BARBELITH underground
 

Subcultural engagement for the 21st Century...
Barbelith is a new kind of community (find out more)...
You can login or register.


What video games 2 - TEH MEGATON!!1111!!!!11 etc.

 
  

Page: 1 ... 45678(9)1011121314... 25

 
 
Cloned Christ on a HoverDonkey
11:16 / 06.08.04
Right - after a few hours of very intense gameplay, I can now officially announce that Doom 3 abso-bastard-lutely rocks like a motherfucker on meth.

The game manages to create such an atmosphere of tension that your adrenal gland is just about fit to explode. The darkness, the sound (surround with subwoofer definitely required here), the unmatched graphics and the slowly developing storyline all combine to make a truly awesome game.

The mapping is masterful - very dark and claustrophobic with amazing lighting effects and some truly inspired machinery. Nothing like the panoramic vistas you get in Far Cry, the levels keep you wondering what's around that dimly lit corner.

A hint to anyone who's about to play - go to martianbuddy.com and jot down the code given there - it may be useful later on. And let me know what the code delivers, coz I missed the locker and can't be arsed going back three levels...
 
 
The Strobe
12:31 / 06.08.04
The first two lockers you find have a chaingun in.

The last one has a BFG.

You might want to go back a few levels.

(Don't have the game but know this from reading around it).
 
 
Spatula Clarke
13:51 / 06.08.04
Cloned> How does it compare, visually, to Chronicles of Riddick (which I saw running on some cheap, imported US TV show on ITV last night and looks both absolutely stunning, and absolutely identical to screenies of D3)?
 
 
The Strobe
16:44 / 06.08.04
Randy - I've seen Riddick running on a real-live Xbox. It does look VERY Doom3, and looks seriously awesome - in particular, the speed it runs at is phenomenal. I'm quite intrigued by the game and might well pick it up.
 
 
Char Aina
17:06 / 06.08.04
i was tempted by riddick after reading about it in edge last month... but i dunno. i reckon it might well be a game that stays unfinished, especially if the first persn punching stuff is too unwieldy.(yeah, there'll be guns, but the fists is 'the thing', innit?)
i know they have made sure that the baddies kinda queue up to get smakced to make it at least playable, but it would really suck if you had to button bash your fists through end of level bosses.

once i get round to it doom3 is blatantly going to be the tits, however.
the write up i read on it mentioned one monster that is TOO BIG TO FIT ONSCREEN. apprently, even if you back up to the wall, you can only ever see half of the fucker.
imagine punching something like that to death... over three days solid gameplay...
 
 
Spatula Clarke
17:38 / 06.08.04
I think the fists thing is only until you find a gun. It's not like Breakdown, where the fists are the be-all and end-all of the game.

After seeing Riddick last night, moving smoothly as you like depite the ridiculous level of detail on screen at all times, I'm even less convinced by Xbox Doom 3's awful E3 showing than I was when I first saw it. They'll probably pull it around, but I really don't understand the decision to show that when it was in such a terrible state.
 
 
The Strobe
20:28 / 06.08.04
Toksik: you don't button mash to fist fight in Riddick. You hold the right trigger and move the left stick - left and right for left/right hooks, forward for uppercut, down for punch. Left trigger blocks. And if you time your attack right, you can reverse an attack - ie, guard goes to hit you with shotgun, pull right trigger as he begins attack, and you twist the gun into his face and force him to blow his own head off.

Subtle it is not. Guns do arrive, but apparently it often comes back down to fists, or just sneaking up behind someone and ramming a shiv through their neck.
 
 
Cloned Christ on a HoverDonkey
21:48 / 06.08.04
Being totally PC-centric I hadn't even heard of Riddick, but must admit it sounds pretty intriguing.

As far as Doom 3 goes, the more I play it the more I realise that the game's best feature is its sound. Until now I always thought of sound as being necessary, sometimes good, but mostly peripheral, whereas in D3 it actually makes the game what it is; scary; tense; suspenseful and amazingly atmospheric.

