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Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
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46  Media / Miscellaneous Games / Re: Naughty Dog's The Last of Us on: November 20, 2013, 10:35:42 AM
Uncharted is WAY more frustrating than Last of Us.  There are times when you're just completely screwed and nothing is going to save you except luck.  No freakin' clue how I beat the first game on Crushing, but it was a terrible experience.  Outside of one or two parts in Last of Us (freakin' Winter section...), hard mode wasn't that bad.  The biggest issue I have is the enemies become bullet sponges, but since I use stealth most of the time it's not really an issue.  The problem gets out of control on the forced action sections, which is the reason I finally quit.  Survival mode takes away the noise vision, which is a no go for me.  You really need that skill to play with their given level design, so I'm sure it would just piss me off.  

Edit-
Also, I died about a hundred times playing Uncharted 2.  Just throwing that out there in case people thought I was showing off how good I am at games or something.  I'm not really good at games.  I'm just persistent.  I still throw a controller every once in a while. 
47  Media / Miscellaneous Games / Re: Naughty Dog's The Last of Us on: November 18, 2013, 11:21:42 AM
I'm surprised people had trouble with the sniper section, but I also think I broke the game on that part.  The last group of guys can't seem to navigate the fence on the far left side, so you can kinda plant there and pick them off one by one with your munitions. 
48  Media / Miscellaneous Games / Re: Naughty Dog's The Last of Us on: November 15, 2013, 07:42:18 PM
The game gets much better after the museum, IMO.  The stealth mechanics work a bit better and they don't seem to "cheat" as much and initiate combat for no good reason.  Work up to that part and you should be fine. 
49  The Rest / General Discussions / Re: RPGFan Podcast (Random Encounter) Thread on: November 07, 2013, 06:11:11 PM
Episode 72 is live!  Enjoy! 
50  The Rest / General Discussions / Re: RPGFan Podcast (Random Encounter) Thread on: October 21, 2013, 12:21:45 AM
Episode 71 is live.  Enjoy!! 
51  Media / Single-Player RPGs / Re: Kingdom Hearts 2.5 Remix announced on: October 14, 2013, 11:10:45 AM
I'm still deaf after hearing Stephen scream from across the country...
52  Media / Miscellaneous Games / Re: Grand Theft Auto V on: September 21, 2013, 09:03:12 PM
^^ I lol'd.
53  Media / Miscellaneous Games / Re: Grand Theft Auto V on: September 21, 2013, 08:43:18 PM
Need to vent...

The complete lack of a proper manual outside of the iPad app is complete and utter bullshit.  Been playing for around six hours and I'm still getting notifications on what button to press in what specific instance and how to control certain action.  Uh, guess what, Rockstar; I can't remember a quarter of the things you've taught me.  I got into a fistfight five hours ago and you told me how to block.... once.  Now when I get into a mission specific fight, do you honestly expect me to remember that specific control after five hours of gameplay?  Oh, I'm supposed to?  Well, that's nice.  Also, I've had mission markers break left and right.  Game shows a mission, load it up on my GPS, drive there, mission disappears when I'm about thirty feet away, get frustrated, drive away and come back, mission reappears.  WTF? 

....AND THE SHOOTING IS FUCKING TERRIBLE AND SOMEONE SHOULD BE SHOT FOR THIS SHIT!  Seriously, how can they go backwards from Red Dead Redemption?  How can you have such awesome shooting on foot and on horseback and then completely fuck it all up with your signature franchise?  Every shooting section feels slow, sloppy, tedious, and borderline atrocious.  The cover is shit, the aiming is shit, the autolock is shit.  What the hell were they thinking? 

I love the three character system, but even this feels kinda half-assed at times.  Why do I have to buy stocks with each individual character?  Don't you realize how damn tedious that is?  Do I really want to sit through a fifteen second load screen to get to Trevor so he can buy the same stock Franklin just bought?  This is like having to craft each piece of fucking ore in Tactics Ogre.  How can a developer think that this is a good idea?  It just wastes everyone's time. 

....*deep breath*.... Okay, that feels a bit better.  Still liking GTA5 (awesome driving, way better missions than IV, and funny as hell), but, Jesus, how are they still making key mistakes from way back in 2001 with III?  And how the hell can they go backwards on some of the awesome things done in RDR? 
54  Media / Miscellaneous Games / Re: Grand Theft Auto V on: September 20, 2013, 03:10:37 PM
I think the police are less aggressive and less annoying than IV (gotta love how they could spawn about one block from you), but they're still a nuisance.  They can't really stop you, but you'll constantly end up spotted or have to restart their silly stealth gameplay in order to avoid them. 
55  Media / Miscellaneous Games / Re: Grand Theft Auto V on: September 19, 2013, 09:57:41 PM
Oh, I'm really liking it so far.  The way you interact with characters feels like what they were going for with IV, only it's fun this time!  I'm just shocked that the shooting continues to feel like absolute shit.  RDR had great shooting.  It felt responsive, the dead aim stuff was great, and everything felt loud and powerful. Here, things feel teeny and weak by comparison.  I was really looking forward to the reworked shooting because it looked like Max Payne 3 (which is a freakin' awesome shooter). 

