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Member
(05-12-2012, 03:49 PM)
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#152
Well, lots of them have been doing it for a long-ass time, and many are quite good at it. Should they stop and make sure their games don't appeal dirty gaijin?
Last edited by Orayn; 05-12-2012 at 03:52 PM.
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Member
(05-12-2012, 03:51 PM)
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#153
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Member
(05-12-2012, 03:54 PM)
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#156
Quote:
Yes it did. Winback came out around 2000. Though you could argue that Metal Gear Solid did the cover system before that. |
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Member
(05-12-2012, 03:54 PM)
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#157
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Member
(05-12-2012, 03:55 PM)
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#158
It did, actually. Both Kill.Switch and WinBack are surprisingly influential games that kind of went under the radar.
And yeah, what RedSwirl said is also true. Gears didn't invent cover at all, it just did a really good job of codifying the mechanic. You are absolutely deluded if you think that action games from Capcom and Konami from the late 80's onward weren't designed with either global or Western markets in mind.
Last edited by Orayn; 05-12-2012 at 03:57 PM.
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(05-12-2012, 03:59 PM)
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#161
Operation Winback was like a direct-to-DVD version of Die Hard/Under Siege.
Cover-based third person shooter with a mediocre campaign. But its multiplayer was probably ahead of its time.
Not sure how good of an innovation that hold button to focus camera is. Not interested in horde mode and don't know if other games have done that before, but I'm certainly willing to give that to Gears. If you can expand on that etc. that would be great. Active Reload and Horde Mode are the innovations Gears brought to the table, I'd say. That its success inspired many other games to copy them and the other features that defined Gears (even if it didn't invent them) is an achievement - though like with most copied features that turned out to be a double-edged sword.
Last edited by Haunted; 05-12-2012 at 04:03 PM.
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Spelling is Hard
(05-12-2012, 04:04 PM)
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#163
Cliffy seems like a really cool nice guy that cares about gaming and has lots of great ideas, but why doesn't he implement them in his own games. Gears is the farthest thing from any of the cool ideas presented in this interview. Make a horror game cliffy and show us some new shit.
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Member
(05-12-2012, 04:06 PM)
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#164
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Member
(05-12-2012, 04:09 PM)
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#165
It's true though, if he has so many ideas he should implement them in their own games, a new IP, instead of constantly making Gears games. |
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Member
(05-12-2012, 04:09 PM)
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#166
It'd still be nice if Epic were to take the Gears war chest and make something a little more ambitious. If there's anyone with the financial, artistic, and technical chops to make a game that really pushes the envelope, it's them.
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Member
(05-12-2012, 04:10 PM)
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#168
The tragic thing is that when Winback came out people passed it off as a Time Crisis ripoff. Looking back now though, I'm actually surprised at how much Winback cribbed off of Metal Gear, Time Crisis, and Resident Evil. It's flow is surprisingly similar to that of an adventure game. A lot of the fire fights are essentially puzzles. Remember that roof with the lasers?
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Member
(05-12-2012, 04:10 PM)
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#169
I know i might be in the minority here, but i really don't like the trend of multiplayer in every game.
What i do like about gaming is to experience and live in some fantasy worlds where everything can happen. I understand that there are some games on which the multiplayer is awesome and adds a lot to the experience, mainly sports games, shooters and some others like MH and demons soul's, but in some other games, i don't want the developer to gimp the experience by adding multi...I do not game because i want to be the most hardcore of my friends... |
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Member
(05-12-2012, 04:14 PM)
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#171
Not in this industry. Nobody is willing to buy them and take the risk. |
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Member
(05-12-2012, 04:14 PM)
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#172
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Member
(05-12-2012, 04:15 PM)
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#174
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Junior Member
(05-12-2012, 04:16 PM)
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#175
As for the others, yes, they were maybe a little tenuous, but each is relevant IMO. The "hold to view" thing is particularly good as it's signaled by a simple audio cue, is entirely optional, and works well without the intrusive HUD elements, it's more of a shame that most other games simply snatch your view regardless. MS:Apocalypse did it right too. The roadie run is another one I think is a genuine call. Yeah, you can run in most games, but gears had that awesome "war correspondent POV" style that others have since emulated. Same with the dynamic emptying clip SFX, it allows you to focus on your enemy rather than your clip count. I didn't claim they were all game changers, but nice, simple mechanics that were fairly innovative. |
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Member
(05-12-2012, 04:18 PM)
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#176
Do you really think Japanese developers continue to design games with only Japan in mind when more of their sales come from overseas? I guess I should restate what I said earlier - It's not so much about appealing to American and European culture as it is about appealing to the people who buy your games. In some cases, the majority of those people aren't from Japan.
