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Strike911

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Everything posted by Strike911

  1. You know what really sucks? Sewer levels. L4D was okay, because the sewers are all minimal, but most games that have sewers... ugh... those levels are typically like a pit of monotony and boring. I hate vans.
  2. I'm sooo excited for Survival Mode! When they first announced Survival mode, I was like "meh" but since I've seen the gameplay vids and how the mode works (and its short duration) I'm really excited to play it now.
  3. So I FINALLY got the engineer class and in about 100 more XP I'll have the rocket launcher. I've played the game so much today, I'm a little more used to the controls. Man, if you're trying to level up, get the badge for Body Count mode. You need 8 ribbons for getting 10% of the kills in Body Count, and the badge will make your kills worth twice as many points. I swear, it makes leveling so much easier! Whew. It's so much easier, especially in the body count only servers. I need to add you guys to my PSN list. Add me to your friends and we can play online sometime. nick : strike911
  4. I can't remember the last time I was excited for anything Midway produced in the last decade. I wasn't really shocked when I heard of their situation. Most of their games feels unpolished to me, hell, even some of their older games from the late 90s.
  5. I had a Codec ring FOREVER and just recently I decided to change it to a clip of the battle music from Shadow of the Colossus. I also used the "spotted" sound effect from Metal Gear whenever I would get voicemails, and if I was ever around anyone and the sound went off I would immediately say "Whose footprints are these?" or "Who's that?!"
  6. Yeah, and it doesn't help that the shotgun is the only gun that has auto-aim. I swear, there are so many shotgun headshots from ranges that should be too far for a shotgun to be effective. Its tricky to aim at constantly moving players online, and lining up a headshot is tough online just because players are erratic. The enemies in singleplayer act like you expect so killing them is easy (and fun). The slow response for the controls is what gets me online. This is interesting though! News says Guerrilla is checking out the controls for a possible patch!! http://playstation.joystiq.com/2009/03/02/guerrilla-fixing-killzone-2-bugs-looking-into-control-complaint/ If they patched the controls, I don't think I would have any complaints about the game.
  7. First thing: This singleplayer is great! War Perfected? I don't know. It's damn fun, a lot of things are going on EVERYWHERE which really immerses you, and the gunplay is REALLY good. That said, it does remind me A LOT of Call of Duty, which isn't a bad thing. It's a fun ride. After playing single player and moving along at my own pace the entire time, the controls didn't really bother me either... that is until I tried online multiplayer. I was really frustrated with the controls when trying to play real people. I much more enjoyed playing the bots offline. The only reason I'm even trying to play online is just so I can get the unlocks. I've only got a few of the guns and the medic tool, but what really frustrates me are simple things, like going up really tightly packed stairwells that turn. Its a chore to turn my character up these areas with constant tight turns (and God help you if an encounter another player here). Again, controls for singleplayer did what I wanted, and I had a blast in the amazing levels, the sheer amount of things going on blew me away, and actually pushing the line in a few of the big shootouts was crazy fun... ... multiplayer is fun too, don't get me wrong, they bring some cool ideas to the table like dynamically changing map objectives and multiplayer modes, but I feel like I'm fighting the controls in this much more hectic environment, and it is causing me some frustration. It might be that the controls for me need to be less sensitive, because the acceleration from turning after you hit the stick changes speed so fast that you can't determine where it's going. I think I might try lowering the sensitivity to like 30 or 40% and see how that does for me. And I haven't played many matches online, but does anyone know if there is a mode man standing mode for multiplayer? And anyone have some recommendations on how to level up faster? It's taking dreadfully long to get knew content for my character.
  8. Okay, so I'm about 8 hours into the campaign, about to start the final stage. The single player just gets better and better, both gameplay-wise as well as visually. Just taking a break to check the my email and everything to leave a little note on the game. I was expecting COMPLETE cheese for a storyline, but it's pretty good. Most of the characters are memorable (some more than others), and ... visually, the demo impressed be, but the levels later on completely blew my mind visually. There is some amazing visuals, and the guns which I also expected to be really cheesy are REALLY fun to use... it's been rare that I've had this much fun using different guns in a FPS... the last time I was like "wow" was when I used the gravity gun in HL2, or the portal gun in Portal. And the progression in which you keep obtaining new guns is good... you never feel like you've been stuck with the same weapon for a long time. Fantastic game. As soon as I finish up the single player it's on to multiplayer, which all reviews have said is even better than singleplayer. Killzone 2 has delivered for me. I'm a little disappointed with the way NPC Squadmates move through their waypoints (looks artificial in comparison to how well everything else is animated) but I've had a blast playing the game! Alright enough yackin' for me. Back to the game.