Sorta makes me want to go out and buy an Audigy 2 ZS, just for D3, which no other game has made me want to do.
 
 
STOATIE LIEKS CHOCOLATE MILK
11:58 / 09.08.04
If anyone's interested, I've started a thread in Switchboard about the whole Manhunt debacle. I figure it raises issues which may also be of interest to people who don't themselves play games and therefore wouldn't read this thread.

On the subject of which, I think I've nearly finished it... I'm being good and holding back on The Suffering until Manhunt's through.

Having just learned that Doom 3 will play on a GeForce
MX (unlike most other decent games released at the moment... Deus Ex II, Thief 3, Splinter Cell II, presumably Half-Life II) I'm trying to cleanse my gaming palate, as it were, by finishing all the games I already have but have yet to complete. Far Cry'll be after The Suffering, I reckon. I don't think I had far to go in that one when I got stuck.
 
 
Char Aina
15:08 / 09.08.04
xbox people...
i have a gamertag.
PM me for details.
 
 
Cloned Christ on a HoverDonkey
23:36 / 12.08.04
I managed to download a strategy guide for Doom3, which isn't exactly massively helpful, but has some interesting parts, the pics comparing baddies from the original Doom to their D3 equivalents.

Thought it might be interesting to post them here for your nostalia-inducing pleasure:

The Chaingun Marine:




The Imp:




The Demon:




The Revenant:




The Lost Soul:




The Mancubus:




The Cacodemon(?):




The Arch Vile:




The Hell Knight:



There are obviously loads of new baddies in D3, but I think you'll agree that iD have managed to keep at least a scintilla of continuity here.

Roll on HL2, is all I can say!

Oh, and apologies for the file sizes for those on slower connections...
 
 
specofdust
23:45 / 12.08.04
Hmm, that looks very similar to the crytek engine, I'm not convinced that when I get D3 running it's going to look any better then farcry does on my machine.

Still, it'll be amazing no doubt \o/
 
 
Cloned Christ on a HoverDonkey
23:55 / 12.08.04
There is a difference, from what I've observed; the Crytec engine seems more geared towards sweeping vistas and long draw distances, whereas the D3 engine seems more concerned with close-up detail, which both do extremely well indeed.

Having said that, there are a few scenes in D3 that feature large areas, but only glimpsingly as you can't hang around to enjoy the view due to oxygen constraints.

Basically, two very different engines designed to do two realtively different jobs. Can't decide which game I prefer yet - Far Cry certainly had my jaw dropping more, but D3 has to be the most atmospheric game I've ever played.
 
 
specofdust
23:58 / 12.08.04
I thought farcry was *good* but nothing absolutely amazing. I guess that's what happens when games are made from tech-demos. Still Doom3 is gonna be phenominal, even though it's going to run at about 10 fph on my system.
 
 
Cloned Christ on a HoverDonkey
00:12 / 13.08.04
Oh, Far Cry was so much more than an expanded tech demo - the scripting, AI, the balance between free-form and linearity were all so expertly done. The map design was simply awesome and the set-pieces (battles between trigens and soldiers) were simply amazing.

It still ranks very highly in my favourite games hit parade.
 
 
specofdust
00:16 / 13.08.04
Many games top it for me. I find myself taking way more out of battlefield vietnam, and thats a MM game. I'm one of the few who just didn't gel with farcry I guess.
 
 
STOATIE LIEKS CHOCOLATE MILK
00:23 / 13.08.04
the set-pieces (battles between trigens and soldiers) were simply amazing

yeah, the scene where the Trigens first break out and you come out of the complex into the middle of a fucking warzone is nothing short of breathtaking.
 
 
Solitaire Rose as Tom Servo
04:38 / 13.08.04
I'm on X-Box live when I'm not at work or playing FF X-2, and if you make me your friend, I'd be darn happy.

