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Gaming Tropes That Need to GO


Mister Jack
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I know it's usually possible to get rid of that crap on the PC by finagling with the config file or something, but it shouldn't be a thing in the first place, especially since it's unavoidable on consoles.  If all these people are so hellbent on showing their unskippable logo EVERY SINGLE TIME you boot up the game, they should at least be willing to share screen space with other logos to condense that shit down.  Making me sit through a bunch of stupid little animations is extremely obnoxious.

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  • 3 months later...

 

It should be illegal to have more than 3 unskippable splash screens when someone loads up your game.

 

Historically this was a requirement by console makers. On PC I'm pretty sure it's the fault of whatever licensed tech they're using requiring x seconds on-screen.

 

 

Close, the Sony/MS splash is/was a platform holder requirement. They actually don't allow you to include other splashes unless they are a legal (age rating) or contractual (see below) requirement.

 

All the others, Havok, Speedtree et al are down to individual licenses. Quite often you could get a healthy discount on the license for agreeing to show the logo (or depending on your point of view - you have to pay a premium to not include the splash screen). More recently, game publishers have been more keen to get people in the game asap so they are doing things like adding multiple logos to one screen or making them skippable.

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  • 4 weeks later...

Ugh. I brought it up in here earlier, I know, but its so obnoxious that I have to bring up the fucking graffiti again. Alien: Isolation is a great game that does a lot of things right, including cultivating a great atmosphere... but it's only despite these eye-rollingly corny and cliche works of graffiti all over the place. It's just so fucking lame already. And the styles and content are so numerous and varied... The amount of painting tools, paint colors, and clever ideas for wall placement and design are not lacking at all on Sevastopol. As soon as these people knew it was all over, they also knew that it was vital that they take to the walls and unleash a torrent of non-overlapping street art on the ship while dodging Aliens, androids, and human scavengers. It looks like the old Fun Factory in there.

 

Can we just accept that not everyplace gets to be Rapture? Let it go. 

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@Dean: I thought Little Big Planet had the more sensible approach of lives = respawns, so if you died with no lives left you couldn't respawn but your partner could keep going.

 

I think they eventually changed it in the later games, but in the first game it was a shared pool of either 3 or 6 lives(most custom maps sensibly set to 6). If there were four of you playing and TFG fell in a pit 4 times in a row, you all only had 2 lives left to complete the section. He falls in two more times you all die cos TFG is crap.

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Nah, to the best of my memory, it's always been how Ethan said it. The porthole things had a certain number of respawns, which is why you always had that tension of the sole survivor having to make it to the next checkpoint (which would then use up that one's respawns as all the dead players reappear).

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I think the failure scenario you are talking about is only for heists. Missions have shared lives, but people can go on as long as the minimum players is met.

 

I would say it makes sense for heists. Everyone has their own role to play, so everyone needs to stay alive.

 

Oh no, they definitely did it for regular missions too.  I'm certain of it.  It's been a while since I've done those so maybe they changed it at some point, but I remember many a frustrated hour cursing at the game for that very reason.

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Nah, to the best of my memory, it's always been how Ethan said it. The porthole things had a certain number of respawns, which is why you always had that tension of the sole survivor having to make it to the next checkpoint (which would then use up that one's respawns as all the dead players reappear).

 

That's exactly how I described it. The big thing being Ethan suggests the sole survivor can keep going, but that's not the case

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Your sole survivor doesn't have any lives though, one person can use them all up. They're group respawns, not per-player, and there's no "last person to die can keep on going" thing, that's it when the respawns are gone they're gone n it's game over. I haven't played the newer ones (second seemed much of a muchness n 3rd is PS4 iirc), but I hear it was changed, but in the first game it was group spawns, it's why playing with more than 2 people, and especially playing with incompetent children, was a nightmare n largely fucked over the co-op side of the game.

 

edit: The wiki states infinite checkpoints were patched in at a later date.

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The original point is that LittleBigPlanet is not like GTA Online. Which it isn't. There's a shared pool of lives/respawns but anyone still alive when the last respawn is used up can continue without it automatically failing them.

 

You just have to try not to die while the friggin' porthole flashes red and plays an annoying alarm sound. :mad:

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Yeah, dean, you completely misunderstood what I was saying, Hot Heart got it though.

 

You said that if you, as a group, have 0 lives, and one person dies, then the whole group fails at that instant.  I said no, it just prevents you from respawning, but as long as you don't die you can keep playing.

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