<Kyosho> Okay, the thing in the chick's upstairs apartment, with the dog and all... Yes that was somewhat scripted. It was all AI, but they put in some specific things they wanted her (and the dog) to do, and whether they did them (and the order they did them, I believe) was up to the AI <Kyosho> They wanted something cool for E3, so they fixed it a bit so the player wouldn't have to stand around for an hour to see something cool happen. <Kyosho> meaning, it wasn't completely random. <Kyosho> But think about it, why on earth would you ever want an NPC to kill her dog? and what real person would EVER go to bed while a stranger is in the room? it was all set up. <Knyght> so if you wait around, that stuff might actually happen, should the right potions and spells be known by that character? <Kyosho> yeahand:
<Kyosho> Okay, the thing about killing plot-related characters... <Kyosho> If you try and kill them, they won't die. They'll just fall down. They'll stand back up after a while. Once they've played their part in the main storyline, you can kill them properly. <Kyosho> Of course, Bethesda has gone through many changes of this system. But I think they're finally sticking with that one.So, trying to end this gracefully, I'll just say that I'm expecting great things from Bethesda. If I don't get them, they *will* be killed. ----- COMMENT: AUTHOR: Tom Carrick EMAIL: URL: DATE: 01:06 Yeah. I started writing this article thingy a few hours after they posted that. Seems apt timing, I suppose. I WANT MY OBLIVION :(
The n64 version, has a lot of improvements. For instance, when you wreck, you start at the back of the pack. In the PC version, you had to run back to your bike, and continue from where you were, playing catch-up. At first, I thought the back-of-the-pack thing was stupid and took some of the challenge away, but now I like it. The enemy AI is better now, too. The physics are a little more realistic this time around. No more crashing your bike into a sign and your rider flying a mile away. The graphics are nice improvement.
I realize they look similar in these shots, but when in motion, the PC version looks very bad compared to the n64 version. The PC version is 2.5D, not 3D, ala Doom, I think. Lots of jaggies.
Overall, I suppose it's a superior version. The only thing that detracts from it is that even though I'm very far in the game, the sense of speed is nowhere near as cool as in the PC version. For some reason, I don't ever feel like I'm going very fast. I accidently turned on Frameskip on at one point, and of course things were twice as fast. It was kind of fun, but it's not the way the game was intended to be played.
So, which do I like better, the PC version or the n64 version? I really can't decide. The n64 version has so many obvious improvements, but it's also missing the little touches that made the PC version so much fun. In the PC game, you'd get to see funny little FMVs after the races. Sure they were repetative, but I liked them. Also, the whole back-of-the-pack thing completely removes the ability and the satisfaction of making a truly spectacular comeback.
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COMMENT:
AUTHOR: KyoshoBallard
EMAIL:
URL:
DATE: 21:32
FD: It's on HOTU if you want to give it a go. And yes, it's Windows native.
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TITLE: The corner, the gun, the interrupt and me, or why I just got shot to pieces
AUTHOR: Jim9137
DATE: 10/16/2005 08:01:00 ip.
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BODY:
Long due post. I shall return to talk about turn based games after getting my arse kicked repeatedly in Silent Storm, but I have few news to announce. First of all, I'm baffled at the recent exposure of this small blog to the world in the form of Wired article about Knyghtmare's post which dealt with unfair pricing. I'm going to stop buying games completely if the price hits 60€ per game over here, which is how much a console game costs around this cold part of the world. But whee, exposure! Anyway, the self gloating bit done, I have a slightly worse, and also at the same time, good news.
Knives has left Bastard Numbered permanently, and unlikely will come back. He told me he got a job as game reviewer, and thus won't be able to review games for us anymore. Sad to see you go, but it was fun while you were aboard. Knives was also the very first one who joined this blog with me, so a part of history dies with him. And so on, imagine cheesy moments hugging and mancuddling here. And keep your hands off my rear, thankyouverymuch.
Without further ado, to the article.
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Silent Storm and its expansion Sentinels, are one of the most biggest turn-based squaddie strategy games to hit the markets since Jagged Alliance 2, which is no wonder because it was and is one of its kind in the more recent games. Despite the Jagged Alliance 3/3D projects going, they're switching titles and games more often than I change my panties, I fear it might be that way for some time. Thankfully, it has one kickass modding tools and community fervently using them, so it's not that bad situation.
But, Silent Storm, as do any kind of turn-based game, has it's quirks and kinks. I shall be particularly focus on one certain feature on Silent Storm. Something that has been a source of huge frustrationg and anquish in the recent days, and I know I should be reviewing a ton of roguelikes for another site, but god damn it, that german soldier must die. Oh, um, the feature, yes. The feature I was talking about, is the interruption system.
I just hate it honestly.
It's sensible solution, soldiers have a chance to react before the enemy shoots their brains off and all in real life, but in Silent Storm it means that if your poor Scout walks behind the corner, no matter how hidden and sneaky s/he is, s/he'll have no brains left when the enemy's done with his/her full-auto. Full-auto, as in 40 bullets from a Suomi SMG in the head, and such. On easier levels the character would just get knocked unconscious, but on harder levels, it means you'll have a dead 10 level character on your hands. Just because you couldn't avoid going around that corner in anyway, and the interruption system seems to work for the enemy ALWAYS.
Hand hurts, but bravely I shall carry on.
Personally, I think it gives the enemy an unfair advantage. They stand around doing nothing mostly, giving them tons of action points to spent on poor unsuspecting scouts and soldiers a like, who in the worst cases run right into enemy they just couldn't see and run out of action points. But here comes the thing, it's quite rare occassion that a player will have any action points left, due to the high costs of moving around and shooting. So enemy can waltz right into my crosshairs without breaking a sweat. That's the thing.
