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#26
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I'm fine with any form of transportation that makes sense in the story. But a vehicle section in the gameplay... that's not Deus Ex.
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#27
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I don't know... hell, if they let me pilot a rocket... the rule of cool starts to apply there for me. Take that Call of Duty, in Deus Ex, you fly rockets!
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#28
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Quote:
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#29
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If he picks Mcdonalds i'm not buying the game.
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The sky above the port was the color of television, tuned to a dead channel, only slightly more gold. |
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#30
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If he picks Mcdonalds then...
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Play games for the story
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#31
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I'm partial to vehicles, whether it's Deux Ex or not. My biggest gripe with them is that they rarely work well in single player games. If they are an inherent part of the gameplay, they become tedious over time. If they are sporadic or a one-time thing, they simply look out of place.
As much fun as I've had with GTA, ever since it became a 3d game driving soon became my least favourite part. It's especially true with Mafia, where driving became a chore. It seemed as if I was constantly travelling great distances for the sake of it, showcasing cars and the large city they had built. It's rather interesting that the best missions in the original were those that required little to no driving, such as the outskirts, the restaurant or the bank robbery. At the other end of the spectrum you have some James Bond games, where the driving was just added on for the * of it, and just didn't fit.I think my favourite single player vehicle implentation would be No One Lives Forever. It was fun, exciