I don't know what's worse. The inappropriateness of these on the site, their lack of cleverness, having to see them every day, the people bitching about them, or the fact VC doesn't know how to properly make charts or graphs.
Are 1up now the piracy police?! Who gives a damn what they say. Why don't they do these public service... or should I say corporate service announcements for smaller games from indie developers, the ones that need every penny to survive- not the latest Final Fantasy installment that will make millions in profits. 1up can shove this up their righteous asses.
Looks more like RE4 than Half-Life, whoever mentioned Half-Life.
There is something to be said for that camera angle and it's level of fun-ness. I will always prefer FPS with a keyboard/mouse. Gamepads are laughably lame and restricting for FPS'. Before I got a PC and learned this, I had fun with Goldeneye but now its tedious and aggravating trying to play that or any other FPS with a gamepad.
But I can say I had a lot of fun playing games like RE4 that some would say "Why don't they just make it a FPS?!"- Because it works better with a gamepad. RE4 with a keyboard and mouse would be lame. THAT would make me say "Why don't they just make it a FPS?!". Yet, this viewing angle and how it plays really "feels" like an FPS. Maybe this is the best way to have a shooter type game with high accuracy and player control in a 3D game without resorting to simply first person mode. I don't know why this is. Maybe becuase controllers are so limited and the viewing angle makes up for easily "looking around" with a mouse, but "firing mode" still allows for high accuracy from the player.
That being said, the viewing/shooting system itself doesn't mean the game is going to be great. There certainly wasn't any variety shown in the video. Certainly futuristic and high-paced RE4 sounds like fun to me. Depends how they execute. Too early to tell.
The game doesn't look great on Xbox360 nor PC because lack of memory for textures on the 360. The game was designed for the 360 and that's why the distant textures look like crap. Luckily PC users can get high resolution versions of a lot of Oblivion textures to enhance the experience as well as countless other graphics-related stuffs. I was skeptical of installing the graphical enhancement mods since the game is already so demanding on hardware, but it didn't slow the game down too much. Damn shame Oblivion wasn't made exclusively for the PC first- most of the problems with the game (gameplay, ui, graphics) are a result of designing for the 360 and the 'mainstream' console gamer. Although I can't blame them. They gots to get paid.
That is the point. Not every game is supposed to appeal to every single possible gamer in the world. Not every book, movie, or TV show appeals to everyone either. That's how it is and that's how I like it. If Oblivion tried to appeal to the casual gamer, it would suck (from my viewpoint). That's not what the Elder Scrolls series is about. If "what it's about" doesn't appeal to "casual" gamers, then so be it.
"Also in the trailer, the demo man was able to throw explosives, where as in TFC, he was only able to plant explosives where he was stood, which took about 5 seconds."
Not true. In the trailer he threw a MIRV grenade, which QWTF and TFC both had as well. What you are thinking of is a detpack, which wasn't shown in the trailer.
On the subject of medic in TFC- He is the corner stone of the Offense. In 8v8 or 9v9 matches, 4 medics on O is usually the ideal O setup, regardless of map. He has lots of grenades to fight if needed, concs to finesse, fast speed, and a fairly good amount of health. With significant changes to the medic, TF2 won't play the same as TFC, at least in organized match situations. Whether or not public servers with random people play different in another story ;)
That being said, from a game design perspective, medic is probably the 2nd most over-powered class in TFC, which in turn makes other classes less used. Valve wants all the classes to be viable options in many situations, rather than "4 medics by default, and maybe throw in another class based on the map". Therefore, in order to make other classes more viable, you have to make them better, but at the same time nerf the classes that are already too good at too many things. So I'm sure the medic will be nerfed as a Offensive powerhouse to make room for other classes.
But I believe, within the TF game mechanics, he will never be a good choice on defense. He will either be too weak and soldier, or some other class, will be a better choice. Or if you beef him up he will run all over the base chasing down enemy offense, breaking the "slow D, fast O" dynamics which make capturing the flag possible most of the time. And healing defense on CTF maps (the base of TF gameplay) is mostly useless, as it is superior to simply kill youself or make sure you die so you can get full health/armor/grenades before the enemy O comes back. In the original design for TF2, I could see medic working as a defensive class with other units, but that was a completely different game.
Of course I don't know what Valve is doing. I suppose you could change all his attributes in any number of ways which make any sort of class. But I think he should stay as an offensive class, simply because there are too many D-oriented classes. Or should I say, with a HWG limit, the Defense in TFC is pretty balanced- you see a good mix of HWG, soldier, demo, and engineer. With a balanced HWG you get the same thing. Pyro has always been useless (advertised as a D class) and frankly I think he should be tweaked to become an offensive class.
The most overpowered class is the HWG, of course. Every league I know of has class limits for the HWG (usually only 1 allowed). This is because, like medic, he is too good at too many things (on Defense). In many situations you could use 3 or 4 or even 5 HWGs on Defense and it would be just about impossible for the other team to capture the flag. In TF2 they appear to have widened the spread of the HWG's fire, made the effective range, much, much, smaller, and it appears you may have to "ready" the weapon before firing. This transforms the HWG from deadly in tight areas, medium range, and out in the yard of many maps to being only useful in select, mid-range siutations. He appears to be useless now at long range and short range he could be crippled by long "ready" time (although in a match situation he could stay in place and always be "ready", although that limits his mobility).
There is so much speculation that can be had just based on a few comments from Valve, their past views on TF/TFC/TF2, and these 2 trailers. My comment is already tldr already so I'll stop ;D
The games don't look good because the hardware wasn't finalized and developers were mostly in the dark until recently when it came to Wii hardware. I'm sure games will look a lot better than the first games we've seen, but still nowhere as good as PS3/X360. If Nintendo "punk'd" us, then they also did the same to all the 3rd party developers out there. And that would be bad for business.
