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Real Name Jerykk   
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Nickname Jerykk
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Signed On Apr 23, 2004, 02:42
Total Comments 13943 (Ninja)
User ID 20715
 
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News Comments > Steamships Ahoy - FEZ
33. Re: Steamships Ahoy - FEZ May 2, 2013, 05:47 Jerykk
 
I don't understand how people can automatically dismiss a game simply because of its camera perspective. You can have 2D platformers. You can have 2D stealth games. You can have 2D beat-em-ups. You can have 2D exploration games. You can have 2D survival games. You can have 2D horror games. You can have 2D shooters. You can have 2D fighting games. There's a wide range of genres that can work with a 2D, side-scrolling perspective.

Saying you don't like side-scrollers is about as dumb as saying "I don't like first-person games," as if all first-person games belong to the same genre or something.
 
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News Comments > Shadowrun Returns Preorders
14. Re: Shadowrun Returns Preorders May 1, 2013, 23:53 Jerykk
 
Except Steam doesn't harm legitimate buyers. If Steam offered nothing aside from DRM, it would. However, Steam offers a bevy of useful features that easily outweigh the inconvenience of its DRM. This is the primary reason why I stopped pirating games. The legal Steam versions were just more desirable than the DRM-free cracked versions.

In an ideal world, we'd be able to get all of Steam's features without any DRM. Unfortunately, this will never be an ideal world. Compromises must be made and Steam is the best compromise out there.
 
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News Comments > Steamships Ahoy - FEZ
25. Re: Steamships Ahoy - FEZ May 1, 2013, 23:50 Jerykk
 
Prez wrote on May 1, 2013, 21:59:
Phil Fish is a fucking douchebag asshole who I wouldn't piss on after a case of beer if he were burning, but I would still buy FEZ if it interested me in the slightest because I am a gamer. Sadly, it doesn't. It looks like crap. Of course, looks aren't everything, but it doesn't sound all that exciting either. Maybe I am missing something?

You don't like platformers or 2D games in general. 'nuff said.
 
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News Comments > Ships Ahoy - Leviathan: Warships
7. Re: Ships Ahoy - Leviathan: Warships May 1, 2013, 03:35 Jerykk
 
Dev wrote on Apr 30, 2013, 23:27:
rist3903 wrote on Apr 30, 2013, 21:12:
Why is this twice as expensive on PC/Mac vs tablets?

Its that way for most cross platform releases, more expensive on PC. Its like how book publishers target different market segments with different pricing (more expensive US, less expensive internationally), etc.

Generally they also expect more sales on mobile segment too, less piracy, etc.

There are some legitimate reasons for this, some I covered above, others include having to figure out far more in the realm of distribution for PC and having far more configuration options to test on the PC, etc.

But often, a large price difference just makes me think its a money grab.

Note, I'm NOT saying thats the case here. I don't know. And I bought this game on PC, so I obviously don't have a problem with the PC price point. I'm just talking in general terms for crossplatform stuff where mobile and PC are among the platforms.

The price difference has nothing to do with expected sales or piracy or testing costs. If you release a mobile game, charging $10 is suicide because the average game price on mobile is significantly lower. In fact, even $5 is risky. Most mobile games are $2 or less. A growing number are F2P.

Publishers and developers will charge as much as they think they can get away with. I don't think they'll get away with $5 on mobile. It's likely to sell better on PC at $10 than on mobile at $5.
 
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News Comments > Grand Theft Auto V Trailers
35. Re: Grand Theft Auto V Trailers May 1, 2013, 01:59 Jerykk
 
siapnar wrote on Apr 30, 2013, 23:30:
Not sure where some of the hate is coming from. GTA has always managed to be fun in my eyes.

San Andreas is my favourite, and I'm glad to see a similar character to CJ make an appearance.
Actually, I'll be enjoying all 3 storylines.

I'll be bro-ing it up, BRO!


PS. Why are some of you expecting gameplay trailers for a GTA game? Come on, now...

I think it's safe to assume that the criticism comes from people who genuinely don't like GTA. The last one I enjoyed was Vice City. San Andreas was okay but overstayed its welcome. GTA4 was downright painful to play. Using Euphoria NaturalMotion on NPCs is all fine and well but it should never, ever be used on the player character. Looks great but plays like ass because animation takes priority over tight and responsive controls. The simple act of turning or jumping while running was so sluggish that I couldn't stand playing for more than a few hours.