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Member
(05-12-2012, 04:20 PM)
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#178
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Banned
(05-12-2012, 04:22 PM)
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#179
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(05-12-2012, 04:24 PM)
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#180
I just thought of another one, the guitar riff audio cue when an encounter is over. Such a simple thing, but very well done. What I meant is that everyone has them so they're easy to come by. Everyone's an armchair game designer these days. "If I were in charge of..." etc etc
Last edited by Haunted; 05-12-2012 at 04:28 PM.
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Member
(05-12-2012, 04:27 PM)
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#181
Usually dont like MP, but when it works well it adds a lot of replay value to the game. For example ME 3 didnt really need MP, but it is somewhat fun, and has made me forget the SP, which is a good thing. Some of the ideas CliffyB is suggesting are good, if developers are deciding on including MP, they should think outside the box.
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Member
(05-12-2012, 04:34 PM)
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#182
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Member
(05-12-2012, 04:36 PM)
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#183
Quote:
the feature set and approach to mechanics are part of what give japanese games their verve and energy, that cultural imprint is what makes them worthwhile forms of expression. why support a desire to remove it? the west's unrelenting need to iterate isn't felt in japan, that's what makes them different. and that design individualism is what makes gaming a diverse, fascinating hobby. |
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Member
(05-12-2012, 04:37 PM)
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#185
Honestly stop talking like Vanquish is better like it's a damn fact. Since they offer totally different experiences. Gears offers way more deliberate gameplay and is based around team play.
Last edited by 2San; 05-12-2012 at 04:40 PM.
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Member
(05-12-2012, 04:37 PM)
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#186
believing that they need changing at all is arrogance. cliffy's fixation on sales confirms what most already believe, he's certainly no artist.
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Member
(05-12-2012, 04:39 PM)
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#187
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Junior Member
(05-12-2012, 04:42 PM)
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#189
Anyway, I'll stop waxing lyrical like a rabid fan boy. I just think that pretty much every aspect of it's design and execution are top notch. It's one of the most satisfying and visceral (sorry, but Gears is like the dictionary definition) games you can play. |
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jerking off to field goals
(05-12-2012, 04:47 PM)
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#190
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Member
(05-12-2012, 04:47 PM)
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#191
I mean, I support homogenization in control schemes perhaps, but I find it distasteful in general. |
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Member
(05-12-2012, 04:48 PM)
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#192
Some of his ideas read like focus test feedback rather than insightful commentary from an industry figure yessir :) |
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Member
(05-12-2012, 04:50 PM)
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#194
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Member
(05-12-2012, 04:59 PM)
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#198
I was most interested in the ideas for horror game mechanics. A first-person game where the monster is most clear in your peripheral vision and becomes more and more vague as you focus on it -- that sounds awesome. The "close your eyes to turn invisible" mechanic sounds interesting, too. Like an inverted Enemy Zero.
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Banned
(05-12-2012, 04:59 PM)
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#199
Horde mode has changed how I approach shooters. I used to rent or borrow them, bet the campaign and then be done with it. PvP bored the shit outa me and made me hate my fellow gamers. Horde mode changed that in a huge way. |
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Member
(05-12-2012, 05:03 PM)
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#200
I respect this guy, and I'm a huge fan of the Unreal titles, but I stopped reading when he started off with "Shadows of the Damned needed multiplayer".
No it didn't, neither did Vanquish, and I don't even see how the hell that is a remedy to anything. Dead Space 2 had multiplayer, what has it done for it? Mass Effect 3 seems to have a great multiplayer, but who the fuck bought it for that? Everyone bought these games for the SP, a multiplayer competent is a an added value with little lasting appeal. Is this added value worth the time and cost when it'll be a cheap two or three week thrill for the end user? Uncharted 3 has multiplayer, but is that what's selling it? MGS4 has an awesome MP component and it has never had a major impact in its overall rating or perception. Epic are masters of multiplayer but Cliff is trying to staple what sells his games onto completely different titles and audiences. |