In the Dark Souls-esque unofficial prequel for PS2 named Eternal Ring, there is an option to turn on dual shock support.
This option seemingly does nothing and was never implemented or removed from the menu.
You can never use the dual shock sticks in the game, you must use the D-pad.
I know this rant is 15 years late, but come on.
Comment has been collapsed.
You sure it isn't referring to the vibration? The game did support that.
Comment has been collapsed.
yeah, dual shock means it has 2 vibration motors in the controller.
"The DualShock is a line of vibration-feedback gamepads by Sony for PlayStation consoles and devices. --
The controller's name derives from its use of two (dual) vibration motors (shock). These motors are housed within the handles of the controller, with the left one being larger and more powerful than the one on the right, so as to allow for varying levels of vibration. The DualShock differs from the Nintendo 64's Rumble Pak in this respect as the Rumble Pak only uses a single motor."
They even had a ps1 dual analog controller before dual shock came around.
Comment has been collapsed.
I am still waiting for a Bioware game capable of deliver what Origins did.
Comment has been collapsed.
In the topic of bioware, why the fuck did they remove controller support in the pc versions of mass effect? We know the game can support controllers because it's on consoles, you'd have to actively go and remove those functions from the games in the pc version. Why?
Comment has been collapsed.
"Our game sure did sell well, pretty review scores. It's one of the few modern isometric RPG in years. So, for our next game, we'll do something completely different." - Bioware probably.
Comment has been collapsed.
Auto leveling enemies, in games like Oblivion or Skyrim, it kills challenge and player progression and im pretty sure they did it because they knew their combat was not the greatest.
Comment has been collapsed.
It's certainly an issue - but my biggest problem was in Oblivion enemies levelling but not NPCs. Leave certain quests too late and don't expect any allies or innocent bystanders to survive for more than a fraction of a second...
Comment has been collapsed.
First time I fought the battle at Kvatch I got my ass kicked by a clannfear runt - I waded into it without any preparation and because I didn't understand how levelling worked my character was fairly broken. On my second playthrough I was fine but I think there were xivilai and the NPCs had a tough time. I believe it was the 'Defense of Bruma' where most of the NPCs got massacred though...
Comment has been collapsed.
But Fallout 4 doesn't have this, and it means after a certain point you can just steamroll everything. Seems they can't get it right.
Comment has been collapsed.
thats because the only way of action on Fallout 4 its guns, New Vegas its half way, it has autoleveling on missions but the world dosent move, and it challenges players in different ways, some mission might require you to shot your way trough, others to sneak because even if you are a killing machine, enemies are just imposible to overcome explained by some narrative :P
New vegas its great basically xD
Comment has been collapsed.
If you want some hardcore or maybe a challenge you can always install mods)
IMHO making the game compatible with mods is the best option, because player can "tune" the game for himself
Comment has been collapsed.
thats great and Bethesda deserves all the praise on that apartment.
As much as i love mods, they cant "fix" everything. Besides, the point of the question was about base games, Bethesda should know better, do you think Skyrim would sold less without autoleveling? i really dont think so. Take games like Dark Souls, or The Witcher.
Comment has been collapsed.
I don't know about you but I was able to create an enjoyable experience for myself in both skyrim and oblivion with mods)
Comment has been collapsed.
Take another good game, though not popular as FO4/Skyrim (without any good reason) like Kingdom of Amalur for example:
where enemies are divided into regions and they're stuck with the same level ad infinitum. And this is actually the main complaint of most players, those that like the game (like me) - you can free roam, level up beyond your current "zones" and then when you get to higher level region the game is so damn easy that there are GUIDES on how to make the game difficult artificially. I don't know about a good solution for this issue. Both cases are frustrating - one is unrealistic and the other one takes away the challenge and thus less fun.
Comment has been collapsed.
If I recall correctly, the level of a region in Amalur is based on when you first entered it, this definitely sucks if you explore around without doing anything in the regions you're at, but having played it myself I found the progression was fine since I tended to do just about everything I could in an area before moving on
Comment has been collapsed.
I thought Fallout 4 was getting it right, as long as I didn't go too far out in the world I could hold my own. Then as I leveled up I could explore more and face tougher enemies. It made me take my time alternating between exploring and grinding. But too soon I was powerful enough to go anywhere, loooong before I got far in the story.