I didn't buy SA or GTA4 until they hit the bargain bin and unless Rockstar genuinely evolves the gameplay in GTA5, I won't be picking it up for more than $10 either.
 
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News Comments > Grand Theft Auto V Trailers
31. Re: Grand Theft Auto V Trailers Apr 30, 2013, 23:27 Jerykk
 
Creston wrote on Apr 30, 2013, 18:22:
Jerykk wrote on Apr 30, 2013, 16:48:
99% sure this is coming to PC, given that every other GTA (except for the handheld Chinatown one) has come to PC. The PC version will probably be announced a few months after the console versions are released, just like with GTA4.

That said, I'm not really that interested. GTA is stale. There have been many open-world action games since GTA3 and most of them have evolved the genre in various ways. Rockstar's focus seems to be on making their games as cinematic as possible, usually at the expense of gameplay. GTA4's horribly sluggish controls are a testament to that.

The writing on the GTA series is still miles beyond just about everything else in gaming, though.

Creston

That's arguable but even if we accept that as true, writing alone does not make a good game. If you're going to make a game, you should take advantage of the medium. Storytelling should be woven into the gameplay experience and not confined to cutscenes between missions.

It feels like Rockstar wants to be a movie studio rather than a game developer these days and it shows in how stale their games have become.
 
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News Comments > Shadowrun Returns Preorders
8. Re: Shadowrun Returns Preorders Apr 30, 2013, 23:19 Jerykk
 
The DRM fiasco always struck me as silly. They never promised that the game would always be DRM-free. They just stated that backers would be able to choose a DRM-free version of the game. They also never said that the DRM-free version would get access to all the post-release content.

At this point, if you refuse to play games that use Steamworks, you're missing out on a whole lot of games. Here's a list of publishers that use Steamworks:

2K
Codemasters
Capcom
Activision
Paradox
Deep Silver
Sega
Bethesda
Square Enix
Focus
Nordic
ATLUS
Namco
Konami
WBIE
Microsoft
City
1C

Only EA and Ubisoft are missing from the list and that's because they use their own inferior DRM schemes. The number of indie devs using Steamworks is rapidly growing as well. I used to consider the pursuit of DRM-free games to be the most noble of ideals but really, Steam's benefits far outweigh its disadvantages. In fact, if I had to choose between a Steam key or a DRM-free version of any given game, I'd take the Steam key every time.
 
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News Comments > Grand Theft Auto V Trailers
9. Re: Grand Theft Auto V Trailers Apr 30, 2013, 16:48 Jerykk
 
99% sure this is coming to PC, given that every other GTA (except for the handheld Chinatown one) has come to PC. The PC version will probably be announced a few months after the console versions are released, just like with GTA4.

That said, I'm not really that interested. GTA is stale. There have been many open-world action games since GTA3 and most of them have evolved the genre in various ways. Rockstar's focus seems to be on making their games as cinematic as possible, usually at the expense of gameplay. GTA4's horribly sluggish controls are a testament to that.
 
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News Comments > On Sale
5. Re: On Sale Apr 30, 2013, 12:30 Jerykk
 
nin wrote on Apr 29, 2013, 21:58:
jdreyer wrote on Apr 29, 2013, 21:49:
nin wrote on Apr 29, 2013, 20:03:
Stealth Bastard is a fun little game that largely slipped under the radar - highly recommended.


You know, I was looking at that. I really don't like platformers these days too much. Is it really twitchy?

I was going to say it's more of a puzzle game, but you do have to move quickly and dodge lasers sometimes...

Tell ya what: go here and scroll down to the very bottom and click the link that says "original free version". That's the version before it became "Deluxe" but it should at least give you an idea of what it's like...


I'd argue that it's more of a platformer than a puzzle or stealth game. You often have to perform very precise jumps and other timing-sensitive maneuvers. If I had to put it into percentages, I'd say 50% platformer, 30% puzzle, 20% stealth.
 
