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User information for Stanly Manly

Real Name Stanly Manly   
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Signed On Nov 17, 2002, 22:48
Total Comments 345 (Amateur)
User ID 15272
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News Comments > Star Trek Online Capacity Increased
30. Re: Game Reviews Feb 8, 2010, 11:03 Stanly Manly
BobBob wrote on Feb 7, 2010, 15:57:
Is this game any good at all?

Ironically enough, if you don't listen to forum haters, and actually try to see the game for what it is (and more importantly, what it *isn't*), you'll probably find the game pretty good.

Sure, the server was hiccuping there for a bit, and the login queue the other day was horrid, but the game itself actually feels like Star Trek.

Now, don't discount that. If you go into the game expecting WoW with a Star Trek skin, you are going to be disappointed. STO, for the most part, is about tactical ship to ship battles, and squad based away missions. If you are looking to "WTFPWN RAIDS AND GETPURPS", then look elsewhere.

I'll gladly rip a game a new one if it deserves it, but after brushing aside the usual forum vitriol, I gave the game a chance, and I'm glad I did. I was pleasantly surprised by how good the game is. I found myself exclaiming out loud "YES!" and raising my fist in the air when my High Yield Photon Torpedoes landed for critical damage just as I took down this Battleship's side shield. Any game that has that effect on me, deserves a bit of praise.

Now, that being said, my biggest issue with the game so far, is the ridiculous navigation system. For some reason, you are not given clear waypoints to plot a course to, in your mission description. This is absurd. The location names are extremely obscure and esoteric, and it is quite confusing to get the hang of it. Sector blocks, quadrants, systems, clusters... its the year 42 billion and we dont have an plot course feature? Sloppy, very sloppy.

Anyway, in a nutshell, if you like Star Trek, and aren't hung up on WoW, give STO a try.

No, I was not paid for this, jerks.
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News Comments > THQ on Warhammer 40K MMOG
2. Re: THQ on Warhammer 40K MMOG Feb 4, 2010, 10:43 Stanly Manly
As with every new MMO released after WoW, I'll wait for a free trial...  
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News Comments > Game Crazy Closings
3. Re: Game Crazy Closings Feb 3, 2010, 20:34 Stanly Manly
Yep, walked over to my local Hollywood yesterday to see if they got in White Knight Chronicles for rent, and was greeted with a dark shop sporting a "lost lease/bankruptcy" letter on the door.

I'm glad I didn't sign up for that crappy membership or game pre-orders they were pushing.
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News Comments > Mortal Online Beta
5. Re: Mortal Online Beta Feb 3, 2010, 12:19 Stanly Manly
From what I have read on their forums, its a catastrophe.  
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News Comments > DRM Discussion
10. Re: DRM Discussion Feb 3, 2010, 12:04 Stanly Manly
This whole DRM "thing" is basically an industry trying to keep itself in business by creating an artificial need for its service.

Typical modern business plan. Induce mass panic over some "crisis", then coincidentally sell the "solution" to it.

Carry on.
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News Comments > Out of the Blue
3. Re: Out of the Blue Feb 3, 2010, 10:50 Stanly Manly
Don't drive angry!

Not related but one of my other favorite Bill Murry lines: Have you tried staples?
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News Comments > Global Agenda Launched
1. Re: Global Agenda Launched Feb 1, 2010, 15:54 Stanly Manly
Is this just Hellgate: London reskinned?  
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News Comments > EVE Online Magazine DVD Issues
1. Re: EVE Online Magazine DVD Issues Feb 1, 2010, 11:54 Stanly Manly
Way to make an impression.  
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News Comments > Vendetta Online Adds Station Conquest
5. Re: Vendetta Online Adds Station Conquest Jan 31, 2010, 21:11 Stanly Manly

I tried your game because I was looking for another space themed mmo, since I've worn out my welcome with Eve. I do like your game's stylized graphics, and the actual flight dynamics were pretty good. I tried both the physics based, and the computer assist based flight, and found both to work well.

I certainly may not be part of your target demographic, as I am focused mainly on the PvE aspect of MMO's. However, if you would like some suggestions, I'd be happy to oblige.

1. Rethink the tutorial. It was tedious and restrictive, as well as quite long. A pop up type tutorial with simple arrows and an indication of what does what, would probably suffice. The game is not complicated, yet the tutorial is.

