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What game are you playing?
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Steerpike
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January 6, 2014 - 6:24 pm
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Yeah, the more I think about Tomb Raider the more I like it, though that must be taken with the usual side of "but." Mostly I'm glad it did well enough that Crystal will be continuing the franchise along its lines, hopefully with more tombs to raid next time.

Taking Dix's remarks about it in his GOTY piece to heart, TR13 was at its best when it modified what worked in the very first and added the amazing technology of today.

As to the next one, they're not far from the mark they need to hit. Set it in an "open world" - let's say a lost city - where you have the run of the place and a story arc but not a level-by-level structure. Linear is okay, but Lara raids tombs, so give us lots of tombs to raid. Throw in a couple flashbacks, maybe, so there's a little variance and we can get some story development. Also more setpieces like the dinosaur battle from the original Tomb Raider. Develop Lara's character further, focusing on the fact that she's changed so dramatically she's now a stranger to her friends - a frightening stranger. Add more puzzling elements, but keep them reasonable - and even consider a dose of realism in there (why do 2,000-year-old mechanisms always work perfectly? Why in the age of physics do designers still insist that dynamite is not effective against barriers? etc etc etc).

Expecting little going in - I only bought it because Botch and Xtal had so much praise - I wound up with one of my games of the year. That fact matters little to Crystal Dynamics; what should matter to them is that based on TR13, I'll be buying the next Tomb Raider new, at full retail price, rather than meh-ing and waiting for a sale.

I've been playing Killer is Dead (up there with Hyperdimension Neptunia and Dangerous High School Girls in Trouble for best title ever) and I suck at it. But it's not my fault! It's the caterpillar lady. Scares the shit out of me.

Life is the misery we endure between disappointments.

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geggis
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January 7, 2014 - 4:43 am
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I've been playing Killer is Dead (up there with Hyperdimension Neptunia and Dangerous High School Girls in Trouble for best title ever) and I suck at it. But it's not my fault! It's the caterpillar lady. Scares the shit out of me.

I always liked 1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby)

That sounds like the perfect Tomb Raider to me Steerpike. The flashbacks could be like Antichamber where you start doing something and the environment changes seamlessly as if Lara's recalling a time and place in her mind and when the flashback ends you seamlessly end up back where you were. That would be awesome. The 'realism' aspects could be a great way of carrying some nice self-aware jokes too. I'd like to see larger scale puzzles, similar to Vessel's, where players are expected to explore, observe and utilise various phenomena rather than just relying on a handy notepad Uncharted-style or pushing goddamn blocks around. Exploration isn't just moving around an environment, it's working out the ways of a strange and unfamiliar (and in this case ancient) world. Remember the weird technology in The Dig? Like that.

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Synonamess Botch
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January 7, 2014 - 10:00 am
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I've already gushed about Tomb Raider here so I won't anymore (much).  It's interesting to see others enjoying it so much as well, in that while I knew it was a game I liked, I didn't have a sense of its appeal to gamers in general and Tappers in particular.  I do know that it's one of the few games in recent memory that I blasted through pretty quickly and never got tired of.  I think it's just a very well crafted game with a good story, excellent mechanics (that bow is a definite highlight), and some of the best production values I've ever encountered that Square Enix simply over-budgeted for.  But they are making another one I'm pretty sure so it must not have performed too poorly.

Besides that, Dark Souls has sucked me back in.  And I've even got The Last of Us sitting on my desk, staring at me.

EDIT: Steerpike, your Tomb Raider 20?? treatment sounds awesome.  I'm sold.  Moar Toooooombs!!!!!!!!!!!! grin

 

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Dix
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January 7, 2014 - 10:15 am
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Definitely more (and bigger) tombs.  I'm hoping that now that they've rebooted the series with the more popular shooter mechanics and so forth, the next game in the series will bring back more of the kind of gameplay that the series was known for before: acrobatic platforming and ancient puzzles.

"Home is not a place.  It is wherever your passion takes you."