Solitaire Rose is my gamertag. AND I DON'T CARE WHO KNOWS IT!
 
 
nedrichards is confused
12:11 / 13.08.04
good on you solitaire rose! Not sure if I've put it in this thread yet but the screamingly obvious nedrichards is my gamertag.

And fellow Xbox-ists, with Doom 3 we get *co-op*.
 
 
Char Aina
12:19 / 13.08.04
live co op?
i am so there.

paycheque... need paycheque...
 
 
Spatula Clarke
12:27 / 13.08.04
Bought Xbox Thief 3 second hand from somebody on NTSC-uk.

It's great so far (three or four hours of play in, just about to finish the first proper mission). Thief 2 is one of those games I always end up returning to, so this was exciting me more than the prospect of Deus Ex: Invisible War. I know Tez was complaining about it, but to be honest I've absolutely no idea why. It feels exactly like a Thief game should, and the comments about Ion Storm are unfair and baseless, given that - as they currently exist (or did when this was being developed) - they'd only been responsible for two games: Deus Ex and its sequel. I'm not sure how one universally lauded game and one which received mixed reviews can lead anybody to expect a mediocre experience from their third. Anachronox and Daikatana were from completely different teams.

You can tell it's the Invisible War engine again, but with some problems ironed out. Frame rate is far more consistent than before, and even at its lowest seems to be higher than IW's best. The lighting is nothing short of magnificent - it was bloody good anyway, but because it's all natural light sources here it seems so much more impressive. Plenty of excellent little spot effects, the best being the magical way that moonlight shining through windows picks out specs of dust floating around. You cast a shadow, even when in first person mode, which cements the feeling of being there. It probably doesn't seem like a big thing, but combined with the brilliant real-time lighting it increases the feeling of being there (in IW, Alex D didn't cast a shadow, which left you feeling like you weren't exactly solid, given the excellent shadows elsewhere). And it's proper lighting, too, allowing you to douse flames or put out candles. It's a Thief game, so that should go without saying, but after the disappointment of IW's unbreakable bulbs it feels liberating.

Areas seem much larger than in IW - loading between sections is much les frequent. That might be due to the way I play it, though - Thief, for me, has always been about making sure that you knock every single person unconscious and steal every single bit of cash, without causing any deaths or being spotted, so I take it at a snail's pace. Learn guards' patrol routes, listen to all conversations.

Unfortunately, screen tearing is in, in a big, big way. Presumably, it's a result of the increased frame rate, but I'm starting to think that it might be a problem with my Xbox. It's not so much of a problem in the darker areas, or in third person (it's still there, but you don't notice because you're focussing on Garrett in that view). In first person and in a well-lit area, though, don't even think about trying to turn around at speed unless you want your TV to look like it's a patchwork. But you don't take Thief at speed, so it's not really a huge thing.

Other, very minor issues: NPC animation's a little... stiff. Seems a bit lazy, given the amount of time that's obviously been spent on making Garrett move so fluidly in third person. The training mission is horribly basic and linear, which gives an unfortunate first impression - as soon as you're out of it, though, you get complete freedom back. Havoc physics are in, but not for any reason beyond increasing immersion. Well, they do have an effect on the game every now and again - you need to be careful when walking past items placed near or on stairs in case you knock them down, swords stacked up in the armoury can be knocked over if you're not watching where you're going, clattering on the floor. The freedom that you're given to mess around in the world in IW is removed almost entirely, which is a pisser - creeping through the kitchens I felt the urge to throw one of the legs of lamb or loaves of bread into an open furnace, only to find that Garrett refused to do it and instead dropped it on the floor.

Minor things. The stuff that you only tend to notice in excellent games, because minor problems there are so much more noticable than in games which are generally poor throughout. Like I say, I've not even scratched the surface yet. Can't wait to get to the City - the addition of a hub system to the Thief universe is massively appealing. Been looking forwards to this game for so long and, right now, it's not failed to live up to my expectations.
 
