So... I see they are going to release a GOTY edition of Badlands - given how much joy Fallout 3 has brought me, would it be worth getting Badlands? How similar and differing are they?
A man goes to knowledge as he goes to war, wide awake, with fear, with respect, and with absolute assurance. – The Teachings of Don Juan
Do you mean Borderlands, Jarrod?
If you did, to answer your question they are totally dissimilar. I'd say Borderlands has more in common with Diablo than Fallout 3. It is a frenetic shooter with very cruel AI (in my own experience). If that doesn't deter you from buying it I would go with the PC version (if it was up for debate in your mind).
I've played about two or three hours of it on the 360, and while it can be fun (and is a beautiful looking game that will probably age well) I sorely wish I could aim with a mouse. I might buy it on Steam during the holidays, when I expect it will be $2. Goddamn Steam. I'm probably going to spend $200 buying a bunch of $3, $4 and $5 games this December.
Oh, and a warning: this game has an ungodly amount of items. You will do a lot of item management and upgrading.
If being wrong's a crime I'm serving forever
Do Borderlands items mostly end up being different versions of vendor trash?
Pacing upgrades is tricky, and randomized ones more so. Blizzard's been the best but even they've had spectacular failures (WoW itemization has been a wild ride). Nailing loot piñata is the secret sauce of a Diablo or WoW-style MMO clone. Titanquest did it. Torchlight almost did. Hellgate, not so much. Farewell to Dragons is so far hitting 25% and missing 75% with no middle though that describes everything about the infuriating game.
grooowrrrr! [menace menace] rrrrowwwr!
The whole Borderlands schtick is that its weapon system is entirely procedural, so there's supposedly something like eighteen million potential firearm variants. In my experience this turns out to be less... varied... than you might think, but you'll be swapping out weapons every time you turn around.
I did not like Borderlands until I played co-op with a buddy. Then the splitscreen was terrible, but the game itself was a lot more fun. As a single player shooter, I'd say it's mediocre to poor, and xtal's right - nothing in common with Fallout 3.
Life is the misery we endure between disappointments.
"In my experience this turns out to be less… varied… than you might think"
That's exactly what I thought from the initial dog and ponies to the game press, thus the question. Smelled like a "look at our water effects, so awesome" at best and see that robot frog? You'll never see it again! at worst.
grooowrrrr! [menace menace] rrrrowwwr!
I like the idea of a shooter - say STALKER - being more about the gun that you feel most comfortable with than the gun that has the highest damage numbers. As I understand firearms (not much) they all have a bit of a personality; they can all kill you so various people are going to be happiest with various weights, recoils, ammunition types, and so forth. So far though all games I've seen have a clear good-better-best advancement, and Borderlands is no exception.
Life is the misery we endure between disappointments.
@ Xtal - I absolutely meant Borderlands, of course (what was I thinking<interrobang>)
I remember the hype about having a ba-zillion guns in it - is there much to the RPG side of it? And it doesn't sound as engaging as I'd hoped, hearing your opinions. Maybe I'll wait until the GOTY edition is in a bargain bin before checking it out.
Incidentally, I got a guest pass to Starcraft 2 and have been checking it out. I've only been playing the multiplayer against the AI (no story mode yet), but it plays identical to the first - even the new units don't differ much from the original. That said, I have to set it on 'easy' to get wins! And I have to turn all of the GFX down as far as possible to keep it smooth on my PC. Hopefully I'll get a chance to check out the story mode this weekend.
A man goes to knowledge as he goes to war, wide awake, with fear, with respect, and with absolute assurance. – The Teachings of Don Juan
I like what you're saying about guns that you like over ones that have the highest stats Steerpike. I was wondering how you would see that implamentad. I could see it in a more "realistic" game setting where one or two well placed shot of any gun could kill a man, but can't see it as much in a more rpg style game with wide ranging health points.
I was wondering if you had any further thoughts on that.
Well Armand, it's funny you bring that up because I've recently been thinking about the upgrade system in Final Fantasy XIII, which makes no sense at all.
Seriously, how do 36 lizard tails, a bottle of 'enigmatic fluid,' two particle accelerators and a claw make my sword better? SO I got to thinking.
The obviousest way to "upgrade" or your weapons would be through A to B purchases: spend money to improve. But there's no personalization there, just a straight track. What if you'd rather your gun had range instead of stopping power?
So then you get upgrades+personalization: spend money to improve and customize. We see this in the second two STALKER games, and it managed pretty well, but I still felt the options were too thin.
But what if you want a personal hand in the mechanics of it? Well, then we can look at KOTOR: the various crystals that upgraded your lightsaber. There was true strategy (but no obvious right and wrong) in choosing which ones you applied. I loved it, but again, it could have gone even deeper if it'd chosen to.
