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    DarkOwl

DarkOwl

  • joined Oct 25, 2012
  • last login May 25, 2013
  • posts 0
  • comments 330

I like shiny things.

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Burnout Paradise, too, for the seamless drop-in-and-out multiplayer where you just merge into someone else’s world. I loved the idea of it in Burnout Paradise, but it was a bit messy when you actually wanted to be near other people and had to drive for ages to get there.

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I find a similar thing, but the horizontal threshold needs to be increased. When I’m trying to read the article, it keeps popping open the sidebar. I thought I’d broken the page, especially as I use Chrome and you change tabs with a swipe from the side. I’m more likely to be scrolling vertically than I am trying to open the sidebar…

Okay, that swipe to open sidebar is really annoying me. It just locked up scrolling on me >:(

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I think for me, the early trailers for Alan Wake, which were confusing and tense in an open world, were of far more interest than the final product. The combat idea was novel, but it just got far too repetitive. It never really varied except for silly forced parts where they take away your stuff. I don’t like it when games to try to “reset” difficulty like that, unless it is a decent part of the narrative (ie not just oh noes you fell / got caught, now all your stuff is gone).

The idea of having to seek light at night was interesting in the trailers. Really wish they’d explored that more rather than it being a checkpoint / health mechanic. A spooky open world where you have to make the decision to venture out at night interests me. Too bad it was a linear as heck TPS with some glimmers of cool ideas every now and again.

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A large fat angular box mixed with an organic, curvy controller? They don’t fit together. It’s like it’s from two separate and independent designs.

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Is there even going to be an established audience for this on PC? I haven’t ever played a Metal Gear game, and the last one just looked like it really wanted to be one long cutscene, so I’m not sure why as a PC gamer I should be interested?

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Sonic 1 difficult? A baby could complete it in their sleep. I’m a huge Sonic nerd, at least for the Mega Drive era games, but Sonic isn’t exactly super difficult ;)

On another note, Knuckles? What the hell, THIS IS NOT CANON! explodes

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Sadly Steampunk seems to be hard to achieve mass success. The creators of the anime Steamboy discussed this at length within the sphere of anime films and their reception.

For the record, a Steampunk game where the player literally skates around on ice would be awesome ;)

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How about Pii U then, because people are steering well clear of it? Yay puerile humour!

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Game Centre on iOS is a bit useless, particularly its achievements. Have people really reached one million+ metres deep in Ridiculous Fishing? No, I don’t think so.

Apple launched it two years ago, but nothing I’ve played has been particularly enhanced by it, and it isn’t clear when or what games are using cloud saving. So it’s totally appropriate that Google could make a strong move into this area now.

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“However, we have refactored the game to make it very flexible and expandable, with a view to making many future developments.”

Translated:

“Prepare to spend all your money on DLC microtransactions”

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$1.5m for a single episode? Uhh… Especially as they’ve said they’re distributing their costs over the first FEW episodes… Are they also going to need millions too?

I dunno. Something just doesn’t sit right about this.

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They only published Hector, it was developed independently. I bought it a while ago, but honestly? All the funniest bits are in the trailer. The rest of the game is really slow-paced adventure game hunt-the-random-item-to-combine-with-other-random-item fare, not particularly compelling.

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So… Alice becomes a Psychonaut, then.

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I think, on further reflection, my concern is that you can just keep hacking everything all the time. Like every set of traffic lights. I hope there’s something in place to prevent the player from doing cheap spamming of things like that. Maybe a cooldown or “time to reconfigure scrambled passwords” or something so you have to choose carefully what to hack and when.

Same with police chases – I hope they don’t give up too easily

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He’s not a very good stealth character if he’s just leaving these unconscious bodies all over the place.

I also hope the hacking has substance to it, and requires some thought and planning. It seemed a little bit of shiny over substance in the video.

But still, I have really high hopes for this game. It looks amazing, and I love the idea and concepts they’re going for. It’s Assassin’s Creed but for the modern day and without all the bogged-down threads that have kept the last few AC games from evolving their gameplay significantly.

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If you told me that was by Zeptolab (Cut the Rope, Pudding Monsters) instead, I don’t think I would have blinked an eye.

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They’re going to release a teaser of a preview of the prologue of the next GT game, which will be released in 2027.

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The Fez OST and its remixes are compelling. The use of all the different frequencies and of bass in particular is quite unusual and very memorable.

I know what I’m buying when I get home!

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I don’t care! Just give us Just Cause 3! :D

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Who said that? Xcom started as a TBS, and the new Xcom TBS honours that tradition. No-one said anything about the past games which varied from that. Just that the modern take on the same genre was awesome too, without needing to be yet another FPS/TPS.

Reading comprehension FTW!

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“Hey, what’s this? A much loved franchise which was a wacky arcade platformer around the 90s? LET’S REIMAGINE IT AS AN FPS WITH A TRAGIC, MOODY PROTAGONIST!”

Stop it, you silly developers! Stop it stop it stop it stop it. JUST STOP. Stop trying to make everything into another bloody FPS / TPS! We don’t need them! Go make some original games already, or at the least honour the original form (see: XCOM as a turn based strategy was awesome). Sheesh.

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Reminds me of Continuity 2, where you rearrange panels to solve platformer puzzles.

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The Sims 2 had a lot of wacky crazy personality, which TS3 had very little of. They even cut down on animations and reused others. I hope they have a better system than “leave this family and they forget everything and start to live autonomously” this time, as directing each family’s story can be quite important.

There were mods that fixed this. Hence, TS4 really shouldn’t go out of its way to discourage modding. It’s so important to the experience once you get bored of what the vanilla game can do. Plus the quality of work of the modding community is often insanely high, far more than that crappy little piece of micro transaction DLC that EA released which is just a recolour of an existing mesh.

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Or, if we’re lucky, PC and next gen consoles vs current gen consoles.

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