Jenga said:shitty reasoning
why dilute the experience just because someone sucks at it?
I'll argue that it enhances the experience because the game won't penalize you for design that exists out of the realm of stealth gameplay.
Jenga said:shitty reasoning
why dilute the experience just because someone sucks at it?
DaBuddaDa said:The challenge isn't shooting the gun, shooting the gun is just pushing a button. The challenge lies in getting in position without hell breaking loose...
:lolDaBuddaDa said:I'll argue that it enhances the experience because the game won't penalize you for design that exists out of the realm of stealth gameplay.
dygiT said:Eidos Montreal should just make a hardcore/classic mode and make it full first person perspective.
Stumpokapow said:How would that be a classic mode? The original Deus Ex had third person cutscenes.
Clevinger said:The single takedowns look fine. I mean, it just goes down to preference. Do you like to run up to something and thwak them in the neck or do you want a little context sensitive animation? Personally, both are fine for me.
The only part that was iffy to me was the double takedown. That is, unless it was tied to an aug like the strength aug, then it's perfectly fine by me.
Dali said:... and shooting the damn gun. I wouldn't want a shot automated, taking away the fun of waiting for just the right moment, leading the victim, making sure none of the surrounding people/structures will block the shot, in a game portion involving sniping. I think it's more fun to complete the whole task.
Confidence Man said:In stealth takedowns it does. At least follow what we're talking about here.
Kittonwy said:The single takedown completely takes the player out of the first-person immersion, you CAN have context-sensitive animations without having to resort to doing a canned cutscene, switching camera perspective is NOT they way to show a take-down, it takes away the feeling of seamlessness and makes the player wait for the cutscene to end.
trudderham said:I love the music and visual style. The game looks amazing.
Here's a working link for anyone who hasn't checked it out yet:
Part one and two
The reward wasn't just getting there. Successfully taking out the baddy with a well-aimed shot is another layer of it. It's a shortcut, nothing more.Pinko Marx said:No, we're talking about stealth in general, and how the takedowns serve as an optional reward for well done stealth.
Gorgon said:Removed! Anyone has this shit!??! Fuck I wanna see it!!!
DaBuddaDa said:I take it the people who don't like the idea of takedowns probably hated Assassin's Creed II.
God's Beard said:Hey, Human Revolution does conversation in 1st person, does that mean it's more hardcore than DX1?
Assassin's Creed is an entirely different game that isn't a successor of Deus Ex. Big difference buddy.DaBuddaDa said:I take it the people who don't like the idea of takedowns probably hated Assassin's Creed II.
Your response seems like it completely ignores the second half of my quote, which makes sense seeing as how you didn't quote it.DaBuddaDa said:I agree, in a game such as Call of Duty or a game specifically about sniping, but in the context of Deus Ex or a stealth game, the player input is almost identical, all that is removed is aiming a melee weapon. In a stealth game, the focus should be on the stealth and you don't necessarily need to have a player practice his aim at the end to take someone down.
If you want gameplay focused on aiming, well nothing is stopping you from sneaking behind someone, then pulling out a gun and shooting him instead of takedowning him.
Xater said:I posted a download link on page 3. (if you also use 100 posts per page)
Jenga said:Assassin's Creed is an entirely different game that isn't a successor of Deus Ex. Big difference buddy.
Xater said:It also is a modern title that shows how things are successfully done today.
Deus Ex is awesome but has it's faults and janky stealth takedowns are one of them. Jankiness does not equal good game design. Just take down your rose tinted nostalgia glasses once.
In what way is the stealth takedown janky? Or is striking someone on the back of the head too goddamn difficult for you or anyone else on this board?Xater said:It also is a modern title that shows how things are successfully done today.
Deus Ex is awesome but has it's faults and janky stealth takedowns are one of them. Jankiness does not equal good game design. Just take down your rose tinted nostalgia glasses once.
Dali said:I don't think I'd mind an automated kill for just one enemy, but once you start auto-killing more than one then you are totally taking away enjoyable gameplay opportunities and dumbing down any strategy that would otherwise be involved with killing or evading so many enemies.
Xater said:It also is a modern title that shows how things are successfully done today.
Deus Ex is awesome but has it's faults and janky stealth takedowns are one of them. Jankiness does not equal good game design. Just take down your rose tinted nostalgia glasses once.
dygiT said:3 second cutscenes that the player is forced to watch isn't good game design either. Good visual design maybe, but not good game design.
Zoc said:I'm sure this was shoehorned into the game by Square-Enix, it reminds me so much of the interminable battle animations and summons in their RPGs.