Comment has been collapsed.
well that sounds like a lack of preparation on player progression, this is Bethesda were are talking about i would not be surprised if they designed their main story line to be the first thing the player finishes, this is the same company that made Skyrim's main quest who has these problems yet, that is your road, you acomplished that, you were the one who became an unstoppable killing machine, you didnt start like that.
Comment has been collapsed.
all games with
unskippable intros, dialogues, cinematics, combat transitions/animations don't make me waste my time, i want to play... -.-
ports with
"hold X key to perform Y action" it's a pc! i have 100+ keys!!! -.-
80 fov how to get a headache in 5 minutes
Comment has been collapsed.
Most console games have it set between 60 and 80. Partly because consoles are played on a television where you sit farther away, so not as much room in the player's peripheral vision, partly because massive hardware limitation. After playing a while on PC where the standard is around 90, you can recognise it after a while. Especially when you start switching to 100-110 FoV, or even up to 125 (although there the rendering problems become obvious.).
Comment has been collapsed.
TPSs have a similar limitation on consoles, but since they are ported with the same camera controls to PC, it is not as apparent. It can be felt only if you play games like the modern Fallouts where you can zoom out the third-person camera to see how far away TPS games used to place the camera behind the character to let the player see what is in front of them. Consoles changed it to much closer cameras where they put the camera off-center to balance out the enormous dead zone in the vision. The reasons were the same.
Comment has been collapsed.
One of my biggest wishes for gaming as a whole would be to allow us to have interchangeable interaces, not gonna bother looking if that is well written but what i mean is being able to select the buttons that will apear on the screan, either you are playing with a dualshock/xbox/keyboard+mouse or even personalized stuff... when i make games that will be a must.
Comment has been collapsed.
Max Payne 3 right there. Such an amazing game. So freaking terrible unskippable cutscenes... (and to anyone ready to say "oh, but the game loads during the cutscenes!!1!", this has been proven many many times not to be true)
Comment has been collapsed.
CoD: Advanced Warfare, my friend had it and would complain:
After you finish a mission, you have to wait through the intro cutscene/loading of the next mission before you can choose to quit the game for the night. Then the next day you have to sit through the same thing again to start playing.
Comment has been collapsed.
Yup, if I remember right, all you have to do is delete cutscenes folder and insta-load, here I comes. Unfortunately, this way also deletes FOV :(
Damn, again I want to play it but can't because I can't be bothered to watch those few hours of movies...
Comment has been collapsed.
Yeah, me too. I just want to finish NY Minute and give that hardcore mode (don't remember it's name) a try. But I stopped on that level where you're on a building and in the end you demolish everything. That's a tough one to get a good time and there are LONG cutscenes. So I just had to stop playing, it was too much for me.
Comment has been collapsed.
80 fov
I should give you a copy of the Operation Flashpoint games by Codemasters. You'll beg for 80 FoV after playing those!
Serious though, never seen a FoV as low as in those games. I've never got a headache or felt motion sickness from a game before playing those, it was just terrible. I think the FoV might have been sub 60.
Comment has been collapsed.
At least it had a more consistent framerate than Golden Eye.
Can't think of a single FPS on N64 that I would actually be willing to play these days. Between terrible framerate, a low FoV and awkward controls, they all seem terrible, even compared to contemporary PC shooters.
Comment has been collapsed.
People really get sick and headaches from too low FOV setting? I would rather get rid of all motion blur effects...
Comment has been collapsed.
I often hear about people getting sick from it. I even prefer low fov, when I exceed 100-110, when the fisheye effect starts appearing, then I'm getting sick :P
Comment has been collapsed.
Heavy motion blur make my eyes hurt. Very light motion blur is something that I'm fine with, but if there's an option to turn off motion blur, I turn off motion blur (luckily it's quite common for games with motion blur to give you that option)
Comment has been collapsed.
It makes sense if the game is designed around having limited weapons
Comment has been collapsed.
Burial at the Sea is so damned hard... it has the previous Bioshock's difficulty, but you can't have first aid kits. If you fight for too long, the enemies will kill you / overpower, losing ammo and hp. If you finish the fights too fast, Elizabeth won't give you stuff. It was so incredibly annoying.
Comment has been collapsed.