Completely frustrating, and most importantly, reasonable.
Reasonable, not only because of the realism, but because game mechanically. The AI would stand no chance against the grenades and endless ammobelts of players, without resorting to such unfair system as that. It's a common feature on turn-based strategies, and especially on the squaddie ones. Even X-Com, as everyone who has played it can attest to, has an interruption system. You run through a field, and next thing you know the whole field has been blown out in the sky because a trigger-happy alien just happened to spot you. But it works quite well in those situations, because you still have some chance to survive. Indoors? You should be gambling at Las Vegas if you managed to survive MG32 in full-auto, aimed right into your head.
Damn wrist, hurts more than it should now.
I personally think this is quite critical problem which developers and programmes alike should strive to solve, as at the moment it's providing rather unbalanced gameplay. Sure, you could work on throwing grenades around corners or trying to be sneaky and out maneuver the enemy, but at the moment, if the corridor is just two squares wide, will one square in the distance make a huge difference? Not really. And the grenades will eventually run out, not to mention the added fumbling factor. Personally, again, I would strive to discard the whole interruption system althogether. Gasps from the audience, the shock has landed I shall deftly move out of the speaker box with a Luger P08 hidden in my pants before screeching in. Or not. I don't have an alternative to say at this point, so we might as well forget what I said few lines above and I shall offer few solutions. Why can't we peek around corners? That would give us some kind of idea what's ahead of us, and even if the enemy did spot us, we would be offering smaller frame to shoot at. Then again, that could potentially make it more unbalanced. Another possibility would be giving huge accurary penalties to interrupts happening at low range, because when an enemy bops into your crosshairs in random FPS, don't you tend to get a bit startled? That could work. Then again, it probably doesn't make much of a difference if 20 or 30 bullets hit your head from 40, now does it?
But, the ball's with the developers and we shall see if they notice this problem at all, which I sincerely hope they do. Turn-based squaddie strategies still hold a lot potential, as Laser Squad Nemesis and Silent Storm itself has shown, but the genre still carries few silly things which should have been solved ages ago, interrupt being one of them.
Now, sandwiches.
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COMMENT:
AUTHOR: Tom Carrick
EMAIL:
URL:
DATE: 01:16
We should play Laser Squad Nemisis sometime.
Okay I have no place to go. Today, when I was dying from the heat and peering at the grey clouds of doom with fervent rage, I happened to notice System Shock 2's CD underneath few miniature bases and a red Staedler pen. If you don't know what Staedler pen is, don't ask me, because I have no clue what the most stuff on my table is. Also, my current candies are worst ever. So as I was looking at the CD, I got this odd sense of feel. I started wondering about the names of the game industry. I also like to twist names according my own whim, but that's just me. Most of the classical names, such as Blizzard, Fallout, System Shock, Warcraft, Half-Life and such, rarely bear anything more to the game than a little funny word play.
Blizzard is a classic example of such name. But then we have Infogrames, which has no point at all except having extra r and info in it. I don't really understand the naming scheme behind company name's, it's so weird. Lucasarts, that makes sense. George Lucas founded it and he's such an egomaniac anyway. But then we have... Looking Glass. It sounds nifty, it has that clang on it. But what does it mean? How do you apply a Looking Glass into gaming? Is it a metaphor, is it something else? I have no idea dear sir.
Apogee switched it's name to 3D Realms. From obscurity to straight "Ah! It's gotta be a game company!" you know, it helps us common folk. But I suppose company names don't need much of a naming anyway, I tend to use Mono-Cel in my business simulations, just because it's snazzy and most of all, boring name.
Game names, now this is something I particularly wuuurve. They always have some sort of meaning in them, at least I pray that they do. Because I just remember I have ZPC on my shelf and I have no idea what it means. But mostly, yeah. It's a good policy you know, inform gamers about what you're going to except from the game. You aren't looking at Hack N Slash when you see "Stars above the Hemisphere of Ogzillian." Or you might, depends on how retarded the name designer is. Which in my case, is quite retarded. What does one except from a guy who has taken something else than regular substances? Anyway, I'm pretty darn glad games names have a proper meaning most of the time. Because otherwise we get the movie/book syndrome where the names very rarely mean anything or refer to the book's events. But still... I just wish I'd stop seeing Half-Life 2 and Half-Life 3 and X-Box freaking 360. Half-Life! What does it even mean! I cry! You fight zombies and you're suddenly Half-Life! AAEEEEI. And I'm not going to get into the X-Box freaking 360 business because it's so bloody silly I could rant about it for hours with ease.
But names, figuring names is a hard task. Anyone who has played RPG's or anything similar where you're supposed to think of a name and you just don't want to use your possibly stupid sounding name in that particular universe because it makes you feel uneasy, knows what I'm talking about. Sure you can have a stock of names, you can use random name generators, but figuring names from the air is HARD. And especially if they should have some sort of meaning as well, as it happens to be in fiction these days. So understandably we get a freaking Master Chief occasionally, and I my unborn first child is crying baby tears on my dream girl's stomache whom I haven't had the chance to meet yet. Yet, it's silly. Creativity is something everyone has, but it rarely means that if you can figure huge plots of drama and epochal proportions, figuring names out of thin air is hard. But bloody Master Chief! HAVE MERCY ON MY UNBORN FIRST CHILD!
And as far as the current naming goes in hardware -> It's pointless, no one reads the names, you're just fooling your customers with fancy numbers and I wish you'd stop breathing or give us some useful data in the name instead of pretending.
Thank you, back to Dungeoncrawling. Damn those imps are hard.
P.S: I love the Image uploading feature on Blogger.