yes...obviously foul play is the only answer....Sylveria said:Of course it was.. you saw how much advertising ME3 had here and how fervently most of The Escapist contributors were to defend EA and condemn the consumer outcry.
yes...obviously foul play is the only answer....Sylveria said:Of course it was.. you saw how much advertising ME3 had here and how fervently most of The Escapist contributors were to defend EA and condemn the consumer outcry.
It was a retro review, he said games he played that were RELEASED in 2012.Hutzpah Chicken said:I'm surprised he didn't say Half-Life was the best game of 2012, seeing as he reviewed it this year. I forgot about alot of these games, probably for good reason.
I'm here, friend. The unpopularity of the line just shows the state of the industry. The game is a mind fuckingly amazing, but people won't buy it, because the reviewers gave it an 8 and not a 9.Baldry said:FINALLY. Some list agrees spec ops is the game of the year, I can die happy.
When game tells me "choose A or B" I want to see the consequence of choice B instead of "shut up, we're going with A anyway".Astro said:Because it's unnecessary, time consuming, money consuming, and stupidly difficult to implement. Do you want a videogame story with carefully put together pacing, structure, and coherent arcs, or do you want one which lets you nihilistically drive a probably shitty story on your own? It's unrealistic to expect both, no game has ever pulled it off and from a business standpoint it's unlikely to be funded in a manner more extreme than Mass Effect. It's one or the other, and the ability to make meaningful choices doesn't trump enjoying a good story just because choice is integrated into the method of delivery in videogames.
Yes, this is true. What happens in the game is roughly the same no matter what choices you make, BUT, I also kind of think that's the point. The Walking Dead game is extremely existential, in the sense that YOU - and only you - are responsible for your own choices as well as having to deal with the consequences of those choices. You can't make anyone else's choices for them, you can't change how they behave, and you can't change their fates. Whether a character dies in episode 1 or episode 3 -- it doesn't matter, their lives are their lives and you can't help how they turn out.JoaoJatoba said:I'm playing The Walking Dead, and don't get me wrong, the character developing and story are great, but I feel cheated: the game promises me that the game changes to fit my gameplay and that the my choices change the story, and both just don't happen.
My choice seems only to change the relations between the characters and the gameplay just don't seem to change at all.
What I expected was that my choices would change completely the story, but I'm bound to a linear path, at least on the big picture. Sure, the choices can change the characters relations, but it's not up to the promised features.
Bottom line: great game, unfulfilled promises.
You did make sense. And I think TWD it's a wonderfull game so far. But there is a big warning at the beginning of each episode that says more or less "This games changes to fit your gameplay" what is just not true. All I'm saying it's a promise that remains unfulfilled this far in the game (I'm on episode 3).Existentialistme said:Yes, this is true. What happens in the game is roughly the same no matter what choices you make, BUT, I also kind of think that's the point. The Walking Dead game is extremely existential, in the sense that YOU - and only you - are responsible for your own choices as well as having to deal with the consequences of those choices. You can't make anyone else's choices for them, you can't change how they behave, and you can't change their fates. Whether a character dies in episode 1 or episode 3 -- it doesn't matter, their lives are their lives and you can't help how they turn out.JoaoJatoba said:I'm playing The Walking Dead, and don't get me wrong, the character developing and story are great, but I feel cheated: the game promises me that the game changes to fit my gameplay and that the my choices change the story, and both just don't happen.
My choice seems only to change the relations between the characters and the gameplay just don't seem to change at all.
What I expected was that my choices would change completely the story, but I'm bound to a linear path, at least on the big picture. Sure, the choices can change the characters relations, but it's not up to the promised features.
Bottom line: great game, unfulfilled promises.
I think the game is purposely trying to show us that we DON'T have control over everything as we may think, just like in our own lives. We can choose what kind of people we are going to be, but the bottom line is, things are going to happen without our choosing anyway. The Walking Dead understands this, and so as you make Lee's decisions you're not meant to change the entire course of his life, you are only deciding what kind of human being he's going to be; what kind of principles he's going to live by; how he's going to relate to others in a bleak world, etc. And as others have said, these choices come full swing, particularly in episode 5.
It's a wonderful game, not because of the gameplay, which is very minimalistic, or even the story, which is excellent -- it's great because it makes us analyze ourselves and has us question what kind of people we want to be.