 
STOATIE LIEKS CHOCOLATE MILK
19:43 / 16.08.04
I did it! Mono's out and my flatmate is really not impressed at all, so I'll share it with you fuckers.

I just finished Manhunt. I had to kill a hellova lot of people to do it, but I did it. And, looking back, it was a fucking great game. Okay, the ending's a bit of an anticlimax








SPOILER








you basically just chase Starkweather around with a chainsaw until his intestines come out of his stomach. But it's kind of fitting... to have him as some kind of super Boss type character would have just ruined the atmosphere. Anyway, you've already had that with Piggsy who, while not the greatest villain ever in a game, DID make me jump out of my seat the first time he appeared round a corner with a chainsaw.

That was a good game. Maybe not one of the best ever, but definitely one of the best this year so far.

Next up- The Suffering!!!
 
 
STOATIE LIEKS CHOCOLATE MILK
19:49 / 16.08.04
Oh, I should probably add, on the subject of Manhunt- the level design is absolutely brilliant. The game's pretty much guided all the way through, but a lot of the time it makes you forget that, which is key. There's also plenty of room for set-pieces, especially on the shooty-shooty levels, which may not get quite as cinematic as Max Payne II, but are pretty damn close. The Mansion level with the Cerberus guards, for example, I had to play a fuckload of times before I got through it, and each time tried different tactics, each of which led to some fantastically visual shoot-outs. Lots of ducking and diving, weaving and just plain pegging it.

A good game. And has it made me want to go out and kill people? No. I wanted to do that before I played it. Now I'm exhausted and flushed with success. I just want to sit indoors and drink beer. Civilisation is safe. Hurrah!
 
 
specofdust
20:23 / 16.08.04
You compare this to Max payne II? Woah, you have my attention master stoatie.

I was putting this in the "buy if you see it exceptionally cheap" basket of my mind.

I still need to get Doom3 and a good PC.
 
 
Spatula Clarke
19:36 / 17.08.04
Tez> I know it's an old discussion now, but I just tripped over the Spector quote about Invisible War's HUD design. It's in an old issue of PC Zone, not Edge.

I lost count of the times I said I wanted an interface that looks like it's burned onto the guy's eye, and I failed completely to communicate that idea [in the original game]. Now I think we nailed it.

I wish my scanner was working - if you think the HUD that eventually made it into the game is intrusive, you should see the screenshot that accompanies this text. There's a complete 360 degree ring around the screen, in lurid fluorescent shades - yellow and green at the bottom, pink at the top. There's a wireframe model of Alex D's body in the top left of the HUD (hinting that they were going to use the same system of registering damage to certain parts of the body that was in the first game, but abandoned it in the process of simplifying the game). This is all held within a box of light blue lines, with the circle motif pushed forwards with a light circular 'grid' coming out from the HUD itself. It takes up over a third of the screen, and that's without mentioning the enormous aiming reticule in the middle of it all.

Seriously, it'd make you think that the HUD that the game shipped with is a masterpiece of minimalism.

Funny thing about that pre-release HUD - it shows seven biomod slots, whereas the final game only has four. Might explain why I finished it with around ten useless, unused biomod canisters - comes across looking like a very late decision to combine some mods into one and abandon others.

Deadly Shadows is still great, although the City presents quite a few technical problems which do affect on the way the game plays. I listed them in this NTSC-uk thread, if anyone's interested.
 
 
Solitaire Rose as Tom Servo
22:56 / 17.08.04
I played Max Payne II and was pretty damn upset about it. The game was AMAZINGLY short, and there were a lot of sequences that were a horrid cheat (find who is shooting you before you die...too late, do it again...too late, do it again...). The game itself was better, visually than the first one, but felt rushed.

Good thing I didn't pay full price for it when it came out, of I'd be VERY upset over how little gaming I got with it.
 