2. Redesign the station UI. No tabs. No need to take up the full screen. Clear and intuitive labels and menu structure. Present missions in a consecutive order with an immediate summary of objectives and rewards. An intuitive and un-nested fitting screen would be nice.

3. Change the combat dynamic of the npc leading reticle. It seemed to "jump" after every shot, resulting in mostly misses. I understand you want to stay away from an auto target system, but you could find a middle ground.

4. It seems you limit cargo space due to the trading dynamic in your game, but you could simply adjust the selling price vs cargo space of items you collect from destroyed npc's. It seems silly to me to have to selectively jettison cargo. Perhaps eliminate most cargo and go for a bounty system?

5. Change the warp dynamic. This seems like nothing more than a tedious timesink, to have to slowly (even with turbo) fly away from a station or other structure in order to warp to another system. Again, this is compounded with your current cargo dynamics.

6. Put in easily identifiable requirements on ships and items. If I want to be able to use those missile launchers, I don't want to have to guess at how I can learn to use them.

So there ya go. While I certainly don't expect you to go against a currently working business model, a bit more of a streamlined experience may be beneficial to your game in the long run. Good luck to you. I certainly see potential in your game.
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News Comments > Vendetta Online Adds Station Conquest
2. Re: Vendetta Online Adds Station Conquest Jan 31, 2010, 16:42 Stanly Manly
I tried it last week. Its a very simplistic game, and has a ridiculously convoluted station menu/inventory interface, as well as a vague "level up" dynamic. There was some sort of license system to get to new ships and weapons, but no indication on how to acquire these licenses.

The missioning system was horribly generic (kill 10 of these, kill these until this drops, etc) as well as limited to 1 mission at a time. The loot that dropped was encased in glowing colored crates that didn't give much indication as to their actual contents. Green might be ore, yellow an item... I couldn't figure it out. However, it didn't matter, since your ship had such limited cargo capacity, that you could fill your cargo bay in a few minutes, or even with a single kill of a transport class ship. If running back to a station to unload cargo every few minutes is your idea of a good time, you are in for a treat, I guess.

The combat itself boiled down to lining up your reticle with the moving yellow reticle indicating where lead your shot, and hoping the shots connected. The shots (at least from the noobie weapons) moved quite slow, and it seemed unless your target was moving in a straight line, standing still, or you were right on top of it you pretty much missed all the time.

To find npc's to shoot, you had to choose another system to warp to on a rudimentary map, then for some unknown reason, move 5km away from your home station before you could warp. Since your noobie ships only flew at around 50km/h, and you had to unload your cargo every few minutes... well, it got real old real fast.

Good try I guess, for a small indie game company. I think they rely on the pvp as their endgame, but I had no interest in looking into that. Their trial is 8 hours only, but you'll know right away if you like the game or not
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News Comments > Alganon: The Dawning Expansion Revealed
1. Re: Alganon: The Dawning Expansion Revealed Dec 31, 2009, 11:49 Stanly Manly
Blue, could you stop posting about shams please? This "game" is nothing more than a grab for cash. David Allen borders on being a con man, and this "game" borders on plagiarism.

You do a disservice to the gaming community by continuing to support shady business practices like this.
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News Comments > Dragon Age: Origins Return to Ostagar Next Week
2. Re: Dragon Age: Origins Return to Ostagar Next Week Dec 29, 2009, 15:25 Stanly Manly
Not a specific comment on this DLC, but I received DA:O for PS3 as a gift this xmas, and I just wanted to say... what the fuck are fanbois smoking when they say this game is good?

My god, the UI is atrocious. The menu system is ridiculously nested and non-intuitive. The Party health display is useless, as the health/stamina meters are so subtle that you can barely see them. The idiotic radial menu system with analog stick control, coupled with the horrific ability binding sequence make me wonder if it was deliberately made as a sadistic joke upon gamers.

Now, actual gameplay... could I get more ability cooldowns, please? Yes, that is sarcasm. With a deluge of abilities available to you, all with significant (some up to 90 seconds), and a mere 6 "hotkeys", you find yourself trying to place as many talent points into passive or sustained abilites as possible, simply to avoid having to use activated abilities.

