BioShock Backlash 163
Via Rock, Paper, Shotgun, a Kieron Gillen piece at Eurogamer about the heavy backlash from PC gamers against BioShock . Gillen tackles all of the most common complaints, including favorites like 'it's too easy,' and 'the ending stinks.' "BioShock is both a more accessible and easier game than System Shock 2. But 'easier' doesn't have anything to with it being 'dumber,' and hating 'more accessible' is just petty elitism from people who'd actually like videogames to be a ghetto consisting of them — especially when some of the things to make the game more accessible can be turned off. As long as point two's not true, then the former really doesn't matter."
Wise words (Score:5, Insightful)
Kurt Vonnegut quoted in "The War Between Writers and Reviewers," New York Times Book Review (6 January 1985).
Source: http://en.wikiquote.org/wiki/Kurt_Vonnegut [wikiquote.org]
Re:Wise words (Score:5, Funny)
Good quote. OTOH, the hot fudge sundae sometimes--just, sometimes--needs to die. Sure, a reviewer is someone who knows the route but can't drive the car...but even they can still tell if the driver is going backwards on the wrong side of the road at 80 mph, and when they witness such calamities, they should say so with all the vitriolic vituperation that such a situation calls for.
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Cue Riven comments.
Here, I'll start: "What a beautiful world. How impossible to play."
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I'll disagree (Score:5, Insightful)
I can see how he comes to such ideas, seeing that he's the writer. It's his work that those nasty reviewers are pissing all over. Yes, I'd _expect_ him to feel pretty strongly about it.
I, however, come from the angle of the consumer. I like to have the _whole_ picture before I decide whether I blow 50$ or more on a game.
There are entirely too many people who tell me only half the story. They tell me what they liked about a game. Or in the case of some reviewers, what the publisher's PR department told them to write. And I'm grateful for that info, too.
But that's just the problem: the "if you can't say something nice, don't say anything at all" school of reviewing, only tells me half the picture. It's presenting a skewed picture, that serves no purpose except to try to help some vendor swindle me out of some money that they didn't deserve.
The purpose of a review isn't to be nice and friendly to the publisher. And that's a perversion of the whole idea. A review was never supposed to be just an extension of the publisher' marketing. A review is for the _consumer_. As a paying customer, I want enough information to decide if I'd genuinely like that game or not. If, according to _my_ tastes, it's worth _my_ money.
I'm actually grateful to the reviewers which give me the other half of the picture. Even if it's in the form of rage and loathing. We need more review sites like Something Awful, just for balance sake. Because God knows we already have too many who focus only on pleasing the publisher and being nice to the devs.
I don't hate games, I just like to know the _whole_ story. The good _and_ the bad. Only then I can make an informed choice.
And since there are already too many competing to tell me only the former, I'm genuinely grateful to the disgruntled folks who'll tell me the latter. I want to know every single bad detail. Everything that the reviewer didn't like. Every debatable aspect or design choice. Every glitch, every quest that feels unfinished, every moment when the reviewer's suspension of disbelief broke.
Don't worry, it doesn't mean I'll swallow the reviewer's opinion whole, as some Holy Truth, though. Trust me, I'll still use my own judgment there. If a reviewer goes "omg, it sucks because it's turn based" about a game, I'll probably just go, "hmm, that sounds good, actually." But now I'll have one more piece of information to base the decision on.
And if some some publisher, dev or fanboy ends up thinking along the lines of Mr Vonnegut's quote... well, they can consume excrement and expire, for all I care. I'm sure there would be a lot who'd like people's purchase decisions to be based only on corporate-approved PR and hype, but, see, that's exactly the thing I hope to avoid when I go to a review site.
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A calm and logical examination of the facts and noting their flaws and merits is where true criticism should lie, not inflated rhetoric intended to drive up your pagerank.
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I've seen some reviews where the writer expresses almost hatred and contempt for the work and/or author they are critiquing. It isn't necessary in a review.
