David Jaffe has nothing to do and he's going crazy

  • 🔧 At about Midnight EST I am going to completely fuck up the site trying to fix something.
The secret detector you get at the end of the game?
Technically that Aeion is more near the midway point of the game but still.

That's still a decent stretch of the game you're playing without its help.
 
Damn, no wonder god of war was designed as brain dead DMC if he's having this much of a problem with one of the easiest to see where to go metroid games in the series
The cameras in GOW 1-3 only worked in one direction, so if you had to backtrack, you may get stuck behind a wall because you can't see shit.
 
God of War was fun because Gaffes and Goofs over here had artistic directors, programmers, and level designers gripping him by the ear like a strict at home mother telling him not to touch shit like glass or a hot stove. He has crazy, interesting ideas, and did a long time ago- but it was also supplemented and had input on by LITERALLY everyone involved in God of War. Kratos was an interesting character because he has a moral conundrum of not becoming a crazed ceaseless murderer, struggling to stop that instinct from taking over, then he falls to it, loses his mind, and goes on a murderering rampage because the Gods kept wronging him and did not stop. It’s a neat if very minimal character study on what can turn a man with conviction to the very thing he wished to destroy. I’m convinced Jaffe had no intention of giving him any character growth and it was quietly implemented by other members of his team.

TL;DR- The only reason the games he were involved in were any good was because he was wrangled like a wild horse and had the key components out of his nonsense harvested for later use.

EDIT: Some other characters who do this- Handsome Jack of Borderlands, Akechi Gori of the Shin Megami Tensei: Personal series, Vergil of Devil May Cry, etc.
 
you are a closeted homosexual if you the black is a better action movie fps than FEAR and you should stop projecting your lust for men onto others.
Yeah, you got me, FEAR was pretty damn awesome. Still didn't have "open doors with a machine gun" as one of its top selling points. That and the total lack of a cemetery map unlike Black. Nothing quite like blasting while marble everywhere.
 
he is being exceptional again. he has gone to war with haters over his shit metroid dread takes.
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the thumbnail for that last response video lmao
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The only thing I could probably think is legitimate is that the breakable areas need to be more clearly marked by default. Show like some glowing cracks on them and make them more visually distinct.

Everything in games has high detail now so you need to have stuff marked, because how it was prior was that interactive objects were more detailed than the background. It's why in many games they pick a color that stands out from the background and that signifies that the object can be interacted with.
 
  • Agree
Reactions: derpherp2
The only thing I could probably think is legitimate is that the breakable areas need to be more clearly marked by default. Show like some glowing cracks on them and make them more visually distinct.
Maybe, but like it says in the corner there, there was a tutorial at the beginning of the game that literally said “hey, shoot the walls and shit to find ways to proceed properly.”

Jaffe is just bitter
 
Maybe, but like it says in the corner there, there was a tutorial at the beginning of the game that literally said “hey, shoot the walls and shit to find ways to proceed properly.”

Jaffe is just bitter
Yeah that's not a big enough indicator though. They point to the window as drawing your attention to the screen but the window isn't the object itself. The destroyable object should be the thing glowing orange and flashing.
 
Point to me on the screen and tell me what object can be broken?
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The point people are making is Metroid is designed around exploration and finding secrets. And the game tells you at the beginning. “Hey, here is what to do to explore and such.” If the game is built around shooting walls to open paths and explore, and you come to a room that doesn’t have a straight path, you think “maybe I should shoot something”. And there’s enough context clues to tell you to shoot the ceiling in that image in a game youre you’re supposed to shoot ceilings and walls as a game mechanic.
 
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