I just can't help myself
Posted 30 November 2007 - 07:51 PM
Posted 30 November 2007 - 09:23 PM
The other 50% was due to weird things like too load zones, no rope arrows, bad framerate, ect... So I'd say the devs messed up some, but I liked it alright. I actually did finish it second time around, and I rarely finish any game before I get bored and lose interest.
Posted 01 December 2007 - 05:08 AM
Doesn't matter. We have TDM now (and everyone else will as well in due course).
Posted 01 December 2007 - 07:09 PM
I still use the T2 CD for FMs. The only replay value I got from TDS was that the box makes a pretty good elbow-rest.
Posted 02 December 2007 - 04:26 AM
Posted 04 December 2007 - 01:04 PM
Posted 04 December 2007 - 02:47 PM
The living City! A lot to discover, many things change in the city parts after every mission and it gives you a lot more freedom than the missions themselves. I really like this concept, having to travel to certain fences, shops and of course to the missions. Really nice!!
Posted 04 December 2007 - 04:18 PM
Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop
Posted 04 December 2007 - 05:03 PM
I also learned to take it easy and sneak around rather than black-jack everyone, due to the respawning thing (so that was a negative to me at first which turned into a forced positive in the end)
Posted 05 December 2007 - 05:27 AM
Posted 05 December 2007 - 10:26 AM
I don't think it was totally wrecked, just quite short of what it could've been. I liked the city sections myself, they made the game feel more familiar to me, rather than just new missions till the end, you got to mess around in familiar "home turf" areas with different things going on at later times.
I liked the look and feel of the city sections, but architecturally I thought they didn't make much sense, because of the small size of everything. How could the main city docks be about 50 metres wide with room for one ship?
The clocktower missions suffered from bizarre-design syndrome as well: there is simply no way up to the top level without scaling that large central tower thing with the climbing gloves. Do we assume that all of the Hammer workmen did the same when they wanted to get to their offices and bunks?
I understand the need to keep the level sizes down for memory reasons, but at least have some locked gates and stuff to give the impression that the real world is normally-sized, even if you can't get to all of it in-game.
Posted 05 December 2007 - 01:26 PM
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