If I could review, reviews... I'd rather read "In general, this is a poor novel because of this, this, and this." rather than come across a critic trying to act as a poet in bashing the work.
Yes and no (Score:2)
The problem with games and reviews is... often more one of perception than of genuine rage and loathing. Some people (fanboys) tend to act as if even mentioning any problem their favourite game has, is not only a sign of rage and loathing, but makes one an enemy of all humanity too.
The thing is, I haven't seen many reviews written from a position of rage and loathing. In fact, I can't remember any off the to
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Okay, you definitely need to watch some of Yahtzee's Zero Punctuation [escapistmagazine.com] reviews.
Some of those are definitely filled with rage and loathing (well, co
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In fact, I would
Oh, really? (Score:2, Insightful)
How much of a problem widescreen is, differs from TFT to TFT and from driver to driver.
A lot of early widescreens can't deal with a 4
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Misunderstanding the purpose of reviews (Score:2)
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There were fights in Fort Frolic that were more enjoyable/difficult than MECHABADGUY.
I must've missed a memo. (Score:5, Funny)
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SS2 had a rather intelligent RPG-like system for skills and upgrades. Depending on how you approach it, the game changes pretty dramatically. Bioshock? Sure, you have some (far more limited) ways of upgrading, but the game doesn't change if you choose a different p
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Your whole reply was along the lines of what he was talking about in the article, and this one really nails it.. if you really have to ask "why was that necessary, really?" you obviously didn't pay attention to the specific mentions that Ryan's genetic code was required to unlock things... or, enough of a match (i.e. his son) to unlock things.
I played SS2 back in the day and yes, I did think it
I think you'll find (Score:4, Insightful)
As such, when people who have played great PC games of the past (e.g. System Shock, Deus Ex, Oblivion) they fire this up in the expectation that it will exceed even those titles they know and love... only to find that it's not actually as sensationally amazingly fabulously revolutionary as the reviews have promised it is.
I must say for myself that I felt the same way about Half Life 2 - it was a good game, but no way in hell is it the greatest game of all time, or even close. Hence I now have mild negativity attached to it in my mind after the reviewer love-in which took place when it came out.
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Videogame Ghetto! (Score:4, Insightful)
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The only areas of Bioshock which I thought were specifically dumbed-down were the stats and skills. Specifically, the fact that the system was plastic enough, and there were enough freebie upgrades, that it was difficult to make a very dumb decision when building your character with respect to gene tonics.
I also missed starting out barely able to hit the broad side of a barn with a pistol and ending the game as an expert sniper. But maybe that's something only I like about most FPS/RPG hybrids. And come t
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That's the fault of the developer then, not the platform. Look at orange box. Plays wonderfully on both the 360, and the PC.
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I disagree. The console as a platform for FPS -sucks-. I HATE dual analog controllers for FPS games. And adding auto-aim, auto-lockon, or auto-headhshot features to help compensate for the fact that the controllers are gimped just adds insult to injury.
That said the Wii -is- an excellent platform for FPS titles. The controls are a bit less precise than keyboard+mouse, and its more effo
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I love it. I have all the "amazing" Xbox titles, but most are merely OK in comparison. Fable, Oblivion, those are the biggies for me.
Game reviews, BTW, are overall just a bunch of crap. The only
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Bioshock is a really fun game - not so good as Oblivion so far, but I haven't warmed up to it enough yet.
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While we're at it, the OP's passing criticism of console FPSs is silly, unfounded, and betrays a lack of understanding of game mechanics and pacing. You can't just slap PC F.E.A.R.'s controls onto the con
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"Real" RPGs (Score:5, Insightful)
I like RPGs of all types. American, Japanese, European, action, methodical, turn based, real time, whatever. Hell, I even enjoyed Two Worlds on the X360. I thought *I* was nuts.
