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S0lidSnake

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#1 S0lidSnake
Member since 2002 • 29001 Posts

New news, new thread Carnage. :P This is big because it's the director of Drive Club. The original Sony PR had tried to downplay the effect these layoffs would have on Drive Club yet failed to mention that the mother fucking director of the game had left the company a few days ago.

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S0lidSnake

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#2 S0lidSnake
Member since 2002 • 29001 Posts

I dont trust Facebook to do this thing the right way. The focus will definitely shift from games to other pointless mainstream apps. Cant believe Carmack sold out, but tbh for $2 billion I would have too.

Mark Zuckerberg's announcement: (Gamespot wont let me copy paste)

https://www.facebook.com/zuck/posts/10101319050523971?stream_ref=1

What do you guys think? Good news? Bad news? Non news?

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#3 S0lidSnake
Member since 2002 • 29001 Posts

Sony also laid off a bunch of employees at Evolution, Guerrilla Cambridge and Sony London Studios today.

I have no doubt that this studio will get dissolved after Drive Club launches, but this doesn't bode too well for the game. Sony is quickly turning into Microsoft with a lot of studio closings, and lead directors leaving the studio in the middle of development.

DriveClub game director leaves Evolution Studios #1

DriveClub's game director Col Rodgers has left Evolution Studios, VideoGamer.com can reveal.

Rodgers left the studio in February to form indie startup Big Red Switch Games, a development studio that he says is working on "some cool game concepts".

Rodgers also confirmed to VideoGamer that his departure is not connected to today's wave of layoffs, which saw redundancies at Evolution, Guerrilla Cambridge and Sony London Studios.

However, with Rodgers out it isn't yet clear who will be leading development on Evolution's delayed PS4 racer in his place.

Last month it was revealed that Sony had previously taken DriveClub "back to the drawing board", although the game is still technically due to launch in early 2014.

For those keeping count, that's Fammito Ueda of Team Ico, Amy Henning from Naughty Dog, Stig Asmussen of Sony Santa Monica (director of GoW3 and the unannounced cancelled project) and now this guy. Late last gen they ended up closing Zipper, BigBig Studios, Liverpool studios and ended their relationships with the makers of Twisted Metal, PS All Stars and Starhawk. All there of those studios are now either closed or working on mobile games.

So where does this leave Sony? We have only one new game from them coming out this year. The Order 1886. And that's it. Uncharted 4 is likely in development hell or we would've seen some footage from the game already considering the fact that it;'s been in development for over 3 years. So what's next? What is releasing from now till the start of the holiday season? Destiny and Watch Dogs?

Good thing I have a Wii U. Not that nintendo hasn't fucked this up as well, but I expected better from Sony considering it has more studios than MS and nintendo combined.

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#4  Edited By S0lidSnake
Member since 2002 • 29001 Posts
@CarnageHeart said:

I mostly agree with Solid, though I disagree about setpieces. Setpieces are fine and good, but what I really hate in many free roaming games are the serious, nonsensical restrictions placed upon that freedom. One minute you are freely wandering a whole city using a range of abilities, the next one is told 'Stay on this line, if you leave the line the mission is a failure'. Infamous's combat missions tended to avoid that pitfall.

The spoiler tagged section of the post contain serious spoilers for powers and missions.

I was mostly talking about the setpieces like the ones we saw in the first game. When you chase the helicopter across three islands riding on electric wires. When John takes you on a helicopter ride across the city while you fought up dozens of enemies. The bus setpiece battle. The prison setpiece battle. Climbing the Prison. Climbing the Junk Tower. Fighting in that ridiculously well designed shanty town. There was only one such setpiece here and that was the final level.

Delsin is a lot more likeable in the Good story. I just started playing the Evil story and he's a total jackass to Betty lol. I am curious to see how that affects his relationship with his brother.

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S0lidSnake

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#5 S0lidSnake
Member since 2002 • 29001 Posts

@Pedro said:

@Ish_basic said:

@Pedro: That is not true, Every time he drains someone powers, both parties are temporarily disabled.

Except the in first fight, DUP agents are constantly joining the battle and Delsin has no back-up. Further, he knows that even if he drains the power, he's got no way of using it with no cores around. So even if the DUP ran out of grunts, Augustine would just kill him when she woke up. Draining her power there would be suicide. In the second fight he's got back-up and someone to bring him cores.

The power drain is not consistent and the logic is flawed. You can try to justify why he could not but, that falls apart according to the game's own inconsistency. When he drained her power in the end they both were messed up for a while. They then begin to fight and we all know that he realistically had no chance in hell against her but that would not make for a appealing story and like in most games and movies the bad guy is too stupid to actually kill the hero even when all of the odds are against them. In the previous battle they were in an open space where he could easily escape if he wanted to. In fact the game fails if you try to leave in the first battle. So he definitely could have if he wanted to. Also lets be real, independent of the story she had so many opportunities to kill him and she didn't and according to the whack story logic she does not kill conduits and never had. Now with regards to power draining the following transpired. His first power smoke, he immediately was able to smoke dash, there was no learning or acquiring of knowledge for that. He also was able to have a smoke melee attack without cores. For neon he got both the dash and the projectile attack without the need for a power core. For video, he was powerless and needed power cores for all of his abilities. The same occurred with concrete. All of this was just convenient for the storytelling because there is no consistency with the logic behind draining of power.