It was weird, because the game was really easy even on hard (how can that game be even easier?) - while burial at sea turned it into really hard, when I usually had to count every shot and hope that I kill the enemy before they deal too much damage as healing also cost quite a sum
Comment has been collapsed.
Depends what kind of experience you want to go for
Horror games are better with limitations
Comment has been collapsed.
What, you don't keep all your spare ammo and cash in your fridge?
Comment has been collapsed.
In Fallout 1 there was no option to push party members out of the way when they stood in the door, leaving you unable to get out of small spaces. Also you could not trade with your mules so you had to steal it even though they did not mind ( shop keepers did though)
Comment has been collapsed.
Any game where you get a lot of influence over how a story unfolds, only to have the a single choice between a limited set of options at the end of the game (or worse, at the end of a series) which determines the ending you get.
See: Mass Effect, Life is Strange, Deux Ex and Deus Ex Human Revolution (the latter does give you the option to shut out endings though...), Fable,
Comment has been collapsed.
DEHR had this little bonus, that depending on your actions (not sure if whether you subdued or killed isn't one of them) will bring a slightly different ending-monologue.
You know, if you pick "enter SG giveaways" in good monologue Adam will say "seeing how I'm a good guy, I can enter this giveaway", while bad monologue will say "even while I enter giveaway, there's this question in the back of my head, 'do I deserve this chance?'".
Nothing big, but nice touch in the world of "so-called multiple endings depending on your actions" games.
Comment has been collapsed.
Comment has been collapsed.
Do you want to hear about my least favorite morality system? (No? Too bad.)
Jade Empire, at least in its prerelease hype cycle, promised a morality system that wasn't about good or evil: it was about competing philosophies. Open Hand was altruism and maintaining order. Closed Fist was embracing natural chaos and empowering people to solve their own problems.
But in practice, Open Hand was the light side and Closed Fist was the dark side all over again. There were very few Closed Fist choices that weren't outright selfish or malicious, and there was no "good" Closed fist ending or an "evil" Open Hand ending.
An interesting example comes early in the game: a man who gambled away his livestock comes to you for help. You can choose to ignore him, give him all the money he needs (the Open Hand option), or offer a practical, realistic way for him to survive without begging. If you thought that last one was a good idea, you'd get a terse "Thanks for nothing!" response from the beggar and your good-aligned allies would chide you for being so evil as to not hand this random stranger a large sum of money.
Still an okay game, but don't go into it expecting anything more than Kung Fu Star Wars.
Comment has been collapsed.
;D
That reminds me of Fable III where you were a very rich prince. And you could just give money to people. Actually, you were spending a fair amount of the game "buying votes".
In what universe does "buying votes" equal to "being good" ?
In Peter Molyneux's.
Comment has been collapsed.
I've been replaying KOTOR lately, and it's just downright weird how often the game pushes you to trade credits (currency) for light side points. Instead of implementing obvious, practical solutions, numerous encounters and sidequests can only be solved as a "good guy" by throwing credits at the problem. Sometimes, you'll solve every problem in a person's life, and still have the option to slide them 100 credits for no particular reason beyond a few extra light side points. Who knew the Force cared so much about money?
Comment has been collapsed.
In Mass Effect being more toward paragon or renegade gives you ability to use paragon / renegade interrupts during cutscenes and dialogues. It has nothing to do with "should I kill these merenaries or not?" "should I kill everyone in refugee sector to clear my path or should I try to save them by finding a cure" kind of morality. It just reflects your past decisions.
And for me connecting "being bad boy" with these ugly facial scars was something bad (it's like turning irises to red when you're playing dark side, but totally unnecessary) - but you can still buy facial surgery to get rid of them D:
Comment has been collapsed.
To be fair, you get the scars even if you're 100% good all the time. They happen due to a plot event. They just heal faster/better if you're good because they...react to your positivity, or something. There's a detailed explanation but it's dumb.
Comment has been collapsed.
If I want to play a villain, I will feel good about it.
There's a beautiful episode in the Mahabharata (the Hindu almost holy book) where a saint king reaches Heaven's Door and sees his enemies, treacherous and sinful, who are in Heaven and have a blast. And he cannot enter. Why ? He's told that they lived following their true nature while he was always full of guilt and remorse.
Those scars in Mass Effect should have been worn by the good guys, suffering like the Christ.