But try going to the message boards for some of these games, and I mean the boards run by the developer/publisher where players make suggestions for the next game. Bethesda's Oblivion forum, for example.
So much of it can be boiled down to "please make the game 100 times more nitpicky and tedious". I swear, some of these guys would cream their pants if an RPG came along where you have to spend 20 minutes tending to your charatcer's bathroom activities every morning, another 30 minutes sharpening their sword and polishing their armor and then two hours deciphering an elven scroll in order to make a level 1 fireball.
There's a thin line between "hard core RPGer" and "inanimate object", I think.
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I think that's because most RPGs don't actually have much Role Play in them. Take Neverwinter
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Oddly enough, the only one that comes to mind (re: flexibility & choices) is Deus Ex 2. For all its faults (and there are a few I'm sure other can fill you in on), it was one of the few games that didn't railroad you into taking "the side" that the designers had in mind. They even have a contingency plan (complete with a separate end-cinematic) if you decide to up and kill *everyone*; mind you, it wasn't a pleasant ending, but still, that the designers took serious the idea that a player would legitima
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See, I don't count Morrowind as a win on this axis, because in order to advance the plot you have to be a nice guy and not kill everyone. What I was saying was that at least with DX2, there were four distinct and adverse "sides" you could take that advance the plot (that is, the story) equally while also themselves affecting the story that is told through the game. With Morrowind if you choose the "kill everyone" option, the story that is told is "you die. you lose."
That might be interesting from a stric
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That's why I like the conversation system in Mass Effect.
It's fairly simple, but I think it's the basis for some real role playing. It's just Charm and Intimidate now, but Bioware could really make it much deeper if they do a sequel. Have more conversational options, and make it so you really have to say the right things to NPCs- smooth talk them, you know? Maybe even make it so you have to research some of the more plot critical NPCs in order to know how to unlock
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Re:"Real" RPGs (Score:5, Insightful)
Some examples. I used to play Counterstrike quite a bit when it first came out. It was moderately challening (ie, I wasn't very good at it) and it had a sort of immediate gratification aspect to it when I could pull off a headshot on someone or surprise them because I had determined where they would go and put myself in a position to take them out. Eventually I got bored and stopped playing, so bored in fact that i stopped playing FPS entirely.
At the same time more or less, I began playing a crafter in SWG. I found the difficulty of making money playing that game *solely from crafting* a real challenge. Most of my friends thought I was a loon because it seemed truely boring and repetitive, yet I managed to find something in that gameplay that kept me coming back, pre-CU, CU, NGE (all phases of the devolution of the game), it didn't matter. I managed to make well over 200 million credits in that game exclusively from crafting and selling items (no lootwhoring in otherwords).
In Dark Age of Camelot, I was primarily a PvPer. I barely scratched the crafting system because it was so shallow and unrewarding. Yet I played that game for at least 3 years. Why? Because the PvP game, called RvR there, had a Meta-gaming experience where a player could lead armies and get involved in the overall strategy of their realm, not just gank newbies.
Now I am in the beta for Pirates of the Burning Sea, and looking at making a Freetrader with the same intention: I want to master the economy because thats a far more interesting challenge to me than mastering PvP. I will likely try out the PvP but it looks ultimately like I would simply grow bore with the game in the end.
My point here I suppose is that it is quite possible to enjoy the complexity of a highly complex system (ie the crafting system in Starwars or POBS) even though some people find it shallow and uninteresting. for the most part I completely fail to understand how anyone can get any enjoyment at all from games like Halo (I played the first one through with a friend in 18 hrs, never touched it again and wouldn't spend another dime on the franchise, ultimately a complete disappointment to me, yet its a massive bestseller for other players).
Obviously I don't want to have to help my player take a shit every day - since there is little or no skill involved in taking a dump (beyond "don't miss the toilet"), nor sharpen their weapons - but if the game offered the opportunity to affect the performance of that weapon by how you sharpened it, even that might not be true. But don't mistake (your perceived) tedium as some universal truth. Your perception is not everyone's perception.
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Bingo. I think that's a very concise explanation of something I've always felt. To give my example, I'd refer to the Tony
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Oh, I agree with that. The comments I was referring to really were requests for things that would do nothing to enhance the gaming experience beyond making trivial things take longer.
I love complexity when it means something. For example, I'm enjoying Mass Effect right now, but I'd love to be able to find parts for the Mako (the drivable rover in the game) and tune the vehicle like you might in a racing game... but with
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Spot on, and it doesn't end at RPGs. I find the more popular and the more freedom you give people in a program the more they'll complain about other freedoms that they don't have. Maybe this could even be applied to a social and human interactivity aspect but the bottom line is that once you give someone a taste of something so appealing they will always want more.
I think the real concern comes with people who have not only un
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Maybe, but when you get good artists on a game, and they are allowed to really express, that can be very satisfying as well. I recall in FF12, Square sent their designers to other countries to study the architecture and utilize what they learned in the game.
Is this a Euro thing? (Score:3, Interesting)
While there are parts of the game that I thought could have used some work (the Crafting is pretty halfassed and the Hacking got tedious after awhile), I considered my complaints minor. Also, the ending was underrated. I thought it wrapped up the story nicely (at least with the good ending) and in a very touching way.
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Can't gauge backlash (Score:4, Insightful)
And it behooves players to realize that elitism isn't the way to get your game improved. The more people playing the game, the more likely it is someone will spend resources on making expansions or updating it. If your hardcore l337 group of friends really likes a game with a steep learning curve that only a small subset of players enjoy, it's likely you'll still be playing that version of the game in 5 years.
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But do those make the game better or drive it only deeper down the path that I didn't like in the first place?
### If your hardcore l337 group of friends really likes a game with a steep learning curve that only a small subset of players enjoy, it's likely you'll still be playing that version of the game in 5 years.
Might be true, but flightsim that is ten years old still provides a ton
Backlash? No... (Score:4, Interesting)
The game was easy, no doubt about it... but no moreso than playing Halo on "normal" level. Oh sure you've got your "Vita-Chanbers" but they weren't that much different from the frequent auto-saves in Halo either.
The game suffers from two fatal problems however:
1> The ending stinks (spoilers ahead) - There is so much care and effort to the building of the world and the philsophical interplays in the first 3/4 of the story that the early climax of killing Ryan and discovering that you are no more than a puppet and the REAL bad guy is some two-bit chump who spends the rest of the game going "nyah nyah, gonna drop your health now" just destroys the fiction. There's no conclusion to the philosophical debate or to Ryan's vision other than to rescue the lil' Sisters and abandon Rapture or not rescue the girls and abandon Rapture. To wit, Rapture is a MAJOR character of this game and it's pretty much abandoned after Ryan's death.
2> There's no replay value. Sure you can go back and get that honeybee plasmid you always wanted but couldn't afford but most everything in the game is discoverable the first time through. Even the option of playing the game again to kill or not kill the little sisters isn't intriguing because it only REALLY changes the last 5 minutes of the game. The lame ending hurts here too. Who wants to play through a game again to get to the disappointing ending? Multiplayer options would've helped but it wasn't the point of the game, which was one of discovery and exploration.
To sum up, it's not a backlash (unless you want to consider all the technological goofups the PC owners had to go through with the DRM/activation)... but merely... disappointing.
A flawed masterpiece.
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Your correct about having to replay for the ending as well. I just watched the other endings on youtube after completing the game.
Good game, but not great. (Score:2)
The basic issue is there was no cost to dying totally undermined the atmosphere, and tension they tried so desperately to create. What fun is a "survival horror" if you're not scared?
They could have simply "fixed" the larger issues by scaling back on all the shit they gave you, like not having a vita chamber every 10 feet (I know you can turn them off now, but that doesn't solve the i
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I second that. I actually thought I'll get a shocking game when buying Bioshock, but I totally missed the shock. Maybe they should have named it Biorun, BioWater, or BioMutation or just Bio.
