Is a rushed game given it a pass when it comes to criticism?
One could use many "colorful" adjectives to describe Shadowfall look - but gorgeous(or really anything positive) isn't one of them. That said - while gameplay is not without issues - the core mechanics of somewhat open-levels was a lot more interesting than any recent high-budget shooter IMO.benjammin said:It's Killzone, expect gorgeous graphics with very mediocre gameplay
There are too many shooters to play boring shooters. .
Shadow Fall is your typical Killzone game. Second rate to all other FPS's out on the market.
What a weird post. I don't know if you're passive-agressive, or sort of ironic. Or both.
The SP was just dull. It was just sort of there. And I know they gave the illusion of openendedness but it was really still pretty scripted which is something i've grown tired of especially in FPS. No more set pieces and linear dot connecting please. I hate games where they give you new weapons and features and then only allow you to use them in very linear, scripted, very specific places. This was the case with a lot of the owl abilities and the hacker/spider bits. If you aren't going to give me freedom to use those abilities then just make those parts QTEs or something. I mean, it's competent enough, it's just dull and feels like it goes through the motions.
Also, for a fairly linear game, needing to use a map marker all the time is a sign of bad level design to me. I shouldn't have to have the game give me a big orange arrow to tell me where to go and in most well designed games you don't have to.
The SP was just dull. It was just sort of there. And I know they gave the illusion of openendedness but it was really still pretty scripted which is something i've grown tired of especially in FPS. No more set pieces and linear dot connecting please. I hate games where they give you new weapons and features and then only allow you to use them in very linear, scripted, very specific places. This was the case with a lot of the owl abilities and the hacker/spider bits. If you aren't going to give me freedom to use those abilities then just make those parts QTEs or something. I mean, it's competent enough, it's just dull and feels like it goes through the motions.
Also, for a fairly linear game, needing to use a map marker all the time is a sign of bad level design to me. I shouldn't have to have the game give me a big orange arrow to tell me where to go and in most well designed games you don't have to.
Erm, no. The worst 'stealth' bullshit imaginable. And the scripted AI was awful in that section. Just an all-round terrible game, but an average launch title.It's really horrible.
The last ten minutes are incredible though. A whole game of that would be the best FPS ever.
Did you feel the Bioshock games had bad level design?
Normi said:And yet you still get lost,thus frustrated LOL! Why should you need to know where to go? Games are to simple these days and take almost zero thought in level design.
No but Bioshock had a much more open ended gameplay model. A lot more of an open world than Killzone. The difference with a game like Bioshock is that there is a lot of different places to go most of the game. Killzone is pretty much a straight track. You might get small little deviations from the rails but for the most part you are going A to B.
Because it's a linear game. You don't get lost because there is so much to see and do, or because there are 10 different paths to take and beat a level or complete a task. I'm all for that kind of gameplay. You get lost because the levels weren't well designed most of the time, or because the graphics and modeling don't make it clear if you can get through that little opening or if that is just there for looks.
No but Bioshock had a much more open ended gameplay model. A lot more of an open world than Killzone. The difference with a game like Bioshock is that there is a lot of different places to go most of the game. Killzone is pretty much a straight track. You might get small little deviations from the rails but for the most part you are going A to B.
Because it's a linear game. You don't get lost because there is so much to see and do, or because there are 10 different paths to take and beat a level or complete a task. You get lost because the levels weren't well designed most of the time, or because the graphics and modeling don't make it clear if you can get through that little opening or if that is just there for looks.
That's the same excuse really. Just whining because a clear path is not shown for you. Walk around for a bit and figure it out.
It didn't work with the blue arrows on the floor in Perfect Dark Zero, either.To be honest, I didn't have to use the little target thing that often either, I just don't think that's a proper solution to the problem of "hey people might get lost in our incredibly linear game".
If the game is truly open world, and there is a benefit to exploring, that's fine. But KZ is not. No matter how hard they try to fake it. To be honest, I didn't have to use the little target thing that often either, I just don't think that's a proper solution to the problem of "hey people might get lost in our incredibly linear game".
If the game is truly open world, and there is a benefit to exploring, that's fine. But KZ is not. No matter how hard they try to fake it. To be honest, I didn't have to use the little target thing that often either, I just don't think that's a proper solution to the problem of "hey people might get lost in our incredibly linear game".
