I wanted to like the Splatterhouse Reboot but I hate QTE’s and there were way too many of those in that game. PS3 was a little buggy too. It would hang whenever I got a trophy.
X:COM Enemy Unknown’s random number generator is actually random. The game doesn’t hate you, just don’t put Rookies in 1/2 cover aganist Thin Men and then wonder why they’re heads are getting sniped off. The only time you can complain is with Ethereals but that is it. Also, Sectopods are easy enemy if you can abuse their pretty bad AI and average aim.
I want to both disagree and agree with your post, because while I would still play the original over it, I felt Enemy Unknown was actually really well done and pretty enjoyable once I stopped doing dumb shit with my rookies.
I have to disagree, the game is certainly smaller but it got that way by taking out a ton of stuff that I felt was mostly arbitrary to the game-play. Enemy Within looks so good and sexy, I cannot wait to play it. Enemy Unknown can feel limited at times but for me that was only because I wish squads could be a bit bigger. Other than that, I think it’s a great modern port that more accessible but not much easier.
Exactly, the game punishes bad decision making. Is it annoying when your Sniper misses that 95% shot on that Cyberdisk and then said Cyberdisk kills your Heavy, which makes your support panic and kill your Sniper? Yes, but at the same time, that’s X:COM Babyee!
Yes, a mouse is more precise than an analog stick, but analog sticks still have much more potential for accuracy than people give them credit for.
Explanation:
[details=Spoiler]Even with an analog stick there really isn’t any need for auto-aim, especially in the over-simplified FPS available on consoles. If UT3 and Q3 are playable with a gamepad and no autoaim against the hardest bots, then you DEFINITELY don’t need auto-aim in a game like Halo or COD, where enemies move a fraction of the speed and can be killed with just a few hitscan bursts.
Years back I made a mod for Halo 2 on Xbox where I stripped out all the auto-aim and reduced the reticle magnetism to ~20%. Sure, sloppy shooting resulted in more misses than before, but with once you get your shit together, you could consistently hit things just as accurately. We weren’t just making BR headshots…I ripped the homing off of slow stuff like needler shards and plasma pistol bolts and made kills across the map (example).
Developers have heavily mishandled analog sticks on the software side. It’s only recently that they’ve have allowed players to tweak multiple aspects of your sensitivity settings. Early games had such little speed difference between a gentle push on the stick, and slamming it full tilt, it was only marginally better than using a d-pad. Now a few games like the Xbox version of UT3 allow you to tweak stuff like “turn acceleration” so that slight movements yield appropriately fine adjustments of aim, while 100% pressure allows you to quickly spin 90 or 180 degrees, but this isn’t nearly common or as developed as it could be.
Developers tend to set the deadzones too high, and implement too much auto-aim, because they’re compensating for the lowest common denominator. They want to make sure even a scrub with a shitty madcatz pad, or someone who throws his shit across the room every time they die, can still play without problems even though their sticks are broken. It seems like a no-brainer to let people set the deadzones themselves, to whatever lowest amount their stick can handle.
…Which brings me to the unnecessary build issues. Today’s all gamepads use mechanical sticks with springs, which cause undue friction, wearing and tearing their performance down the more you play. Hook up a 360 pad to your PC and using Xpadder, see how small you can make the deadzone without your cursor drifting around on its own. A brand new pad might manage a deadzone under 10%, while one only a month old has already worn so much it needs a 15% deadzone or your dude starts spinning on his own. A heavily used pad might need 18% deadzone or above, which means your aim will be really jerky and unresponsive when you need to make fine adjustments shooting at distant enemies.
The alternative “hall effect” sticks, which pickup input via magnetic sensors, and avoid causing undue friction which wears the sticks down. The Saturn and Dreamcast pads had sticks like this, and so do the controls in most industrial equipment, and those used to fly military drone planes. Something tells me if console analog sticks were made up to this spec, they’d be a lot more accurate and stay good for much longer.
Lastly, there’s the fact that longer sticks = larger range of motion = more precise input, and most analog sticks aren’t as long as their users can handle. Stick extenders like this have really retarded names, but their application is common sense: different people have different-sized hands, and they will be more accurate if you let them adjust their sticks to the maximum length they can comfortably handle.[/details]
The point of all this, is that if developers did a better job with analog sticks, then consoles could have more skilled, in-depth games, without sacrificing the casual appeal of playing from your couch, or putting players through the frustration of unresponsive control. Stuff like Halo could be overhauled with a skill ceiling 10x higher, and faster games like UT and Quake could even have an audience on consoles if marketed properly.
Japan is almost incapable of creating a good interface since the 90s. It’s usually simple shit that’s wrong, but interfaces are simple in the first place. ie if you select save it brings up “are you sure?”, the game will not allow you to input anything for a full second or so. You can’t say yes, no, or use the dpad/analog to move around the options. This happens pretty much any time a window comes up or goes away, the inputs all freeze. Only exception I can think of for this off the top of my head are From Software games.
Yea my 360 pad is less hen a year old and the right stick already leans to the left. Its really annoying and why i stopped playing shooting games on my xbox at all. Camera control only for my xbox games now.
Do me a favor then and tell me who Jill is as if I’ve never heard of her, without telling me about her looks, her job, her history or her role in the game.
Just tell me what kind of a character she is.