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Helmut
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January 7, 2014 - 3:58 pm
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Pokey, various sites are reporting that Far Cry 3 has removed the GFWL. You may wish to give that a shot. 

http://www.escapistmagazine.co.....ctionality

 

Tomb Raider did a lot of stuff wrong. The combat is pretty trivial, the controls are, well it is Tomb Raider, but I'd expect they'd have the mouse and keys integrated a little better by now, and I never discovered there was a map until I was 50% through. But I think they did an awful lot right as well. Trinkets, trinkets everywhere, and the gameplay varies enough to avoid tedium. I wish they would have moved some of the puzzles involved in finding some of the trinkets and plot elements to the tomb raiding portion of the game. I'm at the 75% part of the game and I am looking forward to finding out what's at the end. 

My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude

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Dix
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January 7, 2014 - 5:30 pm
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Ugh, I hate playing third person action games on a PC - at least without a controller.  I don't think I've ever met one whose keyboard/mouse controls felt right to me.  I always get them for console if I can.

"Home is not a place.  It is wherever your passion takes you."

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Helmut
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January 7, 2014 - 5:46 pm
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They run into problems with the combat. I don't have any issues with the normal questing interaction, but now that they're doing so much more combat, that's where it's noticeable. It's the 3rd party strafe equivalent that causes the problems. The camera is locked on the targets, so trying to slide sideways to get a shot always makes Laura turn sideways and lurch out into the open. Does that not happen with a controller too? 

My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude

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Pokey
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January 7, 2014 - 6:16 pm
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Helmut, that is actually Fallout 3. I have misread Fallout 3 as Far Cry 3 several times lately. We seem to have the same affliction. I don't remember ever having to go though GFWL with Fallout 3. With Far Cry, it is Ubisoft that makes you jump through hoops, but not nearly as annoying as GFWL has been. I am glad to see it die.

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Toger
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January 7, 2014 - 7:16 pm
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Helmut said
They run into problems with the combat. I don't have any issues with the normal questing interaction, but now that they're doing so much more combat, that's where it's noticeable. It's the 3rd party strafe equivalent that causes the problems. The camera is locked on the targets, so trying to slide sideways to get a shot always makes Laura turn sideways and lurch out into the open. Does that not happen with a controller too? 

She does (I'm on the 360). I've been killed more than once because Lara steps out of cover too far in order to fire. She doesn't seem able to fire (gun or bow) from a crouching position. Yet she does, in fact, crouch behind cover. Until you aim.

On the other hand, having the camera auto-target is gravy for me... when it works.

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Synonamess Botch
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January 7, 2014 - 10:42 pm
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Most PC games now support a gamepad, and very well at that.  Tomb Raider does and that's what I used on PC.  I remember the controls being excellent.  It's becoming my main scheme.  I personally use a PS3 controller, connected via USB, using a third-party emulator called DS3.  It emulates an Xbox360 controller, so all the button prompts are Xbox, but I'm familiar enough with them to do the mental translation quickly.

I didn't have a wired Xbox controller and refused to give Microsoft another penny, but that's just me.

 

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Dix
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January 8, 2014 - 9:18 am
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Helmut said
They run into problems with the combat. I don't have any issues with the normal questing interaction, but now that they're doing so much more combat, that's where it's noticeable. It's the 3rd party strafe equivalent that causes the problems. The camera is locked on the targets, so trying to slide sideways to get a shot always makes Laura turn sideways and lurch out into the open. Does that not happen with a controller too? 

Probably.  It's been six months since I played so I don't recall the particular nuances of the controls, but I wasn't ever frustrated with them.  I may just be used to a controller and/or the third-person cover shooter genre enough that such quirks struck me as normal rather than problematic.  I played on the PS3, for what that's worth.

Even with a controller, I tend to find PC third-person games...stiffer?  I'm not sure.  I could be imagining that.  I've been playing Sleeping Dogs these last few days and Wei's movement feels a bit stiff to me, but maybe that's just the game, not the platform.

 

"Home is not a place.  It is wherever your passion takes you."