And more loading, too. I just cant get enough loading as I go into a small house, more loading as I go up to another floor of that house, and then load 2 more times going out.

How about sustained abilities that may or may not stack, and the only way you can tell is after you've already spent the talent points. Oh, and don't allow any sort of refund or respec ability. God knows I'd never want to do that, after realizing how utterly useless many of the abilities are. Cone of Cold sounded great until it froze my entire party most of the time. Nothing like crowd controlling yourself...

So, at least the tactics are fairly dependable for setting party AI, but I still do a /palmface when I see the limited tactics slots that only increase with level/skillpoint assignments. This is utterly ridiculous.

The saving grace of this game is the story and the manner in which it is told. It's fairly compelling, and the voice acting is usually quite good. The game world seems well realized, and the characters and settings are believable and "fit" for the most part. I could do without all the blatant "choose good/evil/neutral" dialogue options and party approval ratings, though. Sometimes I just want to play, not worry if a decisions is going to come back and bite me in the ass, or if the party member I have finally tweaked with enough tactics slots is starting to not like me.

Anyway, if anyone cares at all, I'd give this game a 6.5/10. Worth a rent, or maybe a buy at discount price, but I certainly would have never paid full price for it, myself.
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News Comments > Out of the Blue
11. Re: Out of the Blue Dec 21, 2009, 12:50 Stanly Manly
Exactly. Sounds like cocaine abuse to me.

That is the first thing that crossed my mind as well.
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General Discussion > Site suggestions
10. Re: Forum topic listings Dec 13, 2009, 14:08 Stanly Manly
My first suggestion would be to get rid of the subdivisions. There really is no reason to have Mobile/PC/Console gaming have different forums.

Try fewer topics that really fit with the main themes of blues:
1. Games
2. Hardware
3. Life/Humor/Off Topic.

There ya go. First one is free. I'll have to charge next time.
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News Comments > America's Army Game Cost $32 Million
8. Re: America's Army Game Cost $32 Million Dec 9, 2009, 11:58 Stanly Manly
Its all funny munny anyway. Not like the USA has anything to back up its currency these days.  
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News Comments > Dead Space 2 Announced
10. Re: Dead Space 2 Announced Dec 7, 2009, 12:34 Stanly Manly
Survival isn't the only thing on Isaac's mind in Dead Space 2 this time, he calls the shots.

I was really stoked for this game, until I saw that line. I really really don't want Dead Space 2 to be another Killzone 2/Uncharted 2.

I get the feeling now that Visceral Games is going to apply the "mass market" formula, and deliver "intense" titles, that although technically brilliant, will barely be over 5 hours, and ultimately be a soulless grab for cash.

I sincerely hope that I am wrong. Dead Space is one of my top games of all time. Maybe this is just silly PR department spin, and has no bearing on the real game. At this point, I'm filing this title under "rent".
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News Comments > Op Ed
1. Re: Op Ed Nov 19, 2009, 10:44 Stanly Manly
CNET article Cliff Notes:

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News Comments > Why Alganon Resembles WoW
19. Re: Why Alganon Resembles WoW Nov 14, 2009, 19:44 Stanly Manly
Notice how the 2 people to praise the game registered today, and this is their only post?


The game is garbage, plain and simple. Lets see if history repeats itself...

Edit: In the time it took me to write this, one more shill got a post in ;).

This comment was edited on Nov 14, 2009, 19:45.
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News Comments > Alganon Open Beta
4. Re: Alganon Open Beta Nov 12, 2009, 12:39 Stanly Manly
I'm a bit torn here. I don't want to support a game that appears to be a complete ripoff of WoW, but I'll give it a shot and see if it has enough substance to stand on its own.

Edit: Just read that blog and came across the name David Allen... I don't have much hope at this point.

Edit2: First impression: Crashed after 5 minutes. Saw absolutely no reason to restart. Uninstalling now.

This comment was edited on Nov 12, 2009, 14:07.
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News Comments > King's Bounty: Armored Princess Demo
3. Re: King's Bounty: Armored Princess Demo Nov 12, 2009, 12:27 Stanly Manly
Awesome. Been waiting for this as well. The first game got a little repetitive towards the end, but still well worth the money.

If any of you Russian dev's are listening... please make Etherlords 3!!
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345 Comments. 18 pages. Viewing page 9.
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