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| 3. |
Re: Deus Ex |
Aug 12, 2010, 16:07 |
Beamer |
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I was an avid trackball user back between Doom and Quake.
Gotta say, this game peaked in the middle and lost me towards the end this time around. I felt like I was doing the same thing over and over. With plain action that doesn't bother me, but the other stuff ended up repetitive to me.
It also sold me on quick-save being inferior to checkpoints, and arguably its healthkits being inferior to auto-regen.
I'm sure this won't be read and I'll rehash elsewhere, but: 1) Checkpoints killed so much of this for me. Why? Because most of my (smaller) choices were meaningless. If I found a locked door I'd quicksave, unlock it, and if I found the items inside less worthwhile than my lockpick I'd quickload and just not do it. If I came up with a crazy idea I'd quicksave, and if it failed and I left wounded I'd often quickload and just not try it, or try it better. The simple knowledge of being able to do this killed some tension.
2) Speaking of killed tension, in the middle of dozens of fights I'd hit escape, pausing it all, and use a medkit. I barely died in this game (playing on hard.) More accurately, I was barely ever hurt (I tended to be alive or dead, rarely in the middle.) Being able to heal myself like that, at least while paused, wasn't a good gameplay mechanic. Fighting wasn't meaningful. Of course, I also quicksaved before every fight and quickloaded if they weren't as favorable as I'd like. In games without that option I'd live damaged.
There should be some happy medium. I see the value in no medkits combined with checkpoints, as you can find yourself in an unwinnable situation, but there should be something better. I'd like to see something more organic than medkits you carry around but more tense than regen (well, regen can be damn tense in the middle of fights, but I'd like something that spreads it out more.) |
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