Why are you so consumed with chasing logic in a video game story? A super hero story at that.

But I will indulge you. In the first fight, he is on an island remember? He has no means to escape if he switches powers. If he goes into water, she can simply do what she did to his brother. While I agree with you that we should've been given her power during the first fight, I dont quite agree that he could've easily escaped.

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#6 S0lidSnake
Member since 2002 • 29001 Posts

Wow what an awesome final level. The final boss fight has to be the most visually striking levels ever created. The game needed more of these levels tbh. Setpieces are the heart of this franchise and this game had very few. Still, the final level was long and pretty damn awesome so I finished the game with a positive impression. Good stuff. Definitely the best game on the PS4, but could've been a lot better. I loved how you got the final power but it's pretty useless if you had already finished all the side activities.

It's funny, Assassin's Creed IV has dreadful combat and main story missions, but the overall world is full of stuff to do that is much more interesting than the story missions. INfamous Second Son has godly combat and decent story missions, but the world doesn't have many interesting things to do. Black Flag's naval combat is a side game within itself and then you have all these islands to explore and stealth segments to complete. Hell, the assassin missions in ACIV were a lot more interesting than the Secret Agent missions here.

The Borgia Towers, the warehouses in Black Flag and Secret Tombs are perfect examples of side missions in open world games that allow devs to expand on the core gameplay and give the game more meaningful content. Collecting audio files like an idiot, spray painting stuff like an asshole and finding hidden cameras over and over again has absolutely nothing to do with core gameplay of Infamous. They could've easily designed side missions that tested each of the four abilities. The time trials in the first two infamous games were a lot of fun. You have four different ways to traverse here. Go crazy! Look at the Mirror's Edge Time trials. Design some awesome time trials with the different powers.

Create missions where you have to tackle enemies with certain powers. Just use some imagination. I get it, they didn't have a lot of time, but what they have here is simply not good enough and they should've known that.

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S0lidSnake

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#7 S0lidSnake
Member since 2002 • 29001 Posts

I didn't think the climbing was a problem at all. The traversal is a breeze in this game. All powers make it super easy for you to the top of the buildings in seconds. It's more of an annoyance in the beginning when you just have the smoke power and have to find the vents that will take you upto the roof in a second. Once you are on the roof, you should use the glide and the double dash to go from building to building.

The main problem is the lack of content in this game. All four side missions are copied and paste over and over again like 20 times. There is some variety in SP missions towards the end, but the main story is probably only 4-5 hours long. Huge drop from the packed 8-10 hour campaigns of the first two games.

I really hope they have some kind of free DLC planned that expands on the story... not the Paper Trail stuff already announced. I want something substantial.

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#8  Edited By S0lidSnake
Member since 2002 • 29001 Posts

Balls. The game is too short.

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#9 S0lidSnake
Member since 2002 • 29001 Posts

@contracts420 said:

Finished the game, surprised to see it only has about 25 missions or something like that. Was a great experience and I cannot wait to jump back in and continue taking over territory and upgrading my powers. It's addicting as hell unlocking all of the powers in this game and everything is introduced at such a steady rate that you just want to push further to see what is right around the corner. Back to it. Keep the impressions coming guys, looking forward to reading more.

I have a question. I want to know where I am at in the story.

Ok, so I just let Hank live and now Augustine is making announcements on the speakers and I am supposed to go to her tower. Am I at the end here? Or do i have a few missions left still?

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#10  Edited By S0lidSnake
Member since 2002 • 29001 Posts

@c_rakestraw said:
@Randolph said:

The neon powers are, quite literally, a game changer. This game is crack, I've been playing constantly yesterday and today, (was off two days in a row after slogging through nine straight) and have been having a blast. My only real complaint is when trying to traverse the environment in a way that is not super powered and fast, the actual climbing and traversal controls feel a bit loose and inaccurate. Like when trying to get to one of the blast shards atop a narrow area so I can drain it.

Exact opposite problem Assassin's Creed 4 has. In that game environmental traversal is great when moving slow/medium speed or climbing. When you move fast it falls apart. Here it's much better to be going as fast as possible at all times and avoid any climbing if you can.

The traversal feels a bit clumsier than in past Infamous games. Though I don't know how much of that is simply due to being used to having so many faster ways of scaling buildings between ventilation shafts and the neon dash.

They have gotten rid of the ledge drop functionality that used to be assigned to the circle button. That's why you guys are having issues with precise movements required to collect some blast shards.

I personally didn't have a problem with it because with the smoke powers I simply used the vents that took me all the way to the top. And then just used the Neon running power to climb up. Wont spoil the third power but suffice to say the lack of a dedicated drop button doesn't hurt with the third power either. The game has some of the most satisfying traversal ever.

It sucks that there is no day night cycle in this game because i would love to play in the night a bit more. I just got to the point in the story where it turns night again but i am pretty close to the end already. I just want to spend hours just running through the streets looking at the lighting. it is so pretty.