 
Baz Auckland
23:36 / 17.08.04
For Max Payne II, they should have had more to the extra modes other than "being harder", or "having to kill as many baddies in a small place before you die." Something more like the Terrorist Hunt modes of Rogue Spear with open levels and a set number of bad guys would have had hours and hours of replay fun...
 
 
Spatula Clarke
01:11 / 18.08.04
Holy fuckeroo. I'm sorry to bang on about this, but I just played a mission in Thief which might well have been one of the greatest gaming experiences I've ever had.

Start off having to creep into a ship infested with zombies. The only sounds inside are the hull creaking and the undead moans all around you. Find what you want and climb back out again. Then travel to the captain's mansion to half inch something he brought back from his last voyage. Nothing amazing so far (although the atmosphere on the ship puts Resident Evil to shame).

Get into the mansion through an underground pirate cave! Get inside and hear the servants plotting to steal all the widow's possessions. Knock them out. Carry on as normal.

But then you get out of the servants' quarters and into the mansion proper. Thunder and lightning! Neither particularly helpful - the thunder makes it difficult to hear which direction people are walking in, the lightning suddenly and unexpectedly makes your hiding place useless. The music here is fucking amazing - haunted, disquieting. And then you get to the widow herself. Mumbling to herself, singing nursery rhymes. She's crazed with grief - thinks you're her dead husband, or a servant, or somebody else. Not a thief. Complains that the head housekeeper has ordered the servants to stop bringing her wine and asks you to get her some.

It sticks a moral choice on you that you're totally unprepared for. There's nothing to gain from doing it - if you've searched the house properly, you'll already know all the information that she could have given you. There's no meter in this game marking your 'good' actions against 'bad' ones. Then, when you find what you came into the mansion for in the first place, you also discover a note. It's from the captain to his wife, telling her that he's left her enough money to allow her to survive in the chest, and letting her (and you) know exactly where it is. Again, you're faced with a moral choice that - as far as I'm aware - won't provide you with any tangible reward if you chose not to steal the cash, or any real punishment if you bleed her dry. But you still find yourself wrestling with the options.

I think it's the sheer quality of the acting and script that does it. Like I said elsewhere, the animation on human characters looks like something that would have been so-so five years ago, so it's completely left to the audio to make them appear human. It's a job that it carries off to perfection.

Two more things about this level that make it a real stonker. First up is the truly unsettling nature of your surroundings. The mansion feels haunted. It's not - the zombies are confined to the ship. It's in the lighting, the music, the paintings in hallways, the rooms lit only by a fireplace. At one point, having blackjacked everybody in the house bar the widow, I decided I might as well run to the rooms I needed to search. I dunno what it was exactly, but something about running in the place freaked me out, nightmare-stylee - Garrett's run suddenly felt too fast, I started jumping at shadows.

The other thing: those shadows. Fuck me, those shadows. There was a door that I wanted to open. Problem was, I could hear a couple of people walking around the room it opened into, and the lit fireplace meant that as sson as I turned the handle, they'd both see me.

Two armchairs by the fireplace. I tried pushing them nearer to the fire, to put the doorway into shadow. It worked.

I'll say that again: You can create your own shadows by moving objects into the path of the light, then hide in them. I don't think I've ever been allowed to do something like that in a game before. I had a feeling that Invisible War might allow for it, but as I was using a sniper rifle in that, testing the theory out seemed fairly pointless. Here, it gives real weight to the claim that you're allowed complete freedom in how you approach situations. It suddenly feels less like you're playing a game and more like you're working within a simulation of a real world.

I know there's more good stuff lined up for release on the Xbox this year, but it's really going to have to go some to beat that.
 
 
foot long subbacultcha
10:18 / 23.08.04
Rome Total War demo is out!

I've left this downloading at home while I'm at work. Anyone had a chance to have a go at this yet?
 
 
Issaiah Saysir
21:14 / 23.08.04
Next up- The Suffering!!!