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Steerpike
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January 8, 2014 - 10:08 am
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In the case of Tomb Raider I couldn't find an adequate mapping system for the mouse and keyboard. No matter what I mapped the thumb buttons to, it didn't work in the long run. That's really a game that doesn't play well without a controller.

In general, when my PC was at a desk, M/K was my go-to and I avoided controller use. Since dragging it out into the living room, I play most games with a corded 360 controller since I can't work out a comfortable mousing and keyboard surface that allows the level of precision some shooters need.

Overall Tomb Raider's controls were fine with me, except for the reviled QTEs they still insist on using. Maybe not quite as fluid as some games, particularly in the menus, but Lara's shortcomings in the matter of firing from cover were addressed by her enemies' shortcomings in hitting her.

Life is the misery we endure between disappointments.

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Helmut
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January 8, 2014 - 12:24 pm
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Sorry Pokey, I was certain I had the right thing. Who cares about DRM in Fallout 3 anymore? I'm certain (as certain as Far Cry 3) it wasn't there when I was playing. 

Finished TR last night, so I'm going to try again with a little harder difficulty, see if I can find more items earlier on. Once you have all the insta-map skills, it's not so difficult, and I was never much into fast travel. 

 

My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude

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Synonamess Botch
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January 9, 2014 - 11:05 am
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I finally started The Last of Us.  I didn't realize Joel was a Texas boy.  The prelude happens practically in my back yard.  I give the accent a solid "not bad."

Anyway I just left the capitol building and saw Ellie's first reaction to walking in the woods.  I'm a bit frustrated that failure at certain encounters puts you right back at the beginning of them, with no way to save mid-progress.  Other than that I'm really enjoying it.  I'm playing on Normal difficulty and am still obstinately refusing to go Easy, even though I'm more interested in the story than the gameplay.

EDIT: Aha, I see Troy Baker is originally from Dallas.  Had to tone down that panhandle accent for central Texas then. grin

 

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xtal
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January 9, 2014 - 1:28 pm
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Dix, I certainly came late to the Infamous party; I have one friend in particular who loves, loves, loves the series and I just wasn't infatuated with it. Maybe it's aged a bit weirdly...Infamous 1 was what, a 2008/09 game? Not that long ago, but I guess half of the console generation cycle so..who knows.

My take on it also comes from someone who doesn't really get heavily into superhero stuff, so while I still can get behind the idea of some new/previously unknown superhero it's not like that's a dream I've always had. I can see Infamous meeting criteria of what many people may have had in their minds long ago as the perfect kind of game (-Open world, -Pretty cool superpowers, -Scaling challenge and bad guys to fight). Admittedly, surfing along train tracks and power lines is a pretty neat way to travel. But some of the over-stickiness also prevented me from harnessing that ability to its fullest; I may have needed more practice.

I'll wait to hear reviews on Second Son from some people who were not in love with the first game. That could determine whether I continue on with the series.

 

Botch, The Last of Us! Yay!

I'm conflicted about the difficulty levels of the game. Here is why: I played it twice in June/July on Normal then Normal NG+; I loved the scavenging and crafting but was never met with too many difficult decisions about what to craft, what to leave behind, etc. Every single shiv door should be opened, at least on Normal difficulty.

Now just a few nights ago I wrapped up my third playthrough which I did on Survivor+; there are a few frustrating encounters in the game where you will almost certainly have to restart a whole bunch of times (the subway in Boston, the first clicker encounter (this one is just broken and sucks) and a few others I won't spoil for you). On one hand I can see just wanting to play on Easy to enjoy the story of the game, but on the other hand after playing it 3 times now I think I would recommend anyone new to the game play it on Survivor for their first time. And here is why I say that:

