- Joined
- Jan 15, 2025
Half-Life 2 is an objectively inferior game to the original.
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Because that would result in ‘normalized’ level layouts like I mentioned. I want TR to stay that game with a high replay value, a game where you hunt for (unreachable at first glance) secrets and master the quirky dodging of traps. I want levels to be a playing field, designed primarily as a challenge. If you drop the grid layout, and don’t create anything to substitute that, you’re just left with running around, gameplay-wise Anniversary lost everything I played TR for.why wouldn't you want it to control normally instead?
By "into this," I mean, really into it. If you find those particular shmups to be fun, okay, sure. I'm not a bullet hell conoisseur, so maybe these ones are especially good. However, there's no reason for a grown man to be obsessing over comic books about magical little girls and collecting their figurines and all that crap.As long as it isn't sexualizing the characters I don't see a problem. It's Japanese so I wouldn't be surprised if it does, but those screenshots just showed boring dialogue with badly designed yet fully clothed girls.
It's actually kinda funny thinking about it how I've been playing Minecraft on/off for years and I always get to the point of "Are we ready to fully explore the nether yet?" before getting fucked by a stray arrow, losing my diamond armour and going "fuck this, I'll play something else".But even then, think about how you reach the dragon in the first place. You first go into a cave and get diamonds, which is normal. Everything after that is completely retarded and not explained at all, because minecraft is not a normal game.
Usually they are just clunky for clunk's sake. Look at Another World, you're basically expected to fail repeatedly. The best platformers give you good control, then build the levels around that rather than gimping you. But to a certain extent I suppose it's preference.No its more about the deliberare design of animation to sell a more grounded experience. But its also to get you thinking before you leap since you have less safety nets. Ico, Rain world, Oddworld. Games that show the value of this design philosphy by being masters of their craft.
Let's put it this way. Would Mario 64 be better or worse with tank controls? I know you can build levels around those controls, which is what TR apparently did, but do you think SM64 would still be as well regarded now if it controlled like that?Because that would result in ‘normalized’ level layouts like I mentioned. I want TR to stay that game with a high replay value, a game where you hunt for (unreachable at first glance) secrets and master the quirky dodging of traps. I want levels to be a playing field, designed primarily as a challenge. If you drop the grid layout, and don’t create anything to substitute that, you’re just left with running around, gameplay-wise Anniversary lost everything I played TR for.
Resident Evil never had nearly as much depth to it, but it’s a very different game and besides I liked it, so I won’t call it a product of its time.
If they really like the games then the comics are just an extension of it. Figurines is where it gets to be a bit much.By "into this," I mean, really into it. If you find those particular shmups to be fun, okay, sure. I'm not a bullet hell conoisseur, so maybe these ones are especially good. However, there's no reason for a grown man to be obsessing over comic books about magical little girls and collecting their figurines and all that crap.
Maybe my reading comprehension is poor but I don't really understand the distinction you're drawing.Well, collecting comics about magical little girls and their figurines is not necessarily suspect, but reading/writing specific comics about magical little girls is, especially if there's none of that stuff in the source material.
Failing repeatedly is the point though. They put a lot of effort into those death animations especially in a game like Hearts of Darkness. Trial and Error design isn't inherently bad.Usually they are just clunky for clunk's sake. Look at Another World, you're basically expected to fail repeatedly.
I don't know man, I think we're just gonna have to agree to disagree. If you're intended to fail then it ain't much of a game, it's rigged.Failing repeatedly is the point though. They put a lot of effort into those death animations especially in a game like Hearts of Darkness. Trial and Error design isn't inherently bad.
Man, you're better off not understanding, believe me.Maybe my reading comprehension is poor but I don't really understand the distinction you're drawing.
It's fair to say the controls work if you have patience, but why wouldn't you want it to control normally instead?
Let's put it this way. Would Mario 64 be better or worse with tank controls? I know you can build levels around those controls, which is what TR apparently did, but do you think SM64 would still be as well regarded now if it controlled like that?
Disagree. There's no good reason for a grown man to find idiotic stories about magical little girls interesting.Well, collecting comics about magical little girls and their figurines is not necessarily suspect
Its not rigged, death is of low concequence and sells the actual danger of the world. So many games use artificial tricks to create an illusion of danger. The trap filled pyramids of prince of persia, the alien worlds of flashback, hearts of darkness and oddworld. These are actually dangerous hostile places and you know this because they kill you on a moments notice. Amd thats not to say theyre entirely unfair you're not likely to die to every hazard and they have good telegraphing. There's nothing wrong with dying being a teaching experience.I don't know man, I think we're just gonna have to agree to disagree. If you're intended to fail then it ain't much of a game, it's rigged.
Mario 64 isn’t in the same ballpark. It plays a lot differently. With all that criticism of TR, one would think you’d notice. See, I don’t want those levels, I want a playfield like in Minesweeper.Would Mario 64 be better or worse with tank controls? I know you can build levels around those controls
I put dozens of hours into Re2 and 3, read every single file and epilogue, went from barely escaping Nemesis to owning him at every encounter. Great games, but they have very little depth aside from perhaps mastering knife in 3.Resident Evil has quite a bit of depth in its controls.
This is totally flawed thinking. They're different games with different goals, not every game has to be the same. This thinking is why every game today is an homogenous blob. Tomb Raider simply isn't Mario.Let's put it this way. Would Mario 64 be better or worse with tank controls? I know you can build levels around those controls, which is what TR apparently did, but do you think SM64 would still be as well regarded now if it controlled like that?
I met a guy once who was very into Harlequin romances. I didn't find it weird or anything, mostly because he looked like a mutant who could snap me in half with bare hands.Disagree. There's no good reason for a grown man to find idiotic stories about magical little girls interesting.
I've borrowed it from a friend back in high school who grew up with it, since I've bought an N64 second-hand (this was around the time the 360/Wii U was the latest console), and decided I didn't like the controls even back then, despite loving games like GoldenEye and OoT. I also played through more-or-less the whole game with said friend via (believe it or not) another, older Co-Op mod with that same high school friend. I think we got something in the realm of 60 Stars before we decided to do the exact same thing and BLJ up the infinite staircase.How much? If you just messed around in the opening area or beat the first stage then it's not much to judge the game by, and in that case your primary experience is through an unintended method. I'm sure the co-op was miserable because Nintendo themselves deemed it miserable enough to remove from the game.
So it's a skill issue that, when trying to grab a constantly moving target, pressing the B-button can randomly cause you to either grab the thing, or fly a thousand miles in the opposite direction?This part is a legitimate skill issue. By the time you reach Bowser you should have a feel for the distance between yourself and objects required to grab them.
Then you're gonna have to tell me what ancient witch voodoo you perform to get the Red Coin on Dire Dire Docks, because he just refuses to triple jump on that fucking boat. I never played it as a kid, but as an adult, I feel the frustration of those kids in that Got Milk commercial.I've never experienced this, Mario always does what I want him to, he just feels kinda shitty doing it.
I will agree with you that comparing a casual player to a speedrunner is a bit unfair. These people have thousands of hours of playing the same game over and over, and so they could make even the worst games look like they control like a dream.He definitely can technically; if you watch professional players they make him look like he controls like Mario from Odyssey. Problem is you shouldn't need to be an autist who mastered the controls through obsessive play to make Mario do precise movement.
I'm not 100% certain about as to whether or not your bias is affecting your view point, but I'll give you props: at least you acknowledged the game has some issues and tried to engage with me in a civilized manner, unlike some others in this thread who saw me waltzing into the unpopular opinions thread and having the gall to say the game everyone else played when they were six didn't age well. Judging by your previous comment, it seems like you have actual experience with the Touhou series (though you erroneously called Double Spoiler "Double Focus"), so you probably thought "Eh, not for me, but it's harmless otherwise," which is totally fine by me.So the bias and experience with it you're alleging I have is fictitious, I'm rather objective about SM64, beyond just loving the character and IP so much in general. If it wasn't Mario then maybe I'd think somewhat less of it. But really, the issues are just not that bad, they are very significant but don't ruin the game. It's just a matter of expectations and not letting relatively minor issues ruin what's otherwise a good game. Maybe it's not "great", wrong choice of words I used, but it is pretty good, it's a classic.
ZUN has gone on record to say that he has no interest in sexual, romantic, or fanservice elements, and has no intention of putting them in his games...As long as it isn't sexualizing the characters I don't see a problem. It's Japanese so I wouldn't be surprised if it does, but those screenshots just showed boring dialogue with badly designed yet fully clothed girls.
I think the biggest contrast is between Tomb Raider and Uncharted. Uncharted is trying to be Tomb Raider without understanding what made the game good. I think the modern over-the-shoulder combat controls do work a lot better than Tomb Raider's very clunky controls that completely break down when an Atlantean gets in your face (seriously, exploding enemies that jump at you were a horrible idea), but Uncharted misses out on what really makes Tomb Raider work, mainly the maze-like levels, the precise jumps, and figuring out where to go.This is totally flawed thinking. They're different games with different goals, not every game has to be the same. This thinking is why every game today is an homogenous blob. Tomb Raider simply isn't Mario.
I met a guy once who was very into Harlequin romances. I didn't find it weird or anything, mostly because he looked like a mutant who could snap me in half with bare hands.
Its not random, its a hitbox and you missed. Also if you dive into his tail it grabs automatically so you missed twice and also if you're diving you already fucked up anyway because dive is what happens when you punch while moving too fast.So it's a skill issue that, when trying to grab a constantly moving target, pressing the B-button can randomly cause you to either grab the thing, or fly a thousand miles in the opposite direction?
Do you even hear yourself? This is what I'm talking about when I say your mind paved over the jank. Hypothetically, if grab and dive were different buttons, this wouldn't be an issue, but here we are.
You don't need to triple jump at all.Then you're gonna have to tell me what ancient witch voodoo you perform to get the Red Coin on Dire Dire Docks, because he just refuses to triple jump on that fucking boat. I never played it as a kid, but as an adult, I feel the frustration of those kids in that Got Milk commercial.