This

This gave me the utter f***ing creeps! One of my all time favorites.Amazing.
 
 
Tezcatlipoca
21:43 / 23.08.04
Tez> I know it's an old discussion now

Indeedy, but I'm more interested in your experiences with Thief 3 now that you've had a chance to play it. Bear in mind that I have no experience of the game with the X-Box, so the following is based purely on the PC version:

First off, you're absolutely correct, the world (physics wise) is a massive improvement over the previous two outings. Objects behave properly now and the dynamic lighting is gorgeous (with the exception of those ludicrous loot-glints). But glossy effects alone do not a good game make, and sadly I found this to be true of Thief 3.

As a fan of the original games the third instalment felt massively dumbed down to me. The inclusion of those irritating loading zones - unnecessary with the greater memory and processing power of a PC - did an excellent job at destroying the immersive atmosphere, and then there is the problem of the incredibly linear level design. I've finished the game now and rarely had the same sensation I had with the first two games where I felt free to explore a massive, living level (although one notable exception was the mansion level you mention, which was excellent). However, and this is admittedly just a personal opinion, throughout all the dozen or so levels I pretty consistently found my next direction was always straightforward and always painfully obvious.
Then we come to the massive clutch of coding problems that plagued the PC version. This isn't such a fair criticism, as all games are to some degree buggy at times, but even after patching, the Expert mode - at least on PC - is still equal to the Novice mode of the other two games. Third party trainer programs need to be used to bring the AI up to a level where it's finally challenging again, but they shouldn't need to have been written in the first place.
A word on the writing and dialogue (to say nothing of the fact that somebody actually thought it a good idea to call the thing 'Deadly Shadows'!?). Thief and Thief 2 - especially in the cut scenes - had some of the best and most polished writing I've seen in a game, at times (in the case of some of the pagan sayings) bordering on pure poetry. Thief 3's writing is well below par, and the pagan dialogue - admittedly not written by the same person who wrote the first two - is now a childish mess of bad grammar and 'sie' suffixes in the vain hope that it will sound mysterious. The pagans aside, I wasn't overly impressed by the voice acting, although the guards had been vastly improved in terms of their comments when alert/semi-alert, and, in fact, the guards' ability to search for you is a big plus point over the previous two games.
The HUD, as with DX:IW, felt like a child's Tonka toy, although that can be - and was - corrected with a little simple hex editing, and as that gripe is purely an aesthetic one, it's not so important.

All that aside, Thief 3 isn't a bad game by any means, but nor is it a groundbreaking thing of beauty. Perhaps I'm too jaded, but it takes a lot for a game to impress me and Thief 3 missed the mark by a fair way.
That said, it does have some nice touches, and one in particular. You'll know when you get there, but I advise making sure you play 'The Cradle' level alone, with the volume turned waaaaaay up and the lights waaaaay down. Having somebody on hand to perform emergency CPR might also be an idea...
 
 
Baz Auckland
23:27 / 23.08.04
Rome Total War demo is out!


EEEEEek! (Baz runs from Barbelith to totalwar.com....)
 
 
Baz Auckland
23:44 / 23.08.04
...and returns cursing File Planet, their lame downloading system, and the fact that the demo is unavailable elsewhere... I'm #427 in line to download...
 
 
Tezcatlipoca
06:31 / 24.08.04
Rome Total War demo is out!

Now definitely loking forward to this. Medieval: Total War was, in my humble opinion, one of the best games ever written.
 
 
Char Aina
07:17 / 24.08.04
any reccomendations for a followup to having just completed wolfenstein?
i am going to go back through it and unlock every single secret, but i still feel like i need someting new.
something mid to low price, and something awesome.

is the first splinter cell good enough not to feel dated?
is it any good on live?
what games are you all playing online at the moment?
 
  

Page: 1 ... 45678(9)1011121314... 25

 
  
Add Your Reply