So then you get to hands-on customization: a big, big tree of bonuses, drawbacks, compatibilities and incompatibilities, tweaks, mods, adjustments and so forth. BIG tree. Apply some sort of minigame - not an annoying one but a good one - to the action of applying these changes. Like... sawing off the barrel of a shotgun widens the buckshot pattern, which brings various benefits and drawbacks, etc. Where do you saw? How sawed-off do we want this thing? Should we modify it to use a different gauge of ammo for whatever reason? Maybe we should add a recoil compensator, since the thing's obviously for close encounters. Also swap out the traditional stock for a pistol grip. And wouldn't it be sweet if I could replace the regular loading system with a revolving action? etc etc etc
Things like duct tape would play a part, as would hard chrome plating. I like the idea of a weapon (in games like those we're discussing) being an extension of oneself, growing as you grow. And, of course, replacing it should be a difficult decision, because all weapons have personality. Some people get along better with certain personalities, simple as that.
Did that make any sense?
Life is the misery we endure between disappointments.
The weapon bench thingy in Fallout III worked pretty ok in that it wasn't a big pain to get to and use and some of the products were pretty powerful. In this hypothetical new game you could find things on the ground and in cupboards and attach them to your weapon in a variety of places thereby generating desired effects, some known, some not (like in Ultima where you could make up your own spells). I would be very attached to a weapon built up slowly over time just to the way I wanted it.
My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude
Helmut, you look different! New hair cut?
Currently I am playing Amnesia -- The Dark Descent. Seeing stuff about this game over the last few days has also inspired me to replay the Thief trilogy, if you can handle it being referred to as such. So The Dark Descent will probably actually wait a couple of weeks, or be played intermittently.
I begin with The Dark Project, one of the most satisfying games I have ever played, along with The Metal Age, but neither did I ever finish (way back in 1998/99). I never even touched Deadly Shadows.
My goal: kill no one, steal everything. Let my long quest begin.
If being wrong's a crime I'm serving forever
"Did that make any sense?"
Yes, but I fear it's more gamer design than designer design. What you've done is turn a talent tree into a weapon design tree. For more focussed games--one character, no classes, no skills--should work fine and be fun. Broaden the game and it becomes an extra level of fiddly without a clear gain IMO.
grooowrrrr! [menace menace] rrrrowwwr!
This avatar marks my return to the cockpit. Soon. It also rather looks like Bannon from World in Conflict who I've adopted as a spiritual advisor.
The Metal Age took me at least four years to finish, through a couple of new rigs, etc, easily the game with the most elapsed time (that I actually finished). The final mission took over a year of effort alone and it was the switch from CRT to LCD monitor that posed the most problems. So hang in there.
My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude
I knew it was the glasses.
And Steerpike, your rant makes a lot of sense. But I don't know of any game that achieves this; making one's weapon an extension of their self. I can't think of any that really even come close, although KOTOR did indeed allow some customization that involved no penalization; actually The Force Unleashed also did that. Though that's only scratching the surface.
There are some games, say System Shock 2, where you need to care for your weapons, but hardly in the way you describe.
If being wrong's a crime I'm serving forever
I'm glad I finished both Thief I & II over shorter periods of time because it kept the whole experience together. I know a lot of people who started The Metal Age but never finished it and so going back was very difficult and fractured the experience. They're both incredible, incredible games and pretty much set a standard for me all those years ago. The city streets, The Bonehoard, Cragscleft, The Cathedral, the Pagan forest, Constantine's mansion– Constantines freakin' mansion. Incredible.
Did I mention how incredible they were?
I could never get into Deadly Shadows though.
I started playing Machiniarium yesterday after a period of not wanting to play anything. I think Finkbug mentioned it somewhere and I actually was offered a free review copy last year when it came out but wasn't into a puzzle game at the time. This sucker is hard in places, fun in places and sucky in places. I thought it was really going to be something fresh but already, after a couple of hours I'm running into the usual adventure game stuff.... i.e. here is a slider puzzle you have to solve for no apparent reason other than we are going to milk this shit like a cow.
Bought Unreal Tournament for the PS3 the other day - finally convinced a friend that he should ditch his Wii in favour of a PS3, and we wanted something we could play together online, but didn't want to pay much. So we settled on Unreal Tournament for a paltry $35AUD new (about $30US at the current rates). Still haven't played it online just yet, but I figure it should be ok for some mindless run-and-gun action, and we can voice chat at the same time.
The ol' bargain bin needs a greater range, so we can pick something something with a bit more "meat" on it!
A man goes to knowledge as he goes to war, wide awake, with fear, with respect, and with absolute assurance. – The Teachings of Don Juan
Machiniarium is same tired adventure but I was sold by the art direction. That said, it was a brain fart. I was thinking of Little Wheels. Another robot adventure but short, easy, free and charming. http://tinyurl.com/kjwejq.
http://www.parapluesch.de/ is also wonderful. Don't remember if I recommended it back in the day. There are many languages so don't let the German site scare you off. Never played anything quite like it.
I've been playing Transformice. (http://tinyurl.com/2e3knnl, gameplay video http://tinyurl.com/33epdqq) Each round one mouse is the shaman who draws on the screen to enable others to reach cheese and return it. The other players' mice race to get cheese first--screwing the rest--but if they don't work together no one gets cheese.
Mayhem.
We soooo need to get a Tap/FFC group going.
grooowrrrr! [menace menace] rrrrowwwr!
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