and from that stance I say this is a bunch of high-falutin' pomposity that amounts to nothing.JakobBloch said:hmm if the problem is the lack of something after repair/destroy I have addressed that. If the problem is duality, the explanation is another. So lets take that one. Duality has many meanings. In this case I use it in the meaning where it represents 2 distinct and actually contradictory parts of a whole (for another example of this I present Yin and Yang). You often see this kind of thing in morality and philosophy. Another place you see it is in entertainment of various kinds. The battle between good and evil represents a form of duality.Also,
What on earth do you mean by this?JakobBloch said:The repair/destroy creates a great duality
In this case we have the 2 actions: to destroy and to repair. These are at odds with each other but even so they capability of both is given to one person. The player in this case. By this token you are essentially been given the power to bring ruin or bring safety. The very possibility of repairing something asks the question: "Should this even have been destroyed in the first place". And if you just leave a trail of destruction behind you are you a worse person then the one who meticulously repairs everything behind him? (yes I know it is getting rather high and mighty here) By providing an extra tool that stands in contrast to the rest of your stuff makes for an enlightening effect. And that was what I meant.
You mean to tell me that a shooting game where the only goal is to kill things (where even to repair that machine at the end is done to kill the aliens) is doing a treatment of the ambiguous moral nature of violence? It's not credible.
Hey, I still call them, "Books on tape," and I'm but a relatively wee lass.The_root_of_all_evil said:Nitpick: The only audio book that would get that bad after the wash is a cassette tape.
You old fart, Yahtzee, you.