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Everything posted by Hot Heart
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Another thing I would like to see (that will never get made) is a more mature Teenage Mutant Ninja Turtles game. As mature as a game about mutant ninja turtles can get obviously. Just one that wasn't aimed at children; a bit like the original comics. I think the comics could be adapted in the same way the 2003 cartoon did an 'ultimate' version of past storylines (only for kids). What really got me thinking though was the actual combat; something with a bit more depth than previous TMNT games. First off, they all use different weapons; each with their own fighting styles/techniques. While I wouldn't want 100% faithfulness for a particular weapon style, I'd like to see that sort of thing come into play in the combat. Donatello has a bō, a wooden staff, so I doubt he could block a sword blow (or more than one). He would rely on keeping the enemies at a distance and looking to deflect or dodge strikes from swords rather than full on block them. Not to say he couldn't later develop a tougher metallic staff but I haven't thought that through right now... On the other hand, you have Raphael who uses sai. He needs to get in close but he can block swords, possibly even disarming the enemy. Locking a sword in the dagger's prongs enables him to deliver a punch with his free hand, or even a kick. He is much more able to face an opponent head-on. It does mean he can not be disarmed himself, as you may find more capable enemies that a different ninja turtle would fair better against. It's also known that Raphael has a tendency to throw his sai. An important thing to note is that a disarmed player or enemy can obviously still fight but they can even pick up an opponent's weapon if it is in reach. In other words, you'd have to think carefully about how you handle particular enemies; with each turtle fulfilling a particular role. It would obviously work best as a co-op game where'd you be working together; not sure how it would work out in single-player. To balance it out I think each turtle would have their own abilities or usefulness (Donatello has a predilection for gadgets). I think maybe include some progression in terms of what techniques you learn as well as what other weapon styles you might train in as back-up. I would like to see that sort of sandbox-style in the general game, with fights taking place across rooftops rather than on the streets and the ability to try and escape from battle if you so wish (although you can't lead your enemies back to the sewers!)
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OH! NO! NOT THE BEES! NOT THE BEES!
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Looks promising.
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Yeah, I think it's well-known that Ewan McGregor thought the new Star Wars films were a load of crap. And I'm sure he's the one who had to go through the most 'walk and talk (with a representation of a to-be-added-later CG character) until you reach the edge of the bluescreen stage then stop' scenes. No one would pass up the chance to be a friggin' Jedi though, especially not Obi-Wan.
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Yeah, I'm sceptical. The Hangover was a pleasant surprise because it was funnier than I thought it would be, but it certainly did not need a sequel.
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Hey, me neither It's online with usually about 7 other people. You just pick a class and play your role. Although it does help if you have at least one friend who's a good medic...
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I got bored with the campaign very quickly (then again I only like certain FPSs) but I really enjoyed the co-op mode.
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Pirates of the Caribbean 4. I'd almost put this in the crap thread but it was OK. I was actually quite bored during some of the action scenes and the Jack Sparrow stuff wasn't always funny but it had its moments. It's funny how divorced the cleric and mermaid story was from the 'main' characters, since it barely featured at all. Can't say I'd complain about that, even though the actors were clearly better than Knightly and Bloom.
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Gah! The story threads seem to be coming together and I want to play more but I've got to go see Pirates of the Carriboring with a friend this evening (we've been doing Orange Wednesdays, his turn to pick).
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http://www.vg247.com/2011/05/23/new-carmageddon-is-an-indie-project-square-enix-not-involved/ That's odd, considering the site is registered to them. Ah, now it makes sense http://www.rockpapershotgun.com/2011/05/23/carmageddon-countdown-to-indie-reveal/#comment-695589
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Yeah, write it first and then we'll reject it.
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Yeah, I just figured there was a niche there for a different sort of racing game. But chances are, no one would actually be interested in something like that because it's not quite like simulation, street-racing or kart-racing IPs that people are familiar with.
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Hmm, this is odd. I swear 'The Naked City' is the pre-order bonus. Had no idea it would slot into the main story all by itself...
