AquaWateria
Member
Lol and who didn't see this coming. This game could never live up to the hype
Its going to live up to my hype.
Lol and who didn't see this coming. This game could never live up to the hype
Maybe I was exaggerating a bit, but Have You Seen This Shocking Doom Gameplay Video?
The person playing DOOM in that video was not Phil Koller, so I'm not sure why you say that.Did you watch that video? It was beyond embarrassing. It's difficult to take anything they say regarding mechanics seriously after that.
Lol and who didn't see this coming. This game could never live up to the hype
The person playing DOOM in that video was not Phil Koller, so I'm not sure why you say that.
It's like people think "Polygon" is one person.
And I don't even know what you mean by "can't poll how people feel". What do you think reviews are? They're people posting their feelings.
That's not what "objectively bad" means. Stop making up definitions just to suit your narrative.
Did you watch that video? It was beyond embarrassing. It's difficult to take anything they say regarding mechanics seriously after that.
Pretty sure he was playing with one hand while managing the chat with the other.
But nothing will stop this defense force I guess and even the entirely unrelated Doom video serves as a great argument for your cause.
All I see is twelve pages of people who have never ever touched the game believing that they can invalidate the opinion of someone who has actually played it.
And honestly, that's pretty sad.
At least wait until you were hands on before calling out someone for his perfectly valid opinion.
I am not optimistic regarding TLG, but I find it amusing that Polygon would criticize mechanics. Also amusing is "playing with one hand while managing the chat with the other". Suuuuuuuuuuuure.
Okay? What does releasing a video of someone sucking at DOOM have to do with Phil Kollar's impressions of The Last Guardian?I'm aware that Polygon is more than one person. Polygon's branding was on that video. They chose to release it.
Why is this topic so big lol
It plays just like ICO and shadow. The person who wrote that either didn't play those or thinks it's a problem. We all know what's up
This was a different person though
He was live streaming and chatting, yes.
Okay? What does releasing a video of someone sucking at DOOM have to do with Phil Kollar's impressions of The Last Guardian?
Ico was released 15 years ago, do you really think it would be smart to bet only on those people that now probably have a family and/or less interest/time to play games? Games, even "artistic" ones, are made to make money, especially if they have been in development for years.I would agree if this was not a game made purely for the fans of Ueda games.
Rose tinted glasses that many ps2 owners have.Yet Ico is still a substantially better game than almost every modern video game. I have played it recently; it holds up.
Maybe I was exaggerating a bit, but Have You Seen This Shocking Doom Gameplay Video?
Ico was released 15 years ago, do you really think it would be smart to bet only on those people that now probably have a family and/or less interest/time to play games? Games, even "artistic" ones, are made to make money, especially if they have been in development for years.
Rose tinted glasses that many ps2 owners have.
I never had a ps2 but some years ago(not now), i played some ps2 hd remasters on ps3(ico collection, gow1 and some other) and despite the improvements imo they all felt old and clunky, that "ps2" feel didn't help them at all.
I'm not saying that TLG is bad game, i didn't even try it, i'm just saying that you should be open to the possibility that not everyone will like the "ps2" feel, not everyone had a ps2.
Their actual review of DOOM had nothing but good things to say about the game's combat mechanics.This is the last thing I'll say because I'm repeating myself - I don't trust Polygon to comment on game mechanics.
I mean, if someone played their previous games they are already expecting not-so-good controls to begin with. It's hardly the thing people come to these games for.
So they are made for charity?Ueda games are never ever greenlit expecting profit.
Their actual review of DOOM had nothing but good things to say about the game's combat mechanics.
Rose tinted glasses that many ps2 owners have.
This news isn't surprising at all, considering it started development in 2007, and has been stuck in development hell for nearly a decade.
Yes, they are art projects w/out the expectation to make profit. This is fact.So they are made for charity?
It's not worth the effort of typing this. You'll need to pin it to the top of every thread page relating to the game on gaf ... and then people will still ignore it.My god again it has not been in active dev since 2007. This should be common knowledge by now.
Nah, I'm sure Sony expects this to sell 5+ million.Yes, they are art projects w/out the expectation to make profit. This is fact.
I'm not sure how that's relevant to what I'm saying as I don't care about their review. The video speaks for itself.
So what kind of controls would be "objectively good" for a game where you're trying to portray young, awkward, inexperienced child navigating a dangerous environment with a giant companion that has a mind of its own? Walk us through it....I can safely say that I know some games are good or bad by looking at what they're trying to achieve.
It's not worth the effort of typing this. You'll need to pin it to the top of every thread page relating to the game on gaf ... and then people will still ignore it.
My god again it has not been in active dev since 2007. This should be common knowledge by now.
I didn't discount his opinion, in fact i didn't say that ico is a bad game, i said nothing about the quality of the games themselves except that feel old.This is a pretty shitty way to discount someones opinion. If he thinks ico is better than anything else, then he just does. There's not anything more to it than that.
If you say so.Yes, they are art projects w/out the expectation to make profit. This is fact.
My god again it has not been in active dev since 2007. This should be common knowledge by now.
Replace "million" with "thousand" and you'd be right on the money. Sony doesn't expect shit saleswise when it comes to TLG.Nah, I'm sure Sony expects this to sell 5+ million.
Yes, they are art projects w/out the expectation to make profit. This is fact.
