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rllmuk

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  1. Disney would have to be mad to let Rian Johnson loose on another Star Wars film. Last Jedi may have made $1.3bn and received universal acclaim* from critics, but Disney aren’t bothered about making popular films that are financially successful. All they care about is avoiding the wrath of the extreme Star Wars nerds who will go and see the films anyway and buy multiple copies of them on blu ray. If all Johnson can do for them is make money, he can DO ONE. *not my words, Carol - the words of rotten tomatoes dot com.
  2. There's a PC tech thread here, in case people want to hive off the autoexec.bat talk:
  3. I dunno, I quite like the idea of doing whatever activities I want in the game without having to worry about doing the ones that will increase my power.
  4. Disintegration doesn't exactly sound like it's going to revolutionise FPS games, but at the same time it sounds like a new Bungie game, except without the loot-chasing and without the massively multiplayer element - the grav-bikes sound like the sparrows from Destiny, and the aesthetic looks a lot like Halo: Reach, especially that two-page spread of concept art of a city. Sounds pretty enticing to me - I like the idea of a new Bungie-style adventure, especially one where I can explore the Bungie-esque environments at my own pace without the nagging feeling that I should be doing a bounty or pushing forward on a quest or doing an activity for powerful engrams, and without other players distractingly emoting all over the place. The backstory, specifically the bits where your character's called Romer Shoal and he's the cyborg presenter of Space Top Gear, is a bit bonkers. Sounds a bit like the boss has had a few ideas and unlike Bungie, there's nobody senior enough to talk him out of them, but the actual game sounds fun.
  5. Hello Games seem to use their own players as a kind of extended QA team. It seems a bit exploitative when put like that, especially given that they've got tens of millions of pounds in the bank, but nobody seems to particularly mind and they seem to patch up bugs extremely quickly - probably a sensible approach for a gently-paced, non-competitive game.
  6. Maybe the purpose of solo is to quarantine all the lone wolf players in one playlist. Has the standard of randoms in the squads playlist improved?
  7. I don't think scores are benchmarked against some absolute universal constant, like the games journalism equivalent of the rotation period of a particular pulsar, or that score discussions revolve around some complicated process of triangulation. Like, if Youngblood is worse than Days Gone but better than Dying Light, if all three games are worse than Mario Kart: Double Dash but are also all better than Little Big Planet, and if the best game of all is actually rubbish, then you can probably arrive at a consistent score, but it would need to be expressed in the form of Zermelo-Frankel set theory, and most of the mag that month would consist of code. I suspect it's just someone's opinion of how good that game is.
  8. It’s hard to get excited about that trailer, even for me. Why would anyone be enthused by the daytime bits? The NFS games have – usually, anyway – been focused on weaving powerful cars in and out of traffic on rural and city roads, outside the law. If you want to participate in organised motorsport, play Gran Turismo or Forza, they’re clearly going to do it a lot better than an NFS game will. I struggle to give a fuck about doing laps of a cordoned-off city circuit, with safety equipment and race marshals and league tables, and all that rubbish. The night bits look slightly more interesting, albeit just like NFS 2015 except without the stylised look and in a boring, flat city like Miami. The only ray of hope is the focus on police chases, which were pretty anaemic in NFS 2015, and could do with being beefed up. The logo made me think it was going to be NFS: Eighties, which at least would have been an new-ish direction.
  9. There's a Triumph for defeating an invader while you're carrying 15 motes. If they had one for invading while carrying fifteen, they may as well have one for disconnecting when you're losing, or going AFK for an entire match.
  10. Gears 1 is pretty clunky in places as Epic were pretty much inventing the modern third person shooter while they were developing it. The sequels smooth off a lot of the rough edges, but they’re fundamentally the same game. If you don’t like Gears 1, you won’t like the other four.
  11. Oh yeah, that's fair. I think it's more that the revive mechanic affects the whole game in Gears 3, with the final section being the absolute crescendo of irritation. The end of Gears 1 felt more like that individual bit was really badly designed.
  12. The revive mechanic on Gears 3 didn’t really do it for me. It’s probably great in co-op but as a single player game, it didn’t feel particularly well balanced - like any difficult bits were only really possible through repeatedly being downed and revived. The last bit in particular was an absolute nightmare played solo. Gears 1 & 2 had their problems, but they worked really well as SP games.
  13. I’d never actually seen the Puggs in Space demo until quite recently: I realise it’s thirty years after the fact, but I’m amazed that anyone would want to make a game out of that, let alone Psygnosis.
  14. Apparently; I played it for the first time about a month ago, so I don’t know what it wasn’t like before, but it seems alright now. No worse than any other racing game I’ve played.
  15. Black Box were killed off after The Run IIRC, and most of the NFS team at Criterion went to EA Ghost. To be honest, I think what EA need to do with NFS 2019 is to either reduce the scope, or delay the game. Ghost pumps out an NFS game every two years, which doesn't seem like enough time given how lavish they are, and how much they try to do. Even Activision realise they need three years between CoD games, and even then they seem to struggle a bit.
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