  9. Ah! haha. Yeah, I was looking for Anime Remix because I finally made a remix of an anime song, and was like "Gee, I should submit it I guess." haha.
  10. I dunno about the PS3 thread. I'm sure it must be around here somewhere.
  11. *cries* Me and my group cannot beat anything on Expert. We get to the finale, and we're just stuck... we've done multiple campaigns and get to the finale, but we have a lot of trouble staying alive right at the end... ... rawr. Those darn tanks.
  12. I'm in the middle of a competition right now at my university for game development. We have to develop a demo, and the winner gets cash to develop the title into an actual product. There are about ten teams competing, and we've been having critiques from people in the industry, and most notably a few people from Gearbox software. We've had a few benchmark presentations where we have to show a panel of game industry people what we've got, and they've been really grueling, but completely educational! I signed on to provide music for my team, but over the 5 months of development I've somehow become involved in the general game design, writing for the dialogue, sound design for sound effects, voice acting, as well as logo and title design (general graphic design stuff). That leaves the artists working on their in-game assets, the programmer can program like he does best, and our business major can continue to work on market research and all that jazz. I guess I'm a catch all for everything we miss. lol. I've really learned a lot. A damn lot. We're developing a simple, old school (yet HD) comedic-detective adventure game and things are running pretty well. Developed in XNA. It's due at the end of march, we've been working on it since last September/October. So yeah, we're just about ready to turn it in. 1st place gets $10,000 + $25,000 development funding for a commercial product, 2nd place $7500, 3rd place $3000.... and I think there's a $1000 dollar innovation prize going out too. It's university sponsored, so it's kind of cool. Wish us luck! haha. I've grown a lot as a musician. I made like 10 tracks, but we're only going to use about 4, since the demo we're making is pretty short. The style we're going for is jazz for the audio, as the game is about private investigation. Plus we were trying to bring up feelings of nostalgia in the way eveything is presented so we've intentionally gone a long way to emulate a SNES type of look, yet still modern (and in HD) and this is also true of the music as well. Everything is trying to give old school games a nod, and evoke a feeling of nostalgia. I've learned a lot about the whole process... ... and we have one month left now! So hopefully everything will work out for us! Wish us luck! Maybe I can get some of the tracks online. They're simple little jazz loops, but they're fun and they fit the style. ... there will definitely be videos of it on YouTube or something pretty soon.
  13. Very cool stuff. What kind of mic are you using to record these? What's your recording set up like?
  14. It's kind of a weird animal. The controls feel heavy; for instance, upon moving in a direction you're character has to put force behind it... it slowly accelerates into turning, which is exactly the opposite of CoD4 that just let you move at full speed depending on how hard you pushed the joystick. The acceleration feels like .3 seconds of lag AT FIRST. Once you play the game for 2 minutes you're completely adjusted to it. It really makes your movements and decisions in combat feel important, because you do have that fraction of a second where your character's weight has to shift to make a turn. That's the best way I can describe it. After messing around with the demo, it's pretty easy to tell that the developers were trying to stop running and gunning, as it is ALMOST impossible (you can still do it, but its really REALLY risky). The game emphasizes more of a run to cover, then shoot at enemies, and progress like that. That's how I've been playing, and it's been pretty effective, and it feels realistic. ... The controls aren't bad. They're different from everything out there, but they're not bad. Once you internalize the controls, you start to really notice the sheer level of detail in the levels. I replayed the demo a few times and caught new things going on that I missed. It's really visceral, really immersive. And I hate to talk about the AI over and over again, but enemies act really intelligent. If I shoot at a baddie, and they're under the impression a bullet is coming towards them, usually they'll jump to cover. And because of this you can actually suppress enemies in a way that is natural and feels right. Constantly shooting in an area (even missing them) will make them jump for cover, and it's so natural and common sense, it's amazing that other games didn't do this correctly yet (besides Full Spectrum Warrior, but that doesn't even count). If they're completely suppressed, they'll blind fire over cover. If you toss grenades they'll occasionally dive out of the way. The cool thing is, if they speak to each other too, so they'll say things like "Shit I'm suppressed" or when their gun jams they drop F bombs. It's really cool. The interaction with baddies is a lot of fun. And the animations look fantastic too. I'm not going to keep pimping this game like a fanboy. >_< lol. I just really enjoyed the demo, and the more I play it the more I see things that I missed. Officially excited.