Pfft, if they were serious the 60gb version would have woodgrain paneling with that chrome. Oh yea, that would make the 20gb version look WAY inferior.
Picture it: top secret game design manual found in dumpster outside big game publisher's HQ
Oct 3rd 2006 4:40PM (Joystiq)Mark Rein says second-gen GoW on 360 looks better than first-gen PS3 titles
Oct 3rd 2006 4:40PM (Joystiq)1UP urges us to buy, not steal
Oct 3rd 2006 4:17PM (Joystiq)X06: Gears of War gameplay video
Sep 29th 2006 5:22PM (Joystiq)There is something to be said for that camera angle and it's level of fun-ness. I will always prefer FPS with a keyboard/mouse. Gamepads are laughably lame and restricting for FPS'. Before I got a PC and learned this, I had fun with Goldeneye but now its tedious and aggravating trying to play that or any other FPS with a gamepad.
But I can say I had a lot of fun playing games like RE4 that some would say "Why don't they just make it a FPS?!"- Because it works better with a gamepad. RE4 with a keyboard and mouse would be lame. THAT would make me say "Why don't they just make it a FPS?!". Yet, this viewing angle and how it plays really "feels" like an FPS. Maybe this is the best way to have a shooter type game with high accuracy and player control in a 3D game without resorting to simply first person mode. I don't know why this is. Maybe becuase controllers are so limited and the viewing angle makes up for easily "looking around" with a mouse, but "firing mode" still allows for high accuracy from the player.
That being said, the viewing/shooting system itself doesn't mean the game is going to be great. There certainly wasn't any variety shown in the video. Certainly futuristic and high-paced RE4 sounds like fun to me. Depends how they execute. Too early to tell.
Ridiculous "black 360" with ridiculously cute cat [update 1]
Sep 28th 2006 5:17AM (Joystiq)o_O
Mysterious PS3 launch title is Oblivion
Sep 28th 2006 3:22AM (Joystiq)"Epic" RPGs: too time-consuming for casual gamers?
Sep 18th 2006 5:21PM (Joystiq)That is the point. Not every game is supposed to appeal to every single possible gamer in the world. Not every book, movie, or TV show appeals to everyone either. That's how it is and that's how I like it. If Oblivion tried to appeal to the casual gamer, it would suck (from my viewpoint). That's not what the Elder Scrolls series is about. If "what it's about" doesn't appeal to "casual" gamers, then so be it.
Team Fortress 2 overhauls medic class [update 1]
Aug 28th 2006 5:33PM (Joystiq)Not true. In the trailer he threw a MIRV grenade, which QWTF and TFC both had as well. What you are thinking of is a detpack, which wasn't shown in the trailer.
On the subject of medic in TFC- He is the corner stone of the Offense. In 8v8 or 9v9 matches, 4 medics on O is usually the ideal O setup, regardless of map. He has lots of grenades to fight if needed, concs to finesse, fast speed, and a fairly good amount of health. With significant changes to the medic, TF2 won't play the same as TFC, at least in organized match situations. Whether or not public servers with random people play different in another story ;)
That being said, from a game design perspective, medic is probably the 2nd most over-powered class in TFC, which in turn makes other classes less used. Valve wants all the classes to be viable options in many situations, rather than "4 medics by default, and maybe throw in another class based on the map". Therefore, in order to make other classes more viable, you have to make them better, but at the same time nerf the classes that are already too good at too many things. So I'm sure the medic will be nerfed as a Offensive powerhouse to make room for other classes.
But I believe, within the TF game mechanics, he will never be a good choice on defense. He will either be too weak and soldier, or some other class, will be a better choice. Or if you beef him up he will run all over the base chasing down enemy offense, breaking the "slow D, fast O" dynamics which make capturing the flag possible most of the time. And healing defense on CTF maps (the base of TF gameplay) is mostly useless, as it is superior to simply kill youself or make sure you die so you can get full health/armor/grenades before the enemy O comes back. In the original design for TF2, I could see medic working as a defensive class with other units, but that was a completely different game.
Of course I don't know what Valve is doing. I suppose you could change all his attributes in any number of ways which make any sort of class. But I think he should stay as an offensive class, simply because there are too many D-oriented classes. Or should I say, with a HWG limit, the Defense in TFC is pretty balanced- you see a good mix of HWG, soldier, demo, and engineer. With a balanced HWG you get the same thing. Pyro has always been useless (advertised as a D class) and frankly I think he should be tweaked to become an offensive class.
The most overpowered class is the HWG, of course. Every league I know of has class limits for the HWG (usually only 1 allowed). This is because, like medic, he is too good at too many things (on Defense). In many situations you could use 3 or 4 or even 5 HWGs on Defense and it would be just about impossible for the other team to capture the flag. In TF2 they appear to have widened the spread of the HWG's fire, made the effective range, much, much, smaller, and it appears you may have to "ready" the weapon before firing. This transforms the HWG from deadly in tight areas, medium range, and out in the yard of many maps to being only useful in select, mid-range siutations. He appears to be useless now at long range and short range he could be crippled by long "ready" time (although in a match situation he could stay in place and always be "ready", although that limits his mobility).
There is so much speculation that can be had just based on a few comments from Valve, their past views on TF/TFC/TF2, and these 2 trailers. My comment is already tldr already so I'll stop ;D
Rumor: Will Nintendo punk us with the Wii?
Aug 27th 2006 6:42PM (Joystiq)The PS3 versions side by side
Aug 20th 2006 9:45PM (Joystiq)