Well. Discussions about morality systems tend escalate quickly. Sorry :)
Comment has been collapsed.
I'm ok with Mass Effect :) (but unlike many, my favorite one is still the first one, the one where my sense of wonder was the greatest).
But why wouldn't I have all the possible reactions available ? Except of course those for which I didn't complete the necessary plot nodes ? Why can't I by cyclothimic ? :)
I think the whole "morality system" was a trend that if it's not dead, is dying, since there are far better ways to make morality a thing in your game. And those systems were mostly (or felt like) systems to keep you on the tracks that developers had meant for the player to follow. Like points of good/bad behavior. And when they didn't, they tended to dilute the game: for every important choice, they had to write almost two different storylines.
Anyway, the worst example for me is the "evil guy saves the world" and in certain extents, Mass Effect can fulfill that description. And you could feel by the dialogue that Bioware were struggling with the writing to make sense of it.
Comment has been collapsed.
I like the first game the most too because of the exploring( I truly enjoyed the mako sections :D )
And yes, having morality system based on numbers can feel off ( Shh boy, you arent bad enough to use curse words).
I like the QTEs or w/e you call it in ME2/3 where you had a time window to take a paragon/renegade action.
Comment has been collapsed.
The first game was about wonder. For me.
I really excited about No Man's Sky. I hope I will have that same feeling of amazement again.
Comment has been collapsed.
Sadly that if you go for mix path, you often may end up with no being able to choose neither of the options but they manage to improve on that in 3rd game by putting both 1 bar.
I almost maxed out the bars in ME2 yet I wasnt able to pick a paragon/renegade response in Lair of the Shadow Broker DLC(the situation after the chase with the hostage before the fight)
Comment has been collapsed.
Well I did 2 playthroughs of the trilogy in matter of 10 days. 1st one was more RPGlike with doing everything asap if I'm told so, 2nd was DO IT ALL!!!(that included getting lvl60 char in ME1 so I can have a bigass boost in ME2)
Basicly had like half a bar or less to fill the Paragon and Renegade , yet for that particular choice you prolly need to be maxed out...
Comment has been collapsed.
I learnt to never pick the "fighter" class in cRPGs back around 2000, so I think that is the only one in the trilogy I never played. On the other hand, even though bionics are ridiculously overpowered in ME1 and ME3, I found the Infiltrator the easiest to play and just cheese the entire game with, regardless of difficulty. It is probably the best class for a no-death challenge run.
Comment has been collapsed.
Honestly, I find fighter types boring. On first play throughs, I tend to choose the thief type or the hacker, then the wizard type. The only exception lately was Pillars of Eternity, because there the classes are royally messed up compared to the known stereotypes. but fighters usually have a strong early game and really fall off later and turn into generic damage sponges for the thief/mage types who dish out the real damage.
Same with ME, only here I rarely ever found any incentive to take fighter types on missions too. Ashley was a member of the planet exploration team in ME1 since she was one of the two NPCs who could hit the broad side of a space station with a sniper, but that was it.
Comment has been collapsed.
Agree about early/late game about fighters . Still I'm yet to really dig into CRPGs( Mass Effect Trilogy, Shadowrun Returns/Dragonfall , Divinity: Original SIn and Dragon Age: Origins count as CRPGs,no?) .
Anyway, my preferable roles are fighter,shooter(being gun or bow) and mage. But overall it varies from game to game. In Mass Effect I just want to get my shooty fix because fantasy games tend to have more skills/spells.
Comment has been collapsed.
Yes, those are cRPGs. Nowadays few people know the difference, although as the genre came back a bit since 2014, this trend is slowly reversing.
ME is sci-fi only setting though. It follows mostly the Star Wars type of world building, so it plays more like a fantasy game where the caster types can have ridiculous advantages in the end. (This is why ME2/3 switch late-game enemies to caster types and gradually forget soldiers.)
Comment has been collapsed.
Tech / bionic combos were constantly broken in MP. They either hadn't sum up damage or you weren't able to prime them properly.
That's why as soon as I unlocked Shadow I played as it all the time. Invisibility + 2 targets skill + bonus to melee attack from shotguns = OHK pretty much everything on silver and some stuff from gold. Never played on platinum because I hadn't had my squad :D
Comment has been collapsed.
