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Heavy Rain

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Gemmwah:

--- Quote from: 20 jazz funk greats on 09 Mar 2010, 13:44 ---i was gonna apply  for  class of  2010 but missed the deadline, busy with actual software development.
not necessarily video games.  :wink:

also, this particular girl is becoming more of a friend than an aquaintance, but in a slow, natural way.
her snes collection is massive. and her application essay was quite impressive.  
i dunno which cadettes you're referring to, gemma, but the one i am talking bout is not a full time student at pms.
(or is it pmt in your crazy brit slang?)

--- End quote ---

I'm just saying, I think it's a bit messed up that out of 12 slots, 1/3 of those went to PMS girls. The fact that most girls from PMS and dudes from H2O are as annoying as shit is neither here nor there. I think actually, the only girl that I'm pleased about making it is Lirael/kaitlyn.

Also it's Gemm, not Gemma. :)

KvP:
Gemmwah.

tricia kidd:
i played this last night at a friend's house and didn't even get to the "exciting" parts and it was still the most amazing gaming experience i've ever had.

it's scary how totally immersive it is.  and people who say that it doesn't condescend with a false pretense of "control" that other games offer are spot-on.

i hope more games like this get made, and sell well, because a game like this with a bigger budget which allowed you more freedom of exploration/interaction with the world/characters would be godly.

Storm Rider:
Heavy Rain already had a pretty big budget, and wouldn't giving you more freedom of exploration and interaction completely miss the point of what this game is about? I don't understand how you can say having control is a condescension and then immediately ask for more freedom in the sequel.

tricia kidd:
i just meant bigger budget for, say, voice actors so you could have more conversations and, at some points, explore the environment a bit more.  basically i just meant it would be amazing if you could just randomly go off exploring or doing pointless things.  i'm not saying that should replace this specific game's goal, which is showing you a very specific story, but i think a game could be made that has more freedom but retains the virtues of this one.

it's hard to be specific since, as i said, i didn't get very far into the game at all, but i'm imagining something like a GTA open-world in terms of size, but this game's attention to detail wrt realism and plot.  for example, instead of a chapter starting you off in the place you need to explore, make you do the work to find out where you should even be going at all, or why.

but not with planescape-scale walls of text (or voice, in this case) because i seriously hate the gameplay design of "just go talk to everyone and listen to their incredibly long stories on the off chance it will be useful).  it would be great to have a game where trying to talk to complete strangers resulted in "do i know you?" rather than "hello there, let me tell you A STORY and by the way, could you find MY ITEM for me?"

edit: oh and my point about condescending pretense of control was echoing what others have said, which is that you have more control in this game than in, say, Super Mario Brothers because the only thing you can really do in most games is make it to the next level or fail.  being able to "fail" yet still have the game continue, and adapt to your failure, is much more control than games typically give you.

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