I never had a ps2 but some years ago(not now) i played some ps2 hd remasters on ps3(ico collection, gow1 and some other)
kaching said:But ico and SOTC weren't exactly standard-bearers for the way PS2 games controlled, they were rather their own thing which had nothing particular to do with "feeling like a ps2 game". The vast majority of PS2 games controlled very differently from these games. Trying to somehow tie these games to some overarching design trend/limitation of the PS2 era just belies how little that person actually knows/remembers about that era.
Yes, they are art projects w/out the expectation to make profit. This is fact.
Cool. It's been in development around 2007 for a good while until someone picked up the scraps recently and stitched together what was there for cheap.
It's still a 2007 game in its soul. With all the jank that comes with that.
Does not really make a difference.
What a surprise!What a surprise!
You just said you don't trust anything someone from Polygon says about game mechanics.I'm not sure how that's relevant to what I'm saying as I don't care about their review. The video speaks for itself.
Yes it does. What sounds worse actively developing a game for 10 years or shelving a game for a while and picking it back up when the tech is there to make it run well.
I understand not taking a particular criticism/critic at face value, but many of the previews from this same build mention those shortcomings. That doesn't mean "throw away this trash game," but it sounds like a totally valid concern for the final product.
You just said you don't trust anything someone from Polygon says about game mechanics.
Clay Davis sheeeitLets talk about this "good" or "bad" controls thing for a second, because its not really true. There are no such things as universally, objectively good or bad game design. Its just rules and standards we've accepted over time. There are infinite examples in art, music, movies, comics, books, etc that break from traditional standards because they want to create a specific effect, a specific experience for the consumer. And not everybody is gonna like Wreckmeister Harmonies or the Sex Pistols or Flex Mentallo, they might they all suck, but a lot of people love them. They go on the wavelength of the experience they were trying to put forth and they think its great. Nobody's right or wrong here, its just honest statements about their subjective experience.
Ueda is trying to make a very specific experience. He's using the tools of game design to put you in the shoes of this clumsy kid who isn't the master of the world like every other third person mainstream game. He's not great at combat, he doesnt run with perfect accuracy, he doesnt have those perfect Nathan Drake leaps and forgiving controls. Everything this boy does is a struggle, and the controls and camera are the way they are because he wants to give you that interactive experience. He wants you to embody this adventure. And he wants you to do it with a very realistic AI of an pet animal of sorts. A pet that sometimes obeys and sometimes doesn't, who sometimes is immediately helpful and sometimes you gotta pry him to do things your way.
Now you may not like that. You can write a review and talk about what you liked or didn't like, you can go into detail, you can give a 6/10 score, and there ya go. That's your opinion. That is your subjective experience with the game, based on your personal biases and what you were looking for in the game.
But someone else might play it, get on the same wavelength as Ueda and embrace, possibly love the controls and camera and the AI. They think this kind of form matching function is brilliant, and increasingly rare in a mostly safe homogeneous AAA market space. They love the game and give it a 9/10. And that's their opinion. That is their subjective experience with the game, based on their personal biases and what they were looking for in the game.
And you can discuss it, you can argue about it, but don't pretend for one second that the controls are universally bad is some platform you can stand on. They're different from traditional standards, but so is a lot of weird, divisive art and entertainment products. Just be honest with yourself when you're experiencing this thing, that's all.
Everything this boy does is a struggle, and the controls and camera are the way they are because he wants to give you that interactive experience.
So what kind of controls would be "objectively good" for a game where you're trying to portray young, awkward, inexperienced child navigating a dangerous environment with a giant companion that has a mind of its own? Walk us through it.
Well said. The change to holding to climb and grip seems tied to that desire to link player and character through gameplay and controls as wellLets talk about this "good" or "bad" controls thing for a second, because its not really true. There are no such things as universally, objectively good or bad game design. Its just rules and standards we've accepted over time. There are infinite examples in art, music, movies, comics, books, etc that break from traditional standards because they want to create a specific effect, a specific experience for the consumer. And not everybody is gonna like Wreckmeister Harmonies or the Sex Pistols or Flex Mentallo, they might they all suck, but a lot of people love them. They go on the wavelength of the experience they were trying to put forth and they think its great. Nobody's right or wrong here, its just honest statements about their subjective experience.
Ueda is trying to make a very specific experience. He's using the tools of game design to put you in the shoes of this clumsy kid who isn't the master of the world like every other third person mainstream game. He's not great at combat, he doesnt run with perfect accuracy, he doesnt have those perfect Nathan Drake leaps and forgiving controls. Everything this boy does is a struggle, and the controls and camera are the way they are because he wants to give you that interactive experience. He wants you to embody this adventure. And he wants you to do it with a very realistic AI of an pet animal of sorts. A pet that sometimes obeys and sometimes doesn't, who sometimes is immediately helpful and sometimes you gotta pry him to do things your way.
Now you may not like that. You can write a review and talk about what you liked or didn't like, you can go into detail, you can give a 6/10 score, and there ya go. That's your opinion. That is your subjective experience with the game, based on your personal biases and what you were looking for in the game.
But someone else might play it, get on the same wavelength as Ueda and embrace, possibly love the controls and camera and the AI. They think this kind of form matching function is brilliant, and increasingly rare in a mostly safe homogeneous AAA market space. They love the game and give it a 9/10. And that's their opinion. That is their subjective experience with the game, based on their personal biases and what they were looking for in the game.
And you can discuss it, you can argue about it, but don't pretend for one second that the controls are universally bad is some platform you can stand on. They're different from traditional standards, but so is a lot of weird, divisive art and entertainment products. Just be honest with yourself when you're experiencing this thing, that's all.