Always loved the eternal darkness sanity meter but have yet to find another game with a similar function. I don't think i will ever forget the time it told me my memory card was corrupt
it is an HD issue. It displays absolutely fine in HD but is completely illegible in SD. Banjo Kazooie Nuts and Bolts had the same problem.Caligulove said:An ability to change the font in games with lots of text.
We're lookin at you- Mass Effect 2. Even if you claim its an HD issue
I'm sorry sir, but Baldurs Gate 1 and 2 were RPG games. In quite a few modern RPG's (such as the likes of Dragon age: Origins, Mass Effect 1 & 2, Neverwinter nights 2) utilise the ability to pause and issue commands.Jordi said:Baldur's Gate 2 pretty much ruined the RTS genre for me for a short while because I got used to being able to pause the game and then give different units commands that they would execute when I unpaused. I really like that pause-and-issue-commands feature. Also, it would be nice if the games that do implement it would also implement proper cueing of commands.
Actually Saints Row 2 did it before TBoGT and Saints Row 1 may have.LordCuthberton said:T-Bone24 said:So, I was playing Red Dead Redemption, which is great y'all, and I realised that finally there exists an open world game that lets you replay missions. Why did it take this long to implement?![]()
The Ballad of Gay Tony did it first.
OT: Stealth. In a stealth game.
I'm looking at you overly suspicious Hitman guards!
The system still seems rare especially since most if not all of the games you listed are Bioware games. Also I think he just meant that he got so used to being able to do that in BG that it was hard to readjust to normal RTS gameplay.DSK- said:I'm sorry sir, but Baldurs Gate 1 and 2 were RPG games. In quite a few modern RPG's (such as the likes of Dragon age: Origins, Mass Effect 1 & 2, Neverwinter nights 2) utilise the ability to pause and issue commands.Jordi said:Baldur's Gate 2 pretty much ruined the RTS genre for me for a short while because I got used to being able to pause the game and then give different units commands that they would execute when I unpaused. I really like that pause-and-issue-commands feature. Also, it would be nice if the games that do implement it would also implement proper cueing of commands.
I apologise if this sounds condescending - and - if you were joking, I apologise also![]()
well i ask, is why not do both? is it not even more interesting and cause for replayability to implement both into the game? they could do massive amounts of side quest openers with how your good evil line is based on what factions you join and who is your allies/foes. there is a much wider ranger of possiblities and potential i think with a bit of both systems.TheDoctor455 said:Umm... there are other open world games that let you do that... Prototype for one...
As for what I wish was used more often... I wish developers would use the "factions" system more than the bullshit "good-evil morality bar".
As long as you can go into the seal mating grounds and slaughter the juveniles, I shall be overjoyed.Omikron009 said:http://www.acc.umu.se/~asker/Lemon Of Life said:Killing baby seals. I played the Overlord 2 demo, and to this day cannot understand why this feature isn't more popular. I say, kill the little shits!
If you're serious, and I hope you are, this game is pretty great.
The only one I can think of there is Left 4 Dead, and maybe Gears of War and other games with similar modes like horde.Shru1kan said:Making teamwork essential to victory in multiplayer.
I know. I know that BG2 wasn't the first or last game to do this, although if memory serves me correctly a lot of the other games you mention don't implement the cueing of commands very well. I know that these games are RPGs, but I think this system would work really well for RTS games (and possibly other genres as well). I know "RT" stands for "real time", so for some people the proposed system would maybe break their game experience, but I would like it. Note that this is also not exactly the same as turn-based games.DSK- said:I'm sorry sir, but Baldurs Gate 1 and 2 were RPG games. In quite a few modern RPG's (such as the likes of Dragon age: Origins, Mass Effect 1 & 2, Neverwinter nights 2) utilise the ability to pause and issue commands.Jordi said:Baldur's Gate 2 pretty much ruined the RTS genre for me for a short while because I got used to being able to pause the game and then give different units commands that they would execute when I unpaused. I really like that pause-and-issue-commands feature. Also, it would be nice if the games that do implement it would also implement proper cueing of commands.
I apologise if this sounds condescending - and - if you were joking, I apologise also![]()
In my defence, I got there first. The other guys were the jerks.LordCuthberton said:hazabaza1 said:![]()
Saints Row 2 did it before that!omegaminus said:No, Saints Row 2 did it earlier. I don't know if it was first, though.Alright, okay, I was wrong!skystryke said:Actually Saints Row 2 did it before TBoGT and Saints Row 1 may have.
Spare me?
Quite a few games let you do this,The Metroidvanias Persona 3/4,Tales of Vesperia(Among other Tales game)Aylaine said:New Game +. So you beat the game, now do it in a totally awesome way! Cram that first boss with the ultimate magic!
Pfft. Punching a grizzly bear in the face is something I do on my way to the letterbox, these kids should man up!happy_turtle said:I miss the days of "Game Over" meaning something, nowadays you can so easily just reload from 2 minutes before, or "hit x to retry from checkpoint". How are kids meant to learn that punching a grizzly bear in the face is a bad idea, if there's no consequences from their actions.
The reason why good/evil meters are bullshit is because real moral choices don't have clear right answers, and quantifying how good or evil a particular decision is takes away any ambiguity from these decisions. Really... I wouldn't mind so much if the meter were there, but only if it were running as a hidden process. NEVER show me how good or evil I am, but instead, show me how good or evil other NPCs think I am, and make sure there is enough variety among NPCs to ensure that no one NPC group (or better yet, any one NPC) will have quite the same opinion of me no matter what actions I take. Moral choices in games cease to be interesting when I can easily tell which one is good and which one is evil, and more importantly, which one will nab me the most in-game benefits. That I think, is the beauty of Alpha Protocol's Perk system. In addition to being given some nice bonuses for doing well in a particular play style (stealth vs. run-n-gun for example), you are also awarded different perks depending on how you treat different NPCs. I.E. you are awarded differently depending on how you treat each NPC.gmaverick019 said:well i ask, is why not do both? is it not even more interesting and cause for replayability to implement both into the game? they could do massive amounts of side quest openers with how your good evil line is based on what factions you join and who is your allies/foes. there is a much wider ranger of possiblities and potential i think with a bit of both systems.TheDoctor455 said:Umm... there are other open world games that let you do that... Prototype for one...
As for what I wish was used more often... I wish developers would use the "factions" system more than the bullshit "good-evil morality bar".
OT: i miss, FUCKING DEARLY, co op campaign or splitscreen for co op/online, thats seriously one of the major advantages of console and they dont fucking utilize it at all anymore, there are few games that do it and i cherish those games to death.