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News Comments > Watch_Dogs in November
28. Re: Watch_Dogs in November Apr 29, 2013, 23:24 Jerykk
 
Frags4Fun wrote on Apr 29, 2013, 18:09:
I tend to get a bit nervous about original games that are scheduled for release around the time that next gen consoles are due to ship. This nervousness stems from the original Halo, which was a PC game and was turned into and Xbox exclusive for the launch of the original Xbox. Why am I feeling this about this game? Lets hope I'm wrong.

Wha? You're worried that this game will somehow become a console-exclusive? I seriously doubt it. It's being developed and published by Ubisoft, not some studio that's been bought out by MS or Sony. In addition, it's already been officially announced for specific platforms and releases in a matter of months. It's too late to turn it into an exclusive. Halo became an Xbox exclusive long before it was actually released.

As for the game itself, I think it has a lot of potential. The ability to manipulate the environment in meaningful ways is very interesting and something you almost never see in open-world games. The gameplay they've shown thus far has looked very scripted, though. Also, Assassin's Creed looked awesome too until I actually played it. Will have to wait and see.
 
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News Comments > Thief Production Issues?
36. Re: Thief Production Issues? Apr 27, 2013, 22:47 Jerykk
 
Again, if these rumors are true, it reminds me very much of Bioshock Infinite. Infinite was in development for about five years as well and the first gameplay demo it released was created just for the sake of marketing. It wasn't playable and wasn't part of the final game. However, many of its elements did end up making it into the final game and the final game ended up being good.

If the game was going to be canceled, I don't think Square would have bothered with announcing the game again and accepting pre-orders for it.
 
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News Comments > Thief Production Issues?
16. Re: Thief Production Issues? Apr 27, 2013, 07:12 Jerykk
 
No, it's not the same team as the DX:HR one.

Anyway, I hope the game pulls through. What I read of the public demo sounded promising, even if it wasn't fully representative of the game. Irrational did the same thing with Bioshock Infinite (which also went through numerous delays) but the final game ended up being good.
 
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News Comments > Steamships Ahoy - God Mode
10. Re: Steamships Ahoy - God Mode Apr 27, 2013, 00:22 Jerykk
 
Oh, my bad. I thought his emphasis on "third-person" was meant to convey his disgust towards that perspective, especially since it was preceded by "consolized" and people who use that term often consider third-person to be inherently console-centric.  
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News Comments > XCOM Now The Bureau: XCOM Declassified, a TPS Due in August
39. Re: XCOM Now The Bureau: XCOM Declassified, a TPS Due in August Apr 27, 2013, 00:16 Jerykk
 
nin wrote on Apr 26, 2013, 23:05:
Geez, most of you guys are so negative.

Again, when a game is totally redesigned after being in development for years...that's not a good sign.


I don't think it's been totally redesigned. They changed camera perspectives and updated the art but it's still a squad-based shooter where you fight aliens based on black oil and geometric shapes. The first iteration already seemed like a first-person Mass Effect. The new camera just makes it seem even more like ME.
 
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News Comments > On Sale
10. Re: On Sale Apr 26, 2013, 22:44 Jerykk
 
Edit 2: So much pay 2 win for SP. Stuff like a sniper reticule, burst mode for pistol, silencer for pistol, less fall damage, etc

All that stuff can be easily unlocked through natural progression. The game is very generous with XP (used to upgrade skills) and salvage (used to upgrade weapons). You'd have to be an idiot to pay to unlock anything.

What I don't understand is why all the non-cheat DLC is multiplayer stuff. Nobody cares about TR multiplayer. However, people do care about the lack of significant tombs in SP and offering more substantial tombs as DLC seems like a no-brainer. It wouldn't even need to be integrated into the main campaign. Just load the DLC directly from the main menu, like Dishonored and Sleeping Dogs have done. I think even Tomb Raider Underworld did that with its Xbox-exclusive tombs (still annoyed that they were never released for PC).
 
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News Comments > Ubisoft: Complexity Holding Back Splinter Cell
37. Re: Ubisoft: Complexity Holding Back Splinter Cell Apr 25, 2013, 00:11 Jerykk
 
As I mentioned before, combat was a viable option in the previous Hitman and Splinter Cell games. If you got into trouble, you'd just pull out your gun and kill people. The combat AI is pretty terrible in every stealth game and it's a simple matter to draw them into chokepoints and mow them down one by one. The combat AI in Conviction and Absolution is actually an improvement over the previous games. It's just the addition of crap like Mark & Execute (completely optional) that makes combat easier.