They could have been much better with that. Well, the colors used usually create a warm, nice atmosphere. The problem is: they did nothing in addition to make this this more scary.
Both System Shock I and II still scares the hell out of me, but Bioshock didn't (wel
Wimps! (Score:2)
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The issue is you can beat the game on Hard with the Wrench as your only weapon. Just lure a big daddy outside a vita chamber and nail him with your leveled up wrench, rin
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Indeed you could. Why would you want to? I've never understood why people persist in doing something that is no fun, then complain that it is no fun:
Patient: "Doctor, it hurts when I do this..."
Doctor: "Then don't do that."
Besides, if you reread what I wrote, you'll see that I suggested using the wren
Totally missing the point... (Score:5, Interesting)
- The choice of harvesting or freeing the little sisters has very little weight, because you end up with the same abilities either way. This would have been an obvious place to add some kind of character variation.
Bioshock was also "dumbed down" in many other ways, such as having an infinite inventory capacity for weapons (and nothing but weapons). This adds to the paradox of choice, thus making combat less fun, while also eliminating other kinds of customization. Bioshock is still one of the best games of the year for me, and it raised the bar for story and atmosphere in games, but the gameplay mechanics show several clear design errors.Re: (Score:2, Interesting)
In reference to your first re: character abilities... I've played System Shock 2 through several times while trying different strategies each time. The last time I decided to go for "pure" PSI. I made it through the game with whatever weapons I was able to use without improvements (mainly the wrench and pistol) and worked on developing the PSI abilities. Early on it was hard but once I got the hang of remote hacking turrets and using brains rather than brawn it was a great round.
I pl
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Yup. This is why I'm confused by all the "Game of The Year" Nods... It's the only GOTY contender I played where I got bored.
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Not yet. Once I get through my current batch of games, I'll check it out though. Thanks.
Game as Novel. (Score:5, Insightful)
But we're trending toward a 'Game as Novel' paradigm, where the purpose of playing the game is to see the story unfold and to make our own impact upon it. The challenge is reduced to the point that many games (like Bioshock and Prey) have zero costs for failure -- you just keep playing, keep the story progressing, as if nothing happened.
These two camps aren't completely in opposition to one another, but they can ruin each other's experience. The central nature of the Challenge game is that you may reach a point in the game past which you cannot proceed. That's anathema to the Novel game, which wants its reader to experience the entire story.
Not sure how to fix this divergence. Artificial limits (such as playing with X, where X is some helpful game mechanic) are one way but they feel contrived and hollow to the challenge player.
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I like the concept of putting in challenge-based side quests in otherwise story-based games. The underworld in Planescape: Torment was partially like that -- you only needed to be in there a short while and then the story could move on, but you could stay and explore the underworld for a long time befo
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I disagree. If Bioshock was more limiting in resources such as health, ammo, money and respawn chambers (despite having a save anywhere feature) it might have encouraged tactical thinking beyond "Equip Wrench, and Hit the "R Trigger" until you win". This makes for an incredibly boring experience which
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If you choose to play a game in a boring manner is it really anyones fault but your own? just because it's possible to play it in such a boring way doesnt mean it's t
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You may be right. I did do the trick described above, but it may have been a splicer rather than a Big Daddy. I honestly forget, and no longer have the game to try it out and verify if it works on the Daddy's or not.
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the thing I find about challenge gamers though, is that they're very gung-ho about finishing games. "do I need to complete this quest to win? no, well fuck it, I'm not doing it." whereas story gamers want to have the full experience, they want to know as much about the story as they can find out. optional challenge quests are missed by challenge gamers and generally frustrate story gamers
BS bad, SS2 good (Score:2)
Bioshock was dumbed down to appeal to a larger audience. A game on rails that practically upgraded your character for you.