Oh well, I'll keep at it.  Just pissed that we're putting up with awful shooting mechanics and it's been nine years since San Andreas.  Hell, SA had better shooting controls than this....
56  Media / Miscellaneous Games / Re: Grand Theft Auto V on: September 19, 2013, 07:16:53 PM
Been playing for the past few days.

Love the driving, mission variety, and humor that was oh so lacking in IV.

Hate that the shooting STILL sucks balls.  Seriously, Red Dead had better shooting than this three and a half years ago.  Why didn't they just use that system?  I died on Franklin's first real shooting section because of the awful autoaim, the terrible way you stick to cover, and the fact that enemies can put you down in one or two hits if they score headshots.  Why the fuck are we still putting up with this?  Jim Sterling was the only one to mention the awful shooting controls in his review.  I feel like Assassin's Creed 3 all over again here with the reviews.

...okay, maybe not THAT bad, but still....
57  The Rest / General Discussions / Re: RPGFan Podcast (Random Encounter) Thread on: September 05, 2013, 10:09:07 AM
Good tips all around.  I also find that equipment is blocked off by the story missions, so if you keep leveling you actually create a wider disparity between you and the enemies during random battles.  Managed to break through and get some new stuff late last night and now I'm back on track. 
58  The Rest / General Discussions / Re: RPGFan Podcast (Random Encounter) Thread on: September 04, 2013, 11:38:43 PM
Ditto to what Stephen said!

Man, Tactics Ogre has gotten really really hard.  I'm in Chapter 3 (Law, for those in the know), and some enemies are just a pain to take down.  I'm patiently waiting to get the Dragoon class because beast enemies are giving me a very hard time.  They have an insane number of hitpoints and I'm only doing 12 or 15 damage to them with my hardest hitting characters.  Meanwhile, if I play the normal story missions I'm not having too much trouble.  They really keep the playing field level, as it's quite difficult to break this game.  Any advice for this struggling gamer? 
59  The Rest / General Discussions / Re: RPGFan Podcast (Random Encounter) Thread on: September 03, 2013, 10:48:43 PM
New episode is live.  Enjoy!

Also, the game we were talking about was La-Mulana. 
60  Media / Single-Player RPGs / Re: Fire Emblem 3DS on: August 28, 2013, 01:35:04 AM
I started grinding on Normal because I found the combat a hell of a lot of fun, so it just kinda happened by accident.  I found grinding necessary on Hard, however.  The first couple of story battles are brutal, and my avatar was taking far too much experience when compared to the rest of the group.  Grinding allowed me to level everything out, but now my party is way too strong.  I could probably blow through three or four story missions right now. 

Keep in mind I'm not complaining about the game giving me the option to grind a bit.  I remember getting extremely pissed off when my first run of XCOM hit a critical "sink or swim" moment about seven hours in.  I nearly restarted all of my progress because I was completely screwed, but I got lucky on a couple of maps and made a comeback.  I would have probably put the game back on the shelf if I didn't have that success, however.  These permadeath games have to walk a fine line in order to maintain a challenge while still allowing people to complete them.  I'm sure many fans love the idea of ending up completely screwed, but, as a newlywed and full time school teacher, it holds little appeal for me.  I just wonder why someone would choose Hard over Normal for FE:A.  Maybe these types of players refuse to grind, which I guess is fun in its own way.  I love how this game gives you tons of options on how to play it.  You can grind if you want to or smash your head against a wall over and over again.

Here's another tricky question; everyone talks about the awesome permadeath feature, and yet I read over and over again about people replaying maps to get it right and keep everyone alive.  Isn't the point of permadeath to deal with your mistakes and keep going?  I lost Sully early in my normal mode on a dumb play (which made the later parts of the game VERY interesting) and thought about replaying the map.  I chose to keep playing because I felt it was in the spirit of the permadeath and it was my own damn fault she ended up dead (unlike the terribly dumb death one of my snipers suffered in XCOM).  I lost Lon'que (sp?) on my hard playthrough because of another stupid move and kept trucking.  I just wonder why people make a big deal of permadeath if they aren't willing to keep going.  Why keep permadeath on if you just plan on replaying the map if you lose even one unit? 

Oh, and my only real complaint is one that Stephen mentioned earlier in the thread.  I can't stand dying because seven dudes keep rolling up into the same space, causing two or three damage, and then my character kills them, allowing another to take their place.  I refuse to accept that kind of death, because the game isn't giving me an option to not attack.  They really need an option to skip a counter if the AI is designed in such a way to attack the same character over and over again without any regards for self preservation.  I'm not fighting the borg (okay, the risen kind of count), I'm fighting human beings that run at me like freakin' lemmings! 
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