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peterl0

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Posts posted by peterl0


  1. Is *is* a tank, but when you are viewing the tank from the front it makes it quite hard to switch left and right in your mind whilst aiming at a weak point. Its not unreasonable, it would just be better to simplify the controls at that point for a more enjoyable experience.


  2. I have only played for about 1.5 hours and 5-6 levels, but I think the controls would be a lot better if:

     

    • The walker had a dual analog style strafe mode (and barrel roll was a separate button).
    • The all-range landmaster section did not have tank controls but had Mario 64 style left stick control.

     

    I find the Arwing and the Copter manageable generally.

     

    My ultimate point I guess is that I don't feel the motion controls make the game worse or even that much more difficult to control, but the basic controls underpinning them seem poorly thought through.


  3. The reason I thought that they were not really pushing that hard for more than 1080p was that they mention 1080p but don't directly suggest trying for higher.

     

    It seems to me that if they can have games at 1080p/60fps and a 4K output, they could push it as a 4K media player at the same time. Then they might also see some mainstream success in the same way as they did for PS2/DVD and PS3/Bluray.

     

    If 4k or high resolution film disks came out at the same time I would have thought it might soften the blow to anyone worried about the cost or need to upgrade.


  4. Budget Cuts, sounds brilliant on the VIVE:

     

    http://www.eurogamer.net/articles/2016-04-22-budget-cuts-is-the-future-of-vr-right-freakin-now

     

    Teleportation is increasingly popular as a movement solution for VR games, but in Budget Cuts it's particularly beautifully delivered. Not only is the handfulness of it absolutely lovely - trigger to fire, grip button to commit - but the rest of the experience is built around making this means of teleportation feel real and gameable. That tennis ball of light is a physics object in its own right, which means you can bounce it off walls or pull off trick shots, landing on top of filing cabinets, say, or even teleporting yourself onto light fittings. The game's also smart about where you'll end up, telling you to duck before you teleport beneath a table or into a crawlspace. Movement's fun in itself, in other words, and it also reinforces the game's physical world.

     

    And this only gets better. Simple puzzles start you off: grates that you can pull out of the wall to aim a teleport ball through, working your way past rooms with no other exits. Then there are grates that are electrified, and which require you to follow a thick cable along a wall until you get to a junction box to turn it off. Some of these junction boxes are locked, so you start to rummage around in desk drawers. And this is the VR difference again. I've rummaged through so many drawers in so many games, but there was a crazy thrill to yanking open these guys one by one, hunting for that most quotidian of video game elements, a key. Budget Cuts uses VR to make simple puzzles feel dazzling, and that will certainly wear off, but I'm not sure the sense of roleplaying that it encourages will wear off with it. I was in this game with both feet from the start.

     

    When the first robot got killed, I realised he wasn't the only guy around, and a period of holy quaking set in. I knew I'd been spotted through a window, and I could hear the spotter clanking around the corner to come and get me. The physicality of it was amazing, as I frantically threw the first robot corpse around to extract my throwing knife. Then, when I hid and the second guy couldn't find me, I trailed him for a while like the whole thing was Manhunt all over again, teleport-hopping after him and after him until he paused and I could kill him at my leisure.


  5. Whilst Sony have not substantiated all of this, the rumour does seem to be very likely to be the reality. Eurogamer seem to have gotten developer guidelines for games that suggest that Sony is trying very hard to ensure they don't split the userbase and there are no NEO only or PS4 only features.

     

    From these guidelines it does seem very likely that there will be more of a focus on 1080p/60fps than 4k support.

     

    http://www.eurogamer.net/articles/digitalfoundry-2016-how-playstation-4k-neo-and-the-original-ps4-will-co-exist

     

    Specifically:

     

    Games running in Neo mode must operate at a native rendering resolution of 1920x1080 (1080p) or higher.

    A game's frame-rate must meet or exceed its equivalent performance level on base PlayStation 4 hardware.


  6. Mine too. The steel book is very nicely done actually, with internal artwork - and has space for both disks.

    I still don't really get the point of steel books as a concept - but it is a nice thing.


  7. I am not still playing it, but there was a solid game of tennis underneath this thing, and I did actually enjoy the time I spent with it.

     

    Its just maddening that there was not a bit more to the game (like friends mode online).

     

    Its quite similar to Streetfighter 5 I suppose from a single player perspective - except with worse online.


  8. I should point out that I am still getting it - I committed to a pre-order, its just a bit worrying.

     

    Mind you I have not played the original or any star fox games since the N64 days so it might not seem that stale to me.


  9. You know the descriptions of the controls don't put me off, but some of the reviews are citing familiarity and dull levels - that is a bit more concerning.

     

    From the nintendoworldreport review:

     

    Star Fox Zero’s tried-and-true format and style is, at times, its greatest strength and greatest weakness. This is a brand new Star Fox shooting adventure in 2016, complete with fun new mechanics, dazzling HD graphics, and tons of secrets. On the other hand, it too often treads into remake-like feelings of familiarity. The level design is all different and unique, but the locations and the story are nearly identical

     

    And Eurogamer:

     

    A few too many times Zero can feel plain sloppy - not an adjective you'd usually find yourself flinging Platinum's way - with the camera playing truant during cinematic moments in which you're still in control of your ship, or in an extended and unwelcome stealth section or perhaps in one of its free-range dogfights. As a result, the half dozen hours it takes to run through the campaign - a generous advance on the relatively slim run time of Star Fox 64 - can feel bloated, and a grimly challenging final stretch where the camera does its best to get in your way is likely enough to make you think twice about heading into the arcade mode that's unlocked upon completion.
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