As for Dishonored, I avoided all combat and found the stealth gameplay very compelling. I primarily used Blink and avoided Possession and Bend Time due to their overpowered nature, but there were occasions where the only way to achieve my personal goals was to use them. The level design didn't change regardless of what powers you used, so I'm not sure why you think the game became more linear when all the levels were inherently open-ended.

If you think sneaking around and avoiding combat is boring, I'm not sure why you're complaining about the increased viability of combat in modern stealth games.

Once again, if you find a certain mechanic or gameplay style enjoyable, then go for it. Don't concern yourself with what ending you'll get or other arbitrary nonsense. Do what you enjoy. I enjoy ghosting so that's what I do. If I think a weapon or ability is overpowered enough to ruin the game, I just don't use it. Simple stuff, really.
 
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News Comments > Ubisoft: Complexity Holding Back Splinter Cell
34. Re: Ubisoft: Complexity Holding Back Splinter Cell Apr 24, 2013, 04:54 Jerykk
 
Wait, you complain that blink makes the game too easy but then say that it's the only thing that makes the game interesting..? You can't have it both ways. Blink is a teleportation ability. Teleportation, by it's very nature, isn't fair and gives you a pretty distinct advantage. In Dishonored, it lets you move about environments very quickly and reach areas that NPCs cannot. This is satisfying but obviously unfair to the NPCs. I'm not sure how you would resolve this because the ability's most appealing benefits are also the most unbalanced. If you want a challenge, don't abuse unbalanced mechanics. And please stop with the nonsense about the most interesting abilities only being combat-centric. That's bullshit. Blink, Bend Time and Possession are the most interesting abilities in the game and they are all very useful for stealthy players. And if you want a "visceral" experience, why are you trying to be stealthy? Stealth is slow and methodical. It's the exact opposite of visceral.

As I said before, stealth has always been a matter of self-restraint. In every Splinter Cell, shooting everyone has always been a viable approach if your aim is good enough. In every Hitman, shooting everyone has always been a viable approach because the combat AI has always been terrible. Newer games make combat even easier, yes, but it doesn't change the fact that combat was perfectly viable in the previous games too.

If you want to play stealthy, play stealthy. If you don't, don't. If you want to play stealthy but the game forces you into combat (like in Conviction or DX:HR), then you have valid grounds for complaint. Otherwise, you're just being silly.

For what it's worth, I ghosted my way through Absolution on the highest difficulty and I only had to wear a disguise in two missions. Trust me when I say that wearing disguises makes the game significantly easier, even if they are severely nerfed compared to the previous games.

This comment was edited on Apr 24, 2013, 05:00.
 
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News Comments > Anno Online Closed Beta
3. Re: Anno Online Closed Beta Apr 24, 2013, 04:35 Jerykk
 
F2P doesn't have to have inherently exploitative monetization schemes. DOTA2, for example, only charges you for cosmetic items that have no impact on gameplay. There are no XP Boosters because there's no grinding and nothing to unlock. There's also no bullshit currency system that forces you to spend more than you need to.  
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News Comments > Ubisoft: Complexity Holding Back Splinter Cell
31. Re: Ubisoft: Complexity Holding Back Splinter Cell Apr 24, 2013, 00:03 Jerykk
 
siapnar wrote on Apr 23, 2013, 17:12:
Speaking of stealth and simplicity, the new Hitman game's AI is pathetic. I played some of it on expert and had baddies standing over bodies and saying "what happened here" or something like that, then BAM they're dead.. fiber wire dead.
Then their pals show up and do pretty much the same thing.

And even when they were aware of my presence, they all bundled up together and missed shooting at me while I popped heads.
On a couple occasions they just kept firing into a wall 12 feet from me.

If I hadn't killed anyone but someone was confronting me, they wouldn't fire upon me unless I shot them, even if I had unholstered my gun and aimed it at their head.
In one instance the head of security (it was evident) caught me crouching behind him with a knife and said "that's not a toy you're holding, you know".
I proceeded to put it into his face. Fuckin idiot.

I was really surprised at how shitty the AI is.

On a positive note, the graphics were gorgeous, level design pretty sharp and ragdolls much improved from the ridiculous ones of the past games.

