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Everything posted by roygato

  1. I see. I haven't watched the full game, so I don't think I got to the zombie parts.
  2. I thought about this for a bit, but I probably wouldn't. At least in terms of wanting to recapture any particular feeling or experience. Many of the good times of the past have been stepping stones to other good things, and I wouldn't want to erase them. That said, there are probably a few games that would've been better off had I played them with certain enhancements (Thief 3 with mods, System Shock EE). Thief 3 especially; while the game itself wouldn't have been saved, at least numerous annoyances would've been eliminated. But if I end up replaying it, I have something to look forward to at least. And System Shock remake is on the horizon too, which is fun. Not in the traditional sense, but I swear I remember watching a let's play and the guy beating dogs to death with a lead bar or something.
  3. You know how it is, the director gets all the praise. And the hate. But yeah, kudos to everyone involved. I particularly liked the mad scientist. The voice, the delivery and the writing together reminded me of something I can't quite place. The boozed character was fine, it just became increasingly difficult to make out what he was on about.
  4. Finished on the hardest difficulty, with 1550 loot and three secrets. Took 97 minutes. Like the previous Hidden Hands (both of them I suppose), this was another banger of a mission. And I don't usually say that when There's just a plethora of stuff to discover and do, and never feeling frustrated by anything. Maybe I'd sing a different tune had I missed a piece of loot, but that's how it goes. And considering how many objects you have to find to do all the objectives (I did all of them, I think anyway), I didn't have any trouble finding anything. Despite it being another large and ambitious environment; I pretty much expect nothing less of you at this point. The audio logs were a really fun addition, fit the setting like a glove. That and the other NPC made it a little different of an experience, as these missions tend to be so solitary. If there is one thing I'd criticize, it's tying couple of the doors to audio logs, having to listen to the whole thing and then the door opening automatically. The only reason being that the very first one at the start of the mission got stuck, since I was jumping around waiting for the log to finish. I happened to be standing on top of the entrance at that moment, so it got wedged. Tried listening to the same log two more times, to see if it would close and open again, but no dice. Thankfully it was at the very beginning, so it wasn't a big deal. Another nitpicky note, some of the went grates were difficult to tell to be frobbable. Especially Anyway, another really enjoyable mission. JackFarmer never disappoints.
  5. I have a Vega 56, running a driver, and I don't get this issue.
  6. I do appreciate it being optional. Thinking about it meta-game -wise, it sometimes gets silly when the goal is really difficult to meet, and your thief character insists on spending like all week in the mansion to find one more coin. I don't mind having no traditional entry-points; finding your way is fun. It just depends on how the mission layout is designed, whether running back-and-forth becomes tedious or not. In this case, the area is small enough that it was fine.
  7. After running around for three hours to meet the expert loot quota, I'm finally finished. Quite enjoyable. As mentioned, the end cinematic was a really nice touch. Don't see that almost ever, but it wraps especially these narrative-driven missions very nicely. The design is somewhat peculiar, since you can't enter any of the buildings the normal way, so you end up running this U-shaped gauntlet back and forth. Does Twistleton's place really not have a key to the front door? That's just cruel. The loot goal is one gripe I had. It is an optional objective, but it's also not very fun to try and achieve. I tend not to be a huge fan of having to find 99,9% of the loot, expert or not. You miss one pixel-sized object and you'll drive yourself insane. My final time was 2,5 hours; I reckon half of it was trying to find loot, which is usually a bad thing. I also have something to say about the secrets. The story Forgetting the loot-hunt, I did have fun. Looking forward to seeing more.
  8. I love that bell ringing. Feels like it's used so often that it's one of these iconic TDM sounds.
  9. I'd like to think any mechanic can last for more than two hours, but it's always a possibility. I have just under five hours on clock now, since I played through the challenge mode as well. Haven't checked the commentary, have to do that at some point.
  10. My only issue with Superliminal is how short it is. Really fun, though. I think I first heard about it like 10 years ago through a podcast that was discussing an early tech demo of it. Obv it didn't have a name at the time, and it took quite a while before it became an actual game.
  11. I don't necessarily disagree, you're probably digging your own grave when you announce a game so far away from release and the hypetrain builds up like this. It didn't help its cause that Witcher 3 was a runaway success and Cyberpunk was supposed to not only live up to it, but presumably surpass it. That said, Valve somehow released a new Half-Life game after all this time, and it appears to be very well received. Really wish I had VR gear so I could try it.
  12. Some outrage is warranted. In the case of Cyberpunk, it was insanely hyped, the devs were heavily crunched, but it was broken and essentially unfinished upon release. In this case, the outrage seemed more geared towards the management, rather than the devs. Some outrage is just stupid, like what you're describing with the hypothetical next gen release timeline. The developer has no power over that; they do have power over the state their game releases in. Cyberpunk was already delayed more than once from what I recall; may as well have kept at it for a while longer. I was one of the people who was hyped ever since the initial reveal trailer in 2014 or whenever it came out, but I didn't buy the game, after reading about its sorry initial state. Probably gonna wait a year or two.