And it was too dark, I couldn't see a damn thing.
Dumber = dumber (Score:2)
That may or may not be the case, but it's irrelevant since when people talk about the game being dumber, it's not just a case of it being easier. I don't know if this is true with Bioshock (but according to a lot of people who've played it, it is), but I know that other "consolified" games, like Deus Ex 2 and Thief 3, weren't just made easier, but had many of the things that made them interesting removed or simplified into pointlessness. Gillen'
The Problem here is he has it backwards (Score:2)
This game screams for mulitplayer... (Score:2)
Look at Call of Duty 4, without the online mutliplayer it would have been in the same category as Bioshock; an incredible game with very little replay value.
I really really liked it... (Score:2)
Also the marketing occasionally left a bit of a bad taste in my mouth -
on the "Cult of Rapture" site, someone asked early on:"Isn't there a risk that a cross platform UI is going to suck?" and the community representative on the site answered "No no no! This is a game that is designed 100% first for consoles, we will do everything to make the UI perfect for consoles. Consoles."
When PC gamers
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You made a very insightful and poignant point, which I had every intention of modding up
Insightful + Flamebait = 0
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A world where games like Beyond Good & Evil and Psychonauts are ignored and Halo is applauded is, in my mind, a topsy-turvy one.
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1- up to 16 people deathmatch 2-Vehicles 3-No clunky weapon switching 4- Coop
All of these things were done previously in PC Games, and usually done MUCH better, but at that time in the console world, you were stuck with FPS's on the Playstation 1&2, which we all know how awes
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Meanwhile, consoles get Ico, Shadow of the Colossus, Katamari Damacy, Rez, and so on, and so on. PCs get... More FPSes.
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to be more frank, it would TAKE the second coming of Christ to break some of the molds in the gaming industry right now.
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Except they're not. They're moving towards stupid action-adventure-rpg-fps hybrids. There's a saying, "jack of all trades, master of none". And it generally holds true for these hybrids. They don't tend to be particularly good action games, or adventure games. True adventure games died in the late 90s. I'd love to see them come back, but these hybrid games are a poor substitute.
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When I'm not paying $60 a pop and can go to an art gallery instead and play it for a $5 entry fee.
Funny. I thought it used to be about the game being, well, fun to play.
You're gods
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- OPINION
you have. I don't share it and I assume I'm not alone. I'm sure there will be many who agree with you on this, and many who agree with me. Most likely quite a few who think we're both crazy as well. Not everyone has the same tastes and you can't change that, you just have to live with it and go with the games you do like.Re: (Score:2)
From that description I take it you've played Dragon's Lair. [dragons-lair-project.com]
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Fails as art (Score:2)
So that is where Bioshock falls down as art, because it starts out being both great eye-candy and also interesting philosophical material, but then gets really two dimensional near
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Why do these companies make it so hard for us to give them money?
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As a player of the 360 version, none of that really applied to me. While I am playing on a
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I personally don't have a major problem with this. My problem with the linearity of the game is that the damned lead designer or whatever keeps ragging on about how he hates games that are linear, and don't let you explore, and
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I assume you're talking about the way widescreen was impl
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Because a lot of the complaints are just kind of dumb. For example, the "tallscreen field of view" nonsense started because some people who had wide screens were eaten up with jealousy because the developer
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Yup. There isn't any real tiered pricing for new video games (It's simply "Budget", and "Everything Else") single player games with little replayability drop in perceived value, yet they still cost $50-$60 new. What they really need to do it put out some short titles
Re:What about SecuRom? (Score:2)
A handful at least, based on the posts in this thread. The demo wouldn't run on my computer because of SecuROM, so I am a member of a small percentage of people who (a) wanted to buy the game, (b) had the hardware to run the game, but (c) couldn't play because of the copy protection. It is crazy to add a feature to a program to artificially reduce the number of computers it will run on. It is the opposite of good business. It