Blegh. I did a poor job of explaining that, but I hope it made sense.
adapt [əˈdæpt]wombat_of_war said:they say the story adapts to your choices they never said your actions completely change the storyJoaoJatoba said:I'm playing The Walking Dead, and don't get me wrong, the character developing and story are great, but I feel cheated: the game promises me that the game changes to fit my gameplay and that the my choices change the story, and both just don't happen.
My choice seems only to change the relations between the characters and the gameplay just don't seem to change at all.
What I expected was that my choices would change completely the story, but I'm bound to a linear path, at least on the big picture. Sure, the choices can change the characters relations, but it's not up to the promised features.
Bottom line: great game, unfulfilled promises.
There is a seed of this kind of games in the Visual Novel genre (see Katawa Shoujo). If only someone could make it work in a smaller scale in a regular game...Yossarian1507 said:When game tells me "choose A or B" I want to see the consequence of choice B instead of "shut up, we're going with A anyway".Astro said:Because it's unnecessary, time consuming, money consuming, and stupidly difficult to implement. Do you want a videogame story with carefully put together pacing, structure, and coherent arcs, or do you want one which lets you nihilistically drive a probably shitty story on your own? It's unrealistic to expect both, no game has ever pulled it off and from a business standpoint it's unlikely to be funded in a manner more extreme than Mass Effect. It's one or the other, and the ability to make meaningful choices doesn't trump enjoying a good story just because choice is integrated into the method of delivery in videogames.
Good point of comparison (although executed way, WAY worse) is that godawful quest in act III of Dragon Age II, when you discover a group of Templars and Mages, that try to overthrow Meredith and Orsino, to create "No Prejudice" team. I thought that it was the best idea in the world, and I did everything so they could succeed... Only for Bioware, to tell me "no it won't work this way, for the most ridiculous reasons we can come up with (for example my character "working" with Meredith, despite me being a Mage and telling her to fuck off at every possible opportunity). We don't know why we put option to help them, if you couldn't actually do anything with it, but fuck off, and pick between hating Mages or Templars, no middle ground".
Don't get me wrong, TWD is my #3 on my "Best of 2012" list (after #2 XCOM and #1 Spec Ops, which marks one of those few moments when I totally agree with Yahtzee), because it was still a really powerful experience. It would be no doubt #1 though, if I would know that it would be my experience, and someone else, making different choices would get entirely DIFFERENT powerful experience. I know it's extremely difficult to pull it off, but the game that will actually do it correctly will be my favorite game of all time, because I'm waiting for it ever since I started caring for plot in games (IE since Baldurs Gate).
Well Spec-Ops: The Line is mostly a left wing anti-war/anti-military wank dressed up as a game. It's really great if you happen to agree with it's message, then you can claim it's profound, needed commentary, on something people try and overlook. If you belong to the other 50% of the population then it's just a mediocre game with a misguided piece of political propaganda sewn in which it insists on constantly bludgeoning you over the head and shoulders with.Kuomon said:Thank god for Yathzee remembering Spec-Ops: The Line, most videogame commentators I follow completely forgot about it or didn't think it was deserving enough
Rayman Origins came in 2011.Epyc Wyn said:Kind of disappointed you didn't list Rayman Origins.
Not trying to be confrontational, but did you play The Line? I was actually very surprised at how understated the explicit anti-war elements were. It's more focused on deconstructing the mindset of a shooter protagonist. There are a few bits where it brings up current events (surprise surprise the CIA is evil) but aside from that it's relatively apolitical. I liked it because it's a fairly convincing portrayal of a man's tragic fall mixed with a deconstruction of shooters.Therumancer said:Well Spec-Ops: The Line is mostly a left wing anti-war/anti-military wank dressed up as a game. It's really great if you happen to agree with it's message, then you can claim it's profound, needed commentary, on something people try and overlook. If you belong to the other 50% of the population then it's just a mediocre game with a misguided piece of political propaganda sewn in which it insists on constantly bludgeoning you over the head and shoulders with.
As a result, "Spec-Ops: The Line" is something a critic, like Yahtzee can praise on the merits of it's message, if they happen to agree (which you might guess Yahtzee does, given all of his anti-US military rants in various reviews), but something a person with more pretensions of being a reviewer can't in good conscience lionize because really aside from that "message" it has nothing going on, and really it's something not everyone is going to agree with.