Best advice imho. Almost everything I gave Shadowfall credit for trying in the campaign were things that were actually pulled off well and then some in Wolfenstein. Its the real deal.Drop this and go play Wolfenstein TNO
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Medal of Honor: Warfighter is still the worst AAA game I've ever played.
Easily. It was just as bad as 3 (even if they got rid of the QTEs), which was also one of the worst FPS I've ever played.
Medal of Honor: Warfighter, Battlefield 3, and Battlefield 4 are the Trifecta of Fuck Awful Military FPS Shit.
So true. Any other genre and a game like this might be tolerable. But with games like Wolfy, or its little cuz Mercenaries why bother with a game that feels like work.
On a side note I got this as my only launch game, and took 2 days off work to play it. I ended up cleaning my apartment and only getting about halfway through the game. Every time I played I thought- hmmm I wonder if the bathroom needs more cleaning.
The SP was just dull. It was just sort of there. And I know they gave the illusion of openendedness but it was really still pretty scripted which is something i've grown tired of especially in FPS. No more set pieces and linear dot connecting please. I hate games where they give you new weapons and features and then only allow you to use them in very linear, scripted, very specific places. This was the case with a lot of the owl abilities and the hacker/spider bits. If you aren't going to give me freedom to use those abilities then just make those parts QTEs or something. I mean, it's competent enough, it's just dull and feels like it goes through the motions.
Also, for a fairly linear game, needing to use a map marker all the time is a sign of bad level design to me. I shouldn't have to have the game give me a big orange arrow to tell me where to go and in most well designed games you don't have to.
My main issue with Shadow Fall is that nothing really stood out to me or was noteworthy besides the visual presentation. Everything about the experience was just rather humdrum or needlessly frustrating, from the various non-shooting elements of the game (space platforming, free fall section before the patch, dealing with fuel rods, etc.) to the way enemies just overwhelm you and pop out of nowhere in the later half (those darn explosive robots).
I feel like the game could have been so much better with some tweaks to the mission design, as the core shooting is still satisfying to me. Killzone 2 still stands as the highlight of the series for me.
So when you guys are talking about the freefall section pre-patch, did they just remove it entirely or not?
I'm not going to subject myself to any more of the game, so I'm curious.
It's just dull. Really, really boring. Surely a cardinal sin for any game.I got to that section yesterday oddly enough (im actually trying to finish the game). It sucked. Just a lot of trial and error + bad controls. It's very short though.
The game isn't horrible, it's just sort of mediocre. It's got competent enough controls most of the time, the shooting is good (i actually like the MP and play it every once in a while) there just isn't anything remarkable about it. Nothing memorable. No hook that tells you "Oh this is what KZ does well that sets it apart!" It's just got that "forgettable launch title" syndrome.
It's just dull. Really, really boring. Surely a cardinal sin for any game.
Every time I try to pick it up again, after about 20 minutes I'm just like "ugh, I'd rather be doing just about anything right now."
It's joyless.
It's just dull. Really, really boring. Surely a cardinal sin for any game.
Every time I try to pick it up again, after about 20 minutes I'm just like "ugh, I'd rather be doing just about anything right now."
It's joyless.
Gaf's most used word in recent years?Three thoughts:
1. Single player was pure garbage, one of the very worst games I've played in the last 10 years without doubt
2. BF4 single player wasn't great, but it was streets ahead of this shit
3. Multiplayer kind of saved the package for me, I really enjoyed it.
You're a braver man than I to play those games to completion. Actually, I did play BF 3's SP to completion. I just remember a rat. Forgot how it ended though.
Seriously? OK:Please, make a list of three games that you think are awesome and three games that you think are dull.
Thanks!
My main issue with Shadow Fall is that nothing really stood out to me or was noteworthy besides the visual presentation. Everything about the experience was just rather humdrum or needlessly frustrating, from the various non-shooting elements of the game (space platforming, free fall section before the patch, dealing with fuel rods, etc.) to the way enemies just overwhelm you and pop out of nowhere in the later half (those darn explosive robots).
I feel like the game could have been so much better with some tweaks to the mission design, as the core shooting is still satisfying to me. Killzone 2 still stands as the highlight of the series for me.