  15. I find this thread's use of overused duplicate/twin cliches reprehensible, and the "group thought" narrative is lacking in structure and relative cohesiveness. No.
  16. Thanks guys. Hopefully, I can get something interesting out. I feel a little sad not using "row row" somewhere in there though... lol. and lastly... O_O Anime Remix is back online?!?!?! When did that happen?? I was specifically looking for that place a month or two ago!!!!
  17. Meh... you don't really need to go much further than that. lol. The game was essentially completed way early by November-December. It's had about an extra month or so of pure polish time. The game was originally slated for a November 08 release, and it got pushed back to the end February 09 so it wouldn't clash the with Resistance 2's release in November. The game, as for as I've read, was ready to go by November, but they added a couple months to the end of the development cycle. The game has been done for a pretty long time, that Gollgagh speaks the truth. Although, admittedly reviews for the game did come a little earlier than usual. I think I saw the first full blow review at the end of January, which doesn't happen that often. My guess is that the game was essentially complete months ago, so they just sent them out early to a few places... *shrugs*
  18. So I absolutely love Gurren Lagann. Not just love, but like... super love. this is a super early WIP, but ... I felt like posting some MUSIC for once! haha. http://www.strike911.net/junk/strike911_gurrenlagann_wip.mp3
  19. I DON'T KNOW WTF THIS BAND WOULD BE. HELL.
  20. Meh, the original Killzone was mediocre, nothing really special. Hey, I checked out the old Killzone E3 '05 Pre-rendered footage earlier and it looks like complete ass compared to the actual game. Sure the smoke effects and character faces are more expressive, but as a whole, damn. I booted up the demo again after a week or so of not touching it. The flow of skirmishes really has me sold. At first I had issues with the accuracy thing, but really, the guns are accurate so long as you're crouching, not moving quickly, and using your iron sights. Stil,l aiming while your gun is moving (or even worse while you're gun and an enemy are moving) is difficult. I find that aiming in front of the enemy and firing while stationary works the best. I don't necessarily think it's because the system is flawed, but because it's just different from all the other games. The guns feel a little more real imo. It forces you actually shoot at enemies, and simulates a real(ish) firefight with the enemies. Now that I'm adjusted to the style, I'm completely used to it, and enjoy the control style. The slower style really adds to the way firefights work. You have to take cover, you should be aiming with your iron sights. It's not a run and gun game by any means. Once I came to terms that this game is in fact different from what I was used to and was in fact, a different style of all out war FPS, everything was cool. I loved Call of Duty 4 and I played it countless hours... and many people have emulated that style. Killzone 2 is a fresh take on the FPS and though its easy to tell that Call of Duty has affected the warzone presentation of levels, the controls feel fresh to me, after playing tons of games that are so much more fast paced. Also, I didn't realize until a day ago that headshots with that last one-shot rifle will blow enemies' heads off... which was kind of cool. And the death animations are really good. I found myself unloading clips into enemies that were already dying and it would cause their original death animation to alter a little. Just popping them and letting them curl over and die is really satisfying, in an animation sense. I'm officially excited about this game now.
  21. It's because they really love your awesome Mouth beats soundfont. ;D
  22. Thoughts? Impressions? I played the demo and I was pretty damned impressed with the way skirmishes played out. They felt visceral, and the AI seems to do things to keep battles feeling fun and interesting (although admittedly, on occasion they do dip into stupid territory, though all FPSs do that). Fighting a squad of enemies is a lot of fun... a lot more fun than a lot other FPSs I've played as of late. The cover system is interesting and the general presentation and animations are really immersive. That said, the controls are made intentionally slow to respond, and even though it is intentional, it feels like unintentional controller lag. You get used to it though after moving around a few seconds. The character feels heavy, which is interesting. Certainly gives the game a little bit more a slower, more meticulous feel. Guns aren't pinpoint accurate, but it works for this style of play. The game is pretty damn fun. Again, it isn't perfect, but the demo was a blast for as short as it was. I don't know that want to buy into the hype surrounding the game, I'd rather play through it and see how it is, but from playing the demo I certainly am surprised with how Killzone 2 has ended up. Pretty cool stuff. I don't think it will usurp Left 4 Dead as my current favorite FPS of choice, but it certainly has a lot going for it. Anyone else play the demo or plan on buying it when it's released? Edit: I'm half afraid to talk about Killzone 2 because of the shit storms that always get caused from every other discussion I've seen on the game....
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