It's really a blast to play with.
@CadDad, depending on how much directed content they enjoy, you may be right. I can see my niece and nephews be busy for ages, though.
Thanks guys! All codes are sent out now.
Please feel free to let me know what other games you guys would be interested in.
er, the WO-man! (too cheesy? yeah...)
I'm sorry you did not like it. I had the opportunity to play the game at PAX and thought our readers might want some hands-on impressions. Like my impressions of the handling, the ability to detect a course amidst fuselage, or that I think the game is like Burnout-meets-MarioKart.
The thread has more specific info - like that the codes are US
I thought it was a great piece, i wish I'd been at AGDC to hear Jon deliver the presentation in person!
Yeah, the first time I retried a level I had a weird moment of thinking I'd really lost it, that I couldn't remember a puzzle or had botched the previous one so badly it was unrecognizable!!
Really great puzzle game - I think it might be the hue of the furballs that doesn't suit me aesthetically - pretty fussy, I know.
I'm just saying, you know, know your strengths. ;) Especially as a reviewer, odds are I'm getting a fraction of the play time with any given game that the real fans are - and I'm not one of the frag dolls!
It's my online gaming rule of thumb - except for Dactyl, at which I ROCK ;). For example, if I'm playing COD4 and I'm the best on my team, my team sucks.
He was a really great, cheerful guy - and seriously inundated with autograph requests while this interview happened. Who says guys can't multi-task???
I didn't get to play the full version like ZT, but Shane did walk me through the game at PAX. I think you're right that the combat is scalable - mashing and using just a few swords will get you far, but figuring out moves and which swords are best against particular bosses adds real depth.
Still, I felt like the game would function better as the subject of a history lesson (soooo much research went into this game!) than a rich gameplay experience. It was just missing a piece of t...
The CG vids? Yeah, some company in Hungary (name escapes me right now) is making those for them
What Funcom makes very clear (and maybe I failed to make as clear) is that these are the Templars, not the Knights Templar, and that the Knights Templar are merely the result of a schism in a much older order.
Yeah, I guess I feel like I'm not here to gamble on, predict, or try to gauge the likelihood of success after launch - just to say that what's here so far looks so cool. And I hope not to be disappointed.
Given what happened during Conan's first year, I guess I'm ok with the timeline. They've learned so much from that first year, and all the benefit of those hard lessons can be applied to TSW.
LOL of all the things revealed in the presentation at PAX, none of it had to do with bringing the game to consoles - we're all off-topic!! ;)
I'm a Templar initiate, how bout you?
@Odion, that's the player perspective, I got the sense they're encountering even greater difficulties than that (more in my interview with Cryptic)
I think that will become increasingly viable as consoles continue to move in a more "PC" direction - consoles are no longer as fixed as they used to be, and like MMOs console games have DLC, updates, patches...it's all very PC. Though the current MMO game-makers are encountering some roadblocks on the journey to console.
I really liked what he had to say on the subject - he's right in that they're cautious, and they seem very concerned with how gamers feel about their games.
Not to make the guys below you feel bad - but I think this is about the cutoff point.