Jeff Goldblum Fan wrote...
Actually the best first-person cover system I've seen was in Call of Juarez: Bound in Blood. It's too bad that game was pretty much completely ignored, because it had some good ideas like that in it. I mean, it's understandable since the first game was pretty bad, but I think that should be the thing everyone else should use and refine from it. Sort of like the cover from kill.switch.
Mmm. I'm fond of lean-systems ALA system shock myself, and I think they'd fit in well with Deus-Ex which really relies on the first-person tunnel vision to maintain suspense.
Jeff Goldblum Fan wrote...
I think they could have used some sort of Retro-Futurist aesthetic. Basically, take stuff from the 80s and future them up a bit. I don't really know how this would work, but I'm not an artistic designer. I think this is kind of what they were going for with that renaissance bullshit, but they took it to a completely retarded extreme.
TBH for most of the art I'm not seeing much Renaissance stuff. The closest I could come up with would be the sort of stuff you'd see in Ergo Proxy, which is still out of line for traditional I agree, but I don't *really* think it's such a terrible sin to do art redesign for a game that old that also had, let's be honest here, pretty uninspired art direction(And I'm not just talking in relation to old graphics.)
Jeff Goldblum Fan wrote...
Not really that, but it seems like everyone keeps trying to make the hero exactly like JC. There was a connection in Invisible War, as stupid as it was, and I'm guessing there will probably be a connection in this (probably Jensen is what paul and JC were cloned from or something in that aspect). It makes sense in a story sense but it just makes the character dull to play as when they're just a lesser version of a character you've already been. Diminishing returns and whatnot.
Hmm....I don't see it. I'll agree the new protagonist is pretty boring, but...I don't see the resemblance to JC, even in attitude. Granted I never played Invisible War since I heard it was bad, so I can't work off that, but yeah.
Jeff Goldblum Fan wrote...
Having a clear goal in mind, for one. DX wasn't really that huge in scope. You had a few areas, different ways to go about completing your goals, and a pretty basic FPS/RPG combo gameplay system. In HR, they seem to be trying to appease both fans of the original DX and, for lack of a better term, "The console gamers". They keep claiming it has the depth of DX, while also being "accessible" to "casual" gamers. This is where things like the third person cover and one-button stealth kills come in. You can't please everyone at once, it just ends up alienating the people who gave a shit to begin with.
I've only seen a few people really excited for HR, and they usually seem to be the Halo or Gears of War crowd. That's ok and all, I'm not against reaching to a new demographic, but the fact is they've managed to completely piss off fans of DX like myself with the massive alterations to the gameplay, story, and universe in order to do this.
Hmm. I was more trying to get an idea of what you thought was a reasonable goal here, in a specific sense. If you were making the game, how big would you shoot?
Jeff Goldblum Fan wrote...
Hell's Kitchen in DX, for one. It seemed like a real city and didn't just have pathways there because it could. Obviously compared to games now it seems small, but back then the amount of freedom was amazing, while not sacrificing either realism or gameplay. Want to get into Paul's apartment without alerting the guys inside the hotel? Go up the fire escape. Things like that. There weren't convenient giant holes in walls just because they couldn't come up with some other way to get you to experiment.
That's reasonable. I don't have much to say here I guess. Out of curiosity, have you played the original Crysis? I'm curious what you'd say about the open-ended free-roam parts of it in relation to degree of freedom?
Jeff Goldblum Fan wrote...
Granted this one is a bit tenuous and it won't be fully confirmed until the game is out and I play it because who am I kidding I'll have to witness this train wreck for myself. The videos shown so far are likely early in the game, and that amount of handholding may not be present the entire game.
Still, with the amount of that present in every single game now, I find it hard to believe that a game largely defined (at least in previous iterations) by choice would avoid that trap. Alpha Protocol (bad example I know, but it's the closest analogue in recent memory) had a really great branching storyline, but every time you had a choice it was basically indicated by giant glowing neon signs or popups on the screen. The fact is, gamers now are, generally, retarded. This is why every game seems to need to tell you to press A to jump. It's not much of a stretch that this philosophy extends into the game itself, long after someone should be familiar with its mechanics. I think Assassin's Creed kept reminding me of basic actions until the end of the fucking game.
Eh, let's face it. The game probably isn't going to be real Deus-Ex, it's probably going to wind up like Fallout 3. Decent game, not a worthy successor to its predecessor, but still not that bad.
Jeff Goldblum Fan wrote...
Oh no the devs might have to actually put in some effort!
What a shame.
So, about those 70 hour work weeks which aren't uncommon in the industry...
Developers already work pretty fucking hard. Do you know how hard they work?
Let's just mention Valve. Valve has pretty hardworking folks. Valve makes good, polished games, though not usually multi-branching ones or especially innovative ones(They use the modders for their innovation). Now, how often is Valve late on a title, or even a minor update? Go look at their developer wiki article for 'Valve Time'. That list is far from complete.
Now you want Valve-quality environments and art assets, ontop of Deus-Ex style freeform gameplay? Sure, it can be done. How many manhours you want to devote to designing one area? You're probably bringing new artists onto the project, because the one's you've got are already overworked though. Oh, wait. Now we have to bring them up to speed on the project we're 6 months into. Now we've got to go confirm each minor aspect of the environment with the suits...Uh-oh. A lighting bug is affecting indoor spaces that use the flickering light that we can't fix without redoing the lighting code. Redo it.
Yeah...
I'm not sure effort is the issue here.
Jeff Goldblum Fan wrote...
yes it is. It is completely indicative of the amount of dumb japanese faggotry square enix is going to be putting into otherwise good games from now on. I can't wait until in Hitman 5 Agent 47 is going to use a giant sword with materia holes instead of garrottes.
No offense, but this isn't very convincing. It sounds like 'Oh no! The political correction of America is going to turn us all into spineless wimps!'. They put an expy of a character from another genre in the game. Woop de doo.
Jeff Goldblum Fan wrote...
You said "good day sir" which is a very homo faggot thing.
Yeah? Fuck you.