  • On Survivor difficulty Joel doesn't have his super hearing ability, which I came to rely on a lot, but I got along fine without it, and it didn't add that "cheap" element.
  • The difficulty levels are done right in TLoU: whether on Easy or Survivor, a headshot (to an enemy without head protection) will kill. Enemies will not absorb more bullets on Survivor. As far as I can tell there are three major changes, all good: Joel loses the super hearing, as I said; Enemy AI is actually 'turned up' ... best way to describe this: clickers are even more sensitive to sound; basically you can never sneak up on them, save for a few situations. This didn't become game-breaking for me at any point; lastly, items are incredibly scarce; so scarce that the world feels more realistic in that it is more picked at, which it should be for a world 20 years into an epidemic. All the same drawers/cupboards/lockers/etc. still open, but they will rarely have anything in them. For example, there are no longer medkits just laying around which you can find; you can still craft them of course, but there are none just laying there in the game (except for one late game part where it makes sense). Since I really liked the scavenging element, I thought Survivor mode brought that to a new extreme height. But the most frustrating parts of the game itself are not harder. You'll just have way less ammo and supplies to get out of situations. Ultimately what this amounts to is that you will use bottles and bricks much more often to either distract or kill enemies. I went through situations where on Normal I killed all the enemies or killed a few choice enemies so I could sneak by others, whereas on Survivor I just picked the best route through an area to avoid all the enemies, except for some unfortunate scenarios where you have to kill everyone; those still kind of suck.

tl;dr - The Last of Us - Survivor mode is satisfying because it gets difficulty increase right (whereas, for example Bioshock Infinite, gets it so so wrong).

 

I decided to finish it off this week to get a bit of a refresher for game of the year talk; in a way I wanted to really make sure it was my favourite game of 2013, instead of my short but sweet romances with State of Decay or Metro: Last Light. Verdict: confirmed.

If being wrong's a crime I'm serving forever

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Synonamess Botch
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January 9, 2014 - 3:20 pm
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I don't think I'm saying anything spoiler-y about The Last of Us, but here's a warning just in case.

 

 

Xtal you tempt me with your talk of Survivor.  I've already passed up one shiv door b/c I was shiv-ing every clicker in sight and ran out.  Now that door will haunt me the rest of my playthrough.  I did learn that sneaking past those things is probably better.  The one area where you first encounter a whole mob of them is the one I got stuck on.  I finally used bricks to get past the last one.  A melee weapon works as well, so long as it has enough "charges".  Skull bashing doesn't seem to alert anyone.

It's funny how they throw those things at you early.  Then when you come upon soldiers, they seem downright benign in comparison.

 

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Dix
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January 9, 2014 - 4:19 pm
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Yeah, Clickers are tricky.  They come so early and strike fear into one's heart because they're dangerous and tough to kill.  They're why I took all the shiv upgrades ASAP and stand by my belief that they are the best/most crucial upgrades to purchase.

Once you realize that Clickers are both blind AND stupid, though, they're pretty easy to sneak around.  They are most dangerous when something else starts attacking you and you have to have a noisy fight.

"Home is not a place.  It is wherever your passion takes you."

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Synonamess Botch
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January 10, 2014 - 12:37 pm
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Yeah, I've been getting wise to just avoiding them altogether.

However, there seemed no way to go the complete stealth route after finding the battery missing from the military truck.  I'm now in Pittsburgh and just took out all the hunters in the abandoned military compound.  Stealthing those guys one by one was fun - sneaking around, manipulating them with bricks and such.  I saved up all my supplements until I could take the shiv master or whatever it's called.  Seemed the most useful.

 

 

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Dix
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January 10, 2014 - 1:06 pm
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One of my design gripes about The Last of Us is that most of the supplement upgrades didn't seem that useful.  The obvious ones - extra health, extended listen range, etc - didn't strike me as making that big of a difference.  The shiv stuff was extremely useful, though.  Extremely.

"Home is not a place.  It is wherever your passion takes you."

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Dix
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January 10, 2014 - 1:14 pm
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Oh, meanwhile, I'm playing Sleeping Dogs at the behest of a friend.  So far I like it, and as a player who tends to be biased against open world games, that at least means it's competent at something.  The undercover cop angle and some of the systems that go with that are a plus.

"Home is not a place.  It is wherever your passion takes you."

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