  13. If it's at all confusing, when I wrote post-Morrowind Bethesda RPGs, I literally meant that. Not post-Morrowind Elder Scrolls. It lacks any and all impact for one thing. Slashing anything in Oblivion feels like swatting at them with a foam toy. I played Nier Automata a year ago, a game with combat that I generally described as "mash left click as fast as possible". Now that's oversimplified, as you can dodge like a madman, but even then, it just feels good when you hit things. Other than that, there's hardly any skill involved in Oblivion; you pretty much just hope they die before you do. I tend to agree with the retrospective I linked; since you can't dodge, not with any reliability anyway, you just take damage constantly, and the game appears to be balanced around that. From the little I've seen of Skyrim, the feedback seems to be better, but the mechanics not so much. While you can't dodge in TDM either, at least blocking is much more involved, as you have to react to the opponent's swing direction. Of course, whether Elder Scrolls needs high skill-expression combat is debatable (one friend told me he wouldn't mind if these games had no combat at all), but it certainly could make it more fun. Die-hard Morrowind fans, as far as my experiences go, seem to lament the dumbing down of the writing, both quests and the world itself. Perhaps characters too. As far the Oblivion retrospective goes, and how he compares the two games, Oblivion is much more like an idyllic utopia, whereas Morrowind is a more somber and gritty, and if you will, realistic representation of the world, and its good and bad sides. Well, you say not to take them as an example, but big games for big franchises from big studios are ripe for this kind of treatment from the press. I wouldn't take the "everybody seems to like it, can't be that bad" as an argument, if the thing just happens to appeal to the lowest common denominator (not trying to offend or suggest anything, you probably get what I mean). To use music as an example, just because everyone seems to like some popular artist, they can, in fact, make truly awful music, even if it's produced and presented with top-dollar. It depends entirely what you're after. I'm sure nostalgia plays into it. I do find it interesting how you appear to dislike Morrowind for the reasons its fans love it, that is to say, story and the world. The archaic mechanics I can definitely see as a turn-off, such as limited fast travel ability or the combat. Indeed. Just thought it would be interesting to hear from someone who enjoys the newer Bethesda games, as they tend to get a lot of flak, despite their popularity.
  14. Uhh, yes, thank you. That was my point exactly.
  15. Well, I did write post-Morrowind Bethesda RPGs. No question that Morrowind's combat is terrible, but at the same time, it isn't a very high bar to clear. I think Oblivion clears it only just, simply by removing the tabletop dice rolls. Otherwise it's still godawful. TDM, a game where the combat is more like an afterthought, has better combat than Oblivion, for example. That's fair, voiced dialogue brings a lot to the table, even if it restricts the writing. Even bad voice-acting can have a certain charm. If I'm reading this correctly, and you mean how Skyrim got high-praise from critics despite people complaining about it, personally I wouldn't put almost any weight to the press ratings as far as evaluating a game goes. It somehow doesn't surprise me that a game in a beloved-series hyped to high-heavens gets critical acclaim. Dumbing it down seems like it would make it more likely, not less, as it's even more accessible. Even with Fallout, the same consensus seems to apply. New Vegas, not developed by Bethesda, is often described as the superior RPG, whereas 3 and 4 are seen as more fun to explore. I don't really care for Fallout's flavor of post-apocalypse, so I haven't had any inclination to play any of the games. I've watched some videos though, Fallout 76 seemed like a real riot. I played Oblivion for dumb reasons anyway. There was a let's play of it I watched back in the day, that didn't get very far, but still somehow got me to give it a shot. Thought I could play it as an alternative Thief game; that was a terrible idea in hindsight, as there is nothing to steal. I did finish the game, all the factions and Shivering Isles, but late-game combat, dungeons and fetch quests were beyond mind-numbing.
  16. How do you view the post-Morrowind world of Bethesda RPGs? The common opinion I see is that they're fun to explore, but pretty not good in terms of everything else (writing & combat specifically). I've only ever played Oblivion, couple of years ago, debatable if it was worth it. What I do like about it, is that it produced this brilliant retrospective. If you have five hours to spare, I highly recommend it.
  17. I thought this exact same thing the other day, so I concur. Although I wouldn't mind having any reminders come with a "Get this shit out of my face" tickbox. Depends on how they'd be implemented.