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I have a couple of ideas and since there's no way they'd ever get made (although if someone does steal my ideas then I'm suin' their ass!) The first was actually inspired by thoughts I considered putting into an article for PXoD but I figured it's maybe too self-indulgent; I'd be discussing the idea and inspiration, but it might sound too much like an actual game proposal. Basically, I was thinking about sports games and racing games in particular. I remember playing loads of Gran Turismo and whatever and there'd always be that 'rival'; even if your rival was 'that damn red car' and it was simply the AI chosen to be the 'best' and all the others were seemingly there to obstruct you. And that's where I figured it would be way more interesting if sports games had character(s). Then I got thinking about Star Wars Episode I: Racer... Cutting to the chase, I thought it would pretty cool if there were something akin to the pod racing in Star Wars but with some simulation and real world-like elements as well as loads of customisation for your vehicle. Of course, depending on your 'tier', there'd be restrictions on how much kit or what value of equipment you could use on your vehicle; I also thought about having fictional sponsors who can supply parts for you and, obviously, with success come better deals. Your choices in parts could then affect what paths you take a long any given course (like in MotorStorm) or make you consider a different setup for different races. I've not thought this aspect through but, to add a bit more tension, if you crash then you're out of the race. On top of that you'd obviously have all manner of different planets and tracks as well as actual personalities for racers, with their own driving styles. Perhaps this way you'd be able to develop some sort of rivalries based on something more tangible. I also thought some sort of co-op or two-player-vehicles mode would be cool (maybe a separate league in itself) where there's a driver and a gunner, who sits facing backwards. But the gunner wouldn't be all powerful and able to blast people into bits; they'd even have to be aware of their ammo usage. In terms of weaponry they could have a gun that slowly decreases an opponent's speed if they can keep it trained on them, some sort of repulsor ray that can be directed a certain way, maybe some non-explosive mines... And to encourage teamwork, maybe the gunner has control over a boost power instead of the driver. EDIT: forgot to say that I figured it might be kind of boring to play as a gunner, I don't know... I think I've said quite enough for now. I will save my other idea for later (if the first didn't bore you enough).
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Just drove what must have been the whole length of the city to respond to a despatch call for what amounted to a bank robber ditching his gun and running to then be clotheslined by a civilian. THEY DIDN'T EVEN NEED ME GODDAMNIT! Didn't even seem to give me a chance to stop him with a warning shot beforehand.
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Maybe I'm confusing things, but he's in the prologue during that video, right? Part 11 of his playthrough. I'm guessing it's not that Quen is actually causing a 'stun' (doesn't mention that in the 'combat log') but it is giving him that opening to start attacking back. I think you can see this halfway through part 12 as it's the last guy he kills. That vigour thing does sound annoying but I guess it just means dodging a lot more. Supposedly the regeneration can be sped up via stats and potions, I gather.
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I might try it on Normal and with a controller. From that I can see it's very much a case of making sure you have Quen up pretty much constantly and being sure to manage the crowd, only getting hits in when you can. You can see the shield guy gets stunned everytime he attacks Geralt when the protective spell is up, and the spell absorbs all the damage; and that's the only reason he managed to beat it. And he spends too long wailing on a guy, letting the others sneak up behind him. It's almost completely the opposite to AC in that sense.
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Only the collection of short stories and first of the novels in the main saga have been translated. The short story collection is very good. The main saga has not really gone anywhere yet so might be worth holding off until they're all translated.
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Via Dean I haven't played it but maybe I can sympathise with some of his complaints (heard about the delayed animation and not always effective dodge). And I guess maybe the enemies shouldn't be so eager to gang up on you near the start of the game but that's what actual opponents would do. But the stuff about learning from Assassin's Creed?
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ThorzaLotorsport? Could it be?!
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I think I added you a while back (to play some Halo: Reach as well) but not sure if you've accepted. Rock Band 3 is awesome if you just like doing Quickplay (wasn't really a fan of the new 'career' mode) because the controls for sorting songs and stuff like that are pretty cool. Can't say I'm the biggest fan of the tracklist this time round but there are a load of greats in there. I really should play more actually, considering I bought the pro guitar, but I've been busy with other things.
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Trust Kanji to take 'the opposite side'.
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http://www.carmageddon.com/ I've been waiting (read: hoping) for a new Carmageddon game. That was a series I spent many, many hours on as a kid. Absolutely loved 1, Splat Pack and 2. Brilliant and distinctive car designs, some neat little courses across wide-open levels and punny driver names. You didn't even have to race; you could wipe out every zombie on the map or waste all your opponents. Never did kill every zombie (trust me, there were about 300+ on a 'map') but sometimes wasting people wasn't always an option, especially when the police get involved. This game was the first I knew to include a replay feature; the only ones I can remember after that were Burnout 1 and Halo 3 onwards (Halo's rules all). More games should have that. The cars felt really weighty and it was great fun smashing them together (then hammering Backspace to repair yourself). If I recall you actually had to use the numpad (ie. your right hand) for steering, which would play havoc with people's brains nowadays, I'm sure. It was also pretty cool trying to take down bigger opponents like the huge dump truck or police vehicles. The second game (although Splat Pack had enough content to be considered a whole new game) featured 'proper' 3D for things like as well as actual bits coming off of vehicles. Made for a lot of cool little crashes and I believe you could pop the doors open in hope of splattering a zombie. Chewie would probably love the Iron Maiden soundtrack as well (which did fit the game perfectly). It introduced timed missions to, I think, bookend different maps and though they were very tough, they were doable and it felt good when you nailed them...while racing along to Aces High. I did play some multiplayer with friends in the third game (TDR 2000) and I think online modes in a new game would be awesome. Really want to play this again now... I remember thinking this was the best looking game ever... p.s. I've put this in multi-platform because I'm pretty sure any new entry in the series will be across consoles at least.
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I know that. I meant stuff like...