Jenga said:In what way is it janky? Or is striking someone on the back of the head too goddamn difficult for you or anyone else on this board?
I never claimed that. Hell, I don't think anyone claimed this. But I will say it makes the stealth gameplay that much weaker in my eyes, and I'll probably just end up shooting my way through this.DaBuddaDa said:Please try convince me that this is completely game ruining and awful and the worst decision ever, because I'm just not seeing it that way.
The possibility of failure is a big part of it. And no, having a guard turn around BEFORE I strike my move is more different than them noticing me and turning around WHILE I made my move.DaBuddaDa said:I'm not saying it's too hard, I'm saying there is very little difference between aiming and hitting and pressing the takedown button and hitting. In either situation if the guard were to turn around right before you struck your move would fail.
dygiT said:Show of hands, who actually feels like they've been rewarded when they watch a cinematic of your character killing 5 dudes.
Jenga said:The possibility of failure is a big part of it. And no, having a guard turn around BEFORE I strike my move is more different than them noticing me and turning around WHILE I made my move.
:lol Yes, striking someone in the back of the head is too difficult when sometimes their head goes invincible mode and your attack passes through harmlessly.Jenga said:In what way is the stealth takedown janky? Or is striking someone on the back of the head too goddamn difficult for you or anyone else on this board?
No fucking shit Deus Ex had janky combat mechanics, but stealth takedown wasn't one of them.
a what nowcharlequin said:twitch gate
Never had it happen to meDraft said::lol Yes, striking someone in the back of the head is too difficult when sometimes their head goes invincible mode and your attack passes through harmlessly.
Xater said:If anyone is still having trouble with the videos, I put bove into one zip and pu them on Megaupload:
http://www.megaupload.com/?d=7ELVFLBU
That sequence was actually 2 separate augs activated in quick succession. The first is basically a ground stomp from above ability that was used to quickly break through the glass and stun all nearby enemies. From what I've read, unlike the takedowns, that wasn't context-sensitive. Once the enemies were stunned by the first aug, a second aug was activated to create a ring of mini explosives around the character.DaBuddaDa said:Jumping through the roof is clearly a cutscene/showpiece and not indicative of what is possible while you're actually playing. If I'm wrong, which I highly doubt I am, then I definitely agree with your Second Paragraph.
Jenga said:Never had it happen to me
Zuhzuhzombie!! said:I don't have and can't install VLC on my work PC.
So where can I watch this?
I actually dislike that. What could have been a cool ability(Pounce) or something like that were you can execute an AE by jumping from a high height, or even using it as a safety net to stop fall damage. Felt more like a scripted event.DaBuddaDa said:Jumping through the roof is clearly a cutscene/showpiece and not indicative of what is possible while you're actually playing. If I'm wrong, which I highly doubt I am, then I definitely agree with your Second Paragraph.
Gribbix said:That sequence was actually 2 separate augs activated in quick succession. The first is basically a ground stomp from above ability that was used to quickly break through the glass and stun all nearby enemies. From what I've read, unlike the takedowns, that wasn't context-sensitive. Once the enemies were stunned by the first aug, a second aug was activated to create a ring of mini explosives around the character.
Gribbix said:That sequence was actually 2 separate augs activated in quick succession. The first is basically a ground stomp from above ability that was used to quickly break through the glass and stun all nearby enemies. From what I've read, unlike the takedowns, that wasn't context-sensitive. Once the enemies were stunned by the first aug, a second aug was activated to create a ring of mini explosives around the character.
Xater said:Good to know and I guess on top of that there will be some kind of limitation (energy?) on how often you can use all of the abilities shown in the video.
The color palette is like The Fountain, can't see it and not think of that film.Solo said:The aesthetic is more Mass Effect than Deus Ex
(Of course, both of those are derivative of other things, but still)
Say what? Never had that happen.Draft said::lol Yes, striking someone in the back of the head is too difficult when sometimes their head goes invincible mode and your attack passes through harmlessly.
duckroll said:I really, really like how this looks. It feels like a really good mix between a first person action RPG, with several third person action elements that really makes the game feel more character based. The canned animation attacks and art direction remind me A LOT of a Japanese action game, which is pretty good imo. It sets it apart from Mass Effect and Alpha Protocol pretty well.
Technically, it looks the game run very well, even though it isn't the most graphically intensive game. Great art direction makes a huge different here - another area which reminds me more of Japanese games than western games. I'm honestly really surprised that this is a completely western game, and it could be a pretty big hit in Japan if S-E markets it right. If GTA and MW can get a good following in Japan, this can definitely do even better.
Pretty hyped for this title now!![]()