  18. The more I think about it, the less I see what you were even trying to argue for. thebigh is implying that shoving the tutorial down the player's throat is hand-holding. Whether that's true or not is a game-design decision. Mentioning how software is installed is completely irrelevant. If someone prefers the presentation of the old Thief and Deus Ex, it doesn't immediately mean they want to go back to the stone age of software. I don't know why you would even bring it up. Also, if it isn't incredibly obvious, I'm on your side in this argument. I don't see any issue with either enhancing the training mission, or adding a shortcut to it in the menu. I've already stated this multiple times. I don't think thebigh does either. I do take the point of people just forgetting stuff, even if they have played the training, but you can say that for any game. Some of them might have contextual hints that can be toggled off (press whatever to shoulder a body, or snuff a candle). Whether that's an appropriate solution, or even wanted, is another discussion.
  19. This is what I tend to hear as well, when it comes to the Witcher series. I don't have an interest in it myself, but my brother-in-law was (or maybe still is) playing the third one, and was telling me how it's apparently very difficult.
  20. The training mission exists, it's right there. Not only that, but the mission download page literally says that the player should start with it, as well as the other prepackaged ones. That said, I'm not opposed to making that notion more prominent in the game, since I realize some people may just use the in-game downloader at all times. I didn't until just recently, because when I started, it was practically unusable. Although even then, it comes with the download. Training mission = learn the game, this isn't rocket science. At some point this reaches a point of willful ignorance on the part of the player. If they choose to ignore the training mission, and then come complaining about something that is explained there, that is completely unacceptable, and they should be shot into the sun out of a giant cannon. I find it funny you say this to someone, when you argue your points with strawmen, like this: I concede it is an argument, just not a very good one. Installing the game isn't playing the game, this is completely irrelevant. "But it's a matter of usability or something". I have no idea how the game was installed in the olden days, so I can't comment on that. But making the software itself function like it was made in the 21st century doesn't seem like a big concession. I often hear people complain about modernizing game-design; I've never once heard it about software installation processes. I reckon most everything comes with a graphical installer. It doesn't translate at all into how the game should treat the player. It isn't trying to willfully obfuscate, the training mission exists, is pretty substantial and comes with the download. If the mod came with no training at all, and there was no place to learn any of it, or if thebigh was trying to argue for removing the training mission, because he didn't need it, I'd give what you wrote here more of an edge, but as it is, it's just a fallacy.
  21. Yeah. When the player opens the mission selector, you could have a popup that says something like "Welcome to The Dark Mod. It is highly recommended you play through the training mission first, in order to familiarize yourself with the game's mechanics. The regular missions assume that you are familiar with them. [ ] Never show this message again." Or something. Don't remember the original Thief games, but wasn't the training mission for the OG Deus Ex completely skippable, and you had to specifically select it in the main menu?
  22. That's fair. Personally, I'm young enough that I didn't play the likes of Deus Ex, Thief and System Shock 2 when they were new; like I noted in my summary of Human Revolution, it's pretty much that game alone to thank that I started branching out and got into some of these other ones. HR was a completely new world for me. I'd be hard pressed to choose between the first Deus Ex and HR. Both are excellent. Mankind Divided was a disappointment, the story just didn't go anywhere and it's maybe too similar to HR in terms of everything else. Not to mention the idiotic micro-transactions. Sure, when the budgets are high and there is the never-ending race to top the latest best-seller, it's a tough sell for AAA studios to innovate. There's a reason for that: I don't really play AAA games. All the AAA games I played from the last decade are on the list, at least mentioned, save for Halo 4. As my list shows, I'm a huge fan of certain types of games (atmospheric puzzle, stealth, immersive sim, good stories), and AAA studios rarely deliver on that front. You say that, but the last room in HR took me like three hours. But I get what you mean. Certainly in the world of AAA, it's a bigger issue. I get a lot of thinking from all the puzzle games, lol.
  23. Yeah, no argument about the difficulty. They did try at least, by offering the status effects and weapon degradation and whatnot, but the same thing happened as with every other game of its kind, I finish with an inventory absolutely full. I'd be curious to hear what others you might have in mind. I think the last decade was awesome; I whipped up a top 20 list to discuss with some people. and it was pretty effortless. Even with lumping some franchises together, since I couldn't choose. Just for fun, this was my list I wrote in December of 2019. It's a rather long post, but it was fun coming up with it. I've since finished games that would probably make their way in there, such as Nier Automata, Kindred Spirits on the Roof, and maybe Return of the Obra Dinn.
  24. Well, there is Prey 2017, which was pretty baller. It's been maybe five years since I played SS2, so I'm pretty hazy on the details. Don't remember it being that hard, other than before you got a gun. I'd like to think I played it on the hardest difficulty. But since you reminded me of it, I played the Marathon trilogy over the course of the past 8 years and man, those games were ruthless. Never was I as happy to pick up ammo in a shooter. Or reach a save/health station. As far as new games go, finished Ori & The Will of the Wisps the other week. They sure gameyfied it a lot compared to the first one, but it's still really good. About twice as a long too.
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