But seriously, WHEN are developers going to put effort into AI???
Graphics now are good enough for christ's sake

Absolution's AI did have some problems but it was impressive in many ways. For example, if you shoot a bullet near an enemy's head, he'll recognize that a bullet just whizzed past his head and react appropriately instead of just turning around and staring at the bullet hole. Also, when a group of NPCs hear a suspicious noise, the one closest to the noise will go over and investigate while the others hold their ground. Of course, there were some arbitrary limitations to this. Thrown objects could only distract two NPCs at a time, even if more than two were within the sound radius. Bullet impacts could distract three. Explosions would distract everyone and send them into a permanent alert state with random patrols.

Absolution's AI was by no means perfect but it was definitely a step up from most other games. Giving AI actual memories and a way to understand context is the next big step. NOLF2 had some of this, with NPCs noticing when things weren't in their default state, like doors being left open or lights being turned on/off. I think Chaos Theory had some of that too, with NPCs noticing broken locks and such. Instead of focusing on making stealth games more visceral and cinematic, they should focus on making NPCs smarter.

Stealth doesn't have to mean no combat. Rainbow 6(Ravenshield and before) was all about stealth... until you had to execute your carefully orchestrated plan to complete the mission. You spent most of the time tactically and stealthily advancing to good positions so you could even attempt to beat the level.

As far as ghost, you can ghost the vast majority of Metal Gear Solid, but there are certain combats you must encounter, though you can finish them by non-lethal means. I would call MGS a ghost capable game, regardless.

The R6 games mainly required stealth because if alarms were sounded, hostages would be killed or bombs would explode. As such, getting into a firefight usually resulted in mission failure. The combat was limited to quickly and quietly dispatching enemies before they could fire a shot.

As for MGS, I assume you're talking about the first PSX one. You could ghost through most of that, except for the boss fights and Meryl rescue sequence. The later games had more unavoidable confrontations and action sequences.

The most retardedly simplified and easy "stealth" game of the last few years gotta be the over-credited Dishonored.

"Huh who's that?"
*blink*
"Oh guess I'm just seeing things haha! :D"

Don't use blink? There's only one section in the entire game that requires blink. If you think it's overpowered, don't use it. Stealth has always been about self-restraint. Even in Thief, it's not hard to incapacitate every guard you see. That said, if you try to ghost your way through Dishonored and steal every piece of loot, the challenge feels sufficient on the highest difficulty (which gives the AI faster detection times). If you played through Dishonored on normal difficulty, incapacitated every guard you saw and used blink all the time, you really aren't in any position to complain about difficulty.

This comment was edited on Apr 24, 2013, 00:14.
 
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News Comments > Ubisoft: Complexity Holding Back Splinter Cell
21. Re: Ubisoft: Complexity Holding Back Splinter Cell Apr 23, 2013, 15:55 Jerykk
 
Beamer wrote on Apr 23, 2013, 14:05:
Jerykk wrote on Apr 23, 2013, 12:31:
combat should never be a viable option in any stealth game

And that's why I hate stealth games. I like screwing up and having that "holy crap holy crap holy crap" adrenaline chaos of blowing off heads and running for some ductwork and praying that the shots I'm firing land and they shots they aren't don't.

And then I get annoyed that I can just hide in a duct and wait. In better games I can't, so I pop out of the duct on the opposite side of the room and resume taking people out.

But I hate most stealth games. They always feel more like quicksave adventures than other games, and most stealth games are less about doing things right and more about doing them how the level designer hoped you would. Sure, you can go through a level a dozen ways, but a dozen ways that were programmed. This elevator works but that doesn't. Stuff like that. Thief games didn't do this, but man, the Splinter Cell and Hitman games I played certainly did.

The levels in Thief are just as designed as the levels in SC and Hitman, though I guess it depends on which iterations you played. SC: Chaos Theory and Hitman: Blood Money had the most open-ended levels of their respective series.

To me, the appeal of stealth games is perfectionism. Figuring out how to get through a level undetected and leaving no trace behind is tremendously satisfying if the levels are open-ended and AI reactive enough. It essentially becomes a puzzle game that requires a deep understanding of level layouts and AI systems. If I'm detected, I consider that a fail state, even if I'm technically able to recover and progress. Engaging in combat isn't even an option in my mind. If I wanted to fight, I'd play an action game.
 
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