I remember being stuck in the old Tomb Raider games not due to great well designed challenges, but due to not being able to identify a tiny passageway here or there that blended in with the poor textures or grab points that looked impossible to grab or even jump to.
Choice is good. Hopefully it doesn't feel forced though. Meaning, some bosses will be harder for different play styles than others. Not every boss needs to thoughtfully leave the vents open for the stealth guy, nor do they always need to kindly spread around ammo and set up cover for the assault guy. Not knowing if you are prepared is part of the challenge.
I don't understand the logic. Usually for me, I hope it's a good game FIRST, then if anyone is pissed of then that is a side effect.
I seriously doubt this developer has the clout to even be considered for classic outrage beyond internet jokesters. I remember the time when you had to be at the level of running TV commercials and getting talked about on Fox News, and known by parents countrywide ala Grand Theft Auto or "that prostitute killing game" some ca...
That's setting the bar kind of low. If Treyarch is smart, they would tailor certain sections to the individual gender you're playing as. It's an opportunity to create almost two different campaigns in one. For example, a covert mission could involve the "seductive lady in red" distraction trope, while the dude chumming it up with unsuspecting marks. Or the classic man takes the strength and force route and woman takes the agile through tight spaces route. Additionally, I...
I've always felt NG+ was a good way to just fool around and definitely be overpowered if you're at that level. Although, it would be great to add in even stronger NG+ exclusive creatures that can dominate you.
Also, I've always been curious to see a NG+ game where your character is vaguely aware of the potential outcomes of situations from the past playthrough but just can't fully remember and it opens up new choices or the ability to save people you couldn...
I still think past generations go harder about "back in out day, this was the real _______".
But for the modern generation it's just easy for the past to stick around since Youtube, Facebook, Memes & the internet won't let anything fade away quite as gracefully because it feels just like yesterday and is accessible to share just like it was yesterday.
Geralt is more Batman than Batman. And a natural detective to boot.
I would imagine these guys could make a good Iron Man game with all the gadgets and suits. So far no one has done a properly good one yet.
Correlation does not imply causation. The Kickstarter funding was incredibly successful and is at 175% right now. It had to slow down at some point.
The criticism is illogical. Whether you help fund the game up front, or help recoup costs by purchasing the game after the fact, you're still giving up your money for a product without receiving equity in return.
If nothing else, it was basically a preorder system with the ability to choose more expensive rewards that otherwise wouldn't be made available.
Sign up Michael Bay for a remake of Bill Laimbeer's Combat Basketball...lol
Another general misuse of the word socialist (unless referring to in game economic systems and ownership it's 100% capitalism). Dragon Age's random team banter is at least amusing. Witcher 3 is far more serious.
When it comes to including elements in games to appease special interest groups, core gamers generally want the game companies disregard the special interests and "make what they want to make", "follow their own vision", "don't cater to groups that are less profitable".
Well, here they are, not listening to us demanding gamers, making what they want to make, following their own vision, going after the market they feel is most profitable.
Playing the "Pity me I'm under attack by the big bad SJW" card so early? Guess you learned a thing or two from Al Sharpton's tactics but did't even realize it.
Do you really think demand always comes before supply in the modern economy? You'd be surprised to hear about the risks and rewards of the "first to market" concept of trying something before your competitors.
Why create a female only soccer game to "prove" demand? They probably already know there isn't enough demand for an all female soccer game, but there is apparently enough to add them to an established franchise. Soccer is the most popular sp...
So you're saying you don't think a Bioware character such as Dorian acted like he was "actually" gay? How was he supposed to act? He had his stereotypical flamboyant narcissistic moments.
Edit for correction.
What do you mean..... "Why can writers not just write the ending to their own story rather than cop out at the end to try and please everyone"? Writers have written single endings for years and years now. Especially in GTA. Even then, multiple endings are controlled and written by the writers.
It's not easy because you have to account for logic and choices, but it creates a unique experience when done right that may differ from another gamer's ending which ...
I don't know if it's actually that simple. Gamers or (SJWs since that's the buzzword) who ask for female protagonists very well may have purchased the game, but it wasn't enough to make a huge impact because the vocal few can't move real sales of a poor game regardless of protagonists. Even word of mouth needs to be backed up by a positive experience. If the game is poorly made, then yeah it will even be ignored by them.
It's pretty lame to just say ye...
It just sucks when let's say a game like Assassin's Creed 3 takes the opportunity to have an amazing tomahawk wielding Assassin but they fall flat with the story writing like they wanted us hate him. I'm sure revolutionary era Native Americans had personality, but they chose to write Connor without any of the charm that made the past protagonists likable. The game was nearly devoid of any real Assassin presence compared to Ezio's saga.
Now I know we're ma...
In asking why it's changed so much, you forgot to mention the big thing which is technological changes. The old games were fun, but I can attribute some of the artificial challenges to some of the things that made the original Resident Evil games difficult.
-Control scheme wasn't the most intuitive.
-Low Res Textures made some important things or paths hard to identify, especially in wide open areas.
-Sometimes the camera didn't participate, or cou...