Not big fan of the shotguns or pistols in the MP so the game decided to award me with a lot of those( even bought a lot of reserve packs(the one with higher chance for characters) and I got 2 shotguns out of one of those packs.. )
Also I just play different classes since I want to unlock as many banners as possible :D
Comment has been collapsed.
couldn't agree less with every point, seems like you want every game to be the same boring corridor :P
Comment has been collapsed.
I actually prefer action and plot packed corridor games to boring "Here's the world, go explore", because it mostly means the content is dull and underdeveloped (Bethesda, the masters of "I don't care"), repeated 100x, sometimes reskinned. And the glorious "Go 10 km's to fetch me this and come back"
Comment has been collapsed.
I love telltale games but i usually play all the episodes when they are all released already. The fact i cant stand is that i cant skip the "in the next episode.." And the "previously" videos.. I just played it... I dont want to be forced to watch what i played 30 minutes ago -.-
Comment has been collapsed.
Until Dawn had no episodic release... And they still did the "in the previous episode..." unskippable -.-
Comment has been collapsed.
You should check Mass Effect 2/3 - you have the same button for activating, taking cover and jumping over cover .. its so fun at times ... especially in Mass Effect 3 MP when you try to revive your teammate but you just keep getting in cover.
Comment has been collapsed.
At least it allowed to perform "space-pickup-run" cheat while transporting package in multiplayer D: It was so much easier with it in comparison to trying to defend this terribly slow turtle with package on back while he's walking from point A to poiint B xD
Comment has been collapsed.
Any games with forced, unskippable, cutscenes. Except Metal Gear Solid 4, cause that was a movie with occasional breaks for gameplay and bio.
Games that launch on different monitors. I had one the other day that defaulted to monitor 2, after being launched on monitor 1.. 2 is a Vertical display for me, it didn't go well.
Games that don't have a fast, efficient way of skipping dialogue. Yes I'm replaying this section for the 10th time, let me get past this 20minute speech please so I can get one-shot again.
Games where the "Press _ Key" doesn't reflect the platform you are on. Be is telling me to hit a 360 key on a PS game, of a PS key on the desktop.
Limited amount of weapons to carry. I don't care how legit it is, I want to carry them all dammit!
Limited room for other extras. Borderlands I'm looking at you. If I wanna save every weapon from whenever in my vault let me. There's no good reason It can't fit.. look, it's a VAULT.
Comment has been collapsed.
The risk of instant death due to one failed dice roll. This is a problem that some of the old AD&D games had with spells such as power word death. If you failed your save, then your character died, there was no way of preventing this, you could only lower the odds of it happening.
And today I discovered that Warhammer Quest has a similar spell in it used by the necromancers, because suddenly one of my characters went from full health to just being removed from the game.
Games where you can end up in an unwinnable state with no warning and no information about you being in an unwinnable state. Morrowind had this at launch (but they patched in a warning that basically told you that what you had done had broken the main quest), King's Quest had no such warning.
Repeating distinct sound clips. I had to turn off my sound in Assassin's Creed 2 because of this in some parts. Game encouraged exploration, but hearing "Etzio over here!" 3 times/min was just infuriating. Neverwinter (the MMO) also had this issue, if you stood close to an NPC it would utter the same line over and over again, which made waiting for friends near NPCs painful.
Inconsistent controls. Assassin's Creed Broterhood had issues with this, where there were no less than 3 different use keys, and the attack key switched when you used a mounted gun, and there were several "dismount" keys depending if you were using a boat, a gun or a horse. And it was not like there was any overlap between controls that meant that this was needed.
Comment has been collapsed.
Old D&D was like that, but it also had its rock-paper-scissors system. For your example, when you were facing a high-level wizard or a creature known to have lich levels of magic, usually Death Ward was the first spell to cast by the priest since it cancels out power word: kill and similar instakill effects. Even Imprisonment has its counter, even though in the only video game where I saw it (Baldur's Gate II) the mechanic was broken and it really was an unblockable instakill and the source of a few reloads.
Doesn't Morrowind have a backup option for the main quest? I always though this is what the speedrunners use all the time.
Comment has been collapsed.
Doesn't Morrowind have a backup option for the main quest? I always though this is what the speedrunners use all the time.
Not officially. Speed runners just break the intended sequence as there are things in the main quest that don't relies on being flagged as available, but you can't continue the actual story, just kill the final boss and see the endning.
Old D&D was like that, but it also had its rock-paper-scissors system.
It was a system that relied on certain classes always being there, that's why it was so common to see people refuse to have certain classes unless the party already had the "core" classes. A system of soft counters would have alleviated this issue, and allowed for more diverse party building. A good GM could of course play around it, but then you're working against how the system is intended to be played (last time I played D&D we had no healer/buffer or warrior/tank, and it was doable, but it resulted in a lot of extra work for the GM).
Basically, what I'm trying to say is that I'm not very fond of hard counters in a game like that.
Comment has been collapsed.
True, this is why the flexibility of GURPS was so nice. Still, the soft counters in D&D 3.5 and later just make most classes feel the same. Everyone can cast spells (or spell-like abilities), everyone can use any weapon (maybe need a feat), everyone can deal with traps/locks… the only difference is how many skills you may put into something, that's it.
Comment has been collapsed.
A better side to fix things at would be the attack spells. Now you no longer need a priest to protect yourself against power word death and other very specific abilities, as there are no instant death things.
I've never played GURPS, but I have played a lot of other RPGs, and D&D is my least favourite of the big ones, because it feels so rigid. There are many other RPGs out there with far more flexible systems, that are also easier to teach, and easier to GM.
Comment has been collapsed.
Yeah, I know, and for some reason they either lost the rights to it, or decided to not use GURPS (different sources say different things). Personally, I'm quite fond of BRP, though that's stepping into the realms of light systems. Still, it was quite flexible, easy to understand, classless (though some games built on it used classes) and generally quite satisfying to play.
Comment has been collapsed.
having a long intro on the controls and later if you forget something, the more advanced controls arent listed in options, but basic stuff like walking is -> dbz xenoverse -.-
Havent figured out the problem yet, but I am far worse at dbz at the pc then I was on the wii, (on pc I use controller) so its not the keyboard stuff that is the problem.
Comment has been collapsed.
Extremely limited backpack/carry weight in games where the point is to collect everything to make other things, such as Fallout 4 and Edge of Space.
Online crap in single player games, such as the horribly annoying forced leaderboard in Just Cause 3 that froze the game for a minute every 5 minutes to re-sign in. Also the MGS V online crap that shouldn't have had anything to do with singleplayer.
And as others have said, microtransactions and unskippable cutscenes.
Also, forced blur settings, like chromatic aberration.
Comment has been collapsed.
Do microtransactions count as a poor game design choice?
Comment has been collapsed.
And it rarely adds anything new,fun or interesting.
I'm still enjoying Borderlands 2 and Mass Effect 2/3 DLCs but then there are DLCs like Shadow of Mordor that are literally more of the same + not all publishers seems to be willing to put their Season Pass/DLCs on sale anymore ...
Comment has been collapsed.
or they add cheat mode . Hell even with skin DLCs I'm fine but when its a weapon/vehicle then its problematic .
Comment has been collapsed.
Not giving options to turn off features in games that should be possible. Playing Pixel Puzzles 2: Birds right now, and the crab minigame is awful. Since it doesn't add any challenge, and the point is to give you power-ups, why NOT let the player disable it? Ugh.
Comment has been collapsed.
16 Comments - Last post 1 minute ago by BlazeHaze
16,336 Comments - Last post 36 minutes ago by Kenruyoh
339 Comments - Last post 49 minutes ago by UnbakedBacon
82 Comments - Last post 50 minutes ago by thanhsonvn8x
1,865 Comments - Last post 1 hour ago by ngoclong19
1,021 Comments - Last post 1 hour ago by sensualshakti
108 Comments - Last post 1 hour ago by xxxka
89 Comments - Last post 6 minutes ago by ormax3
36 Comments - Last post 10 minutes ago by hbarkas
85 Comments - Last post 12 minutes ago by Kyog
9 Comments - Last post 24 minutes ago by Matwyn
8,035 Comments - Last post 26 minutes ago by JMM72
890 Comments - Last post 27 minutes ago by MyrXIII
28,285 Comments - Last post 28 minutes ago by crez3088
What baffling game design choices have you shaking your head?
My recent annoyance is having to wait 30 seconds to load back into the Main Menu to be allowed to quit the game. I'm looking at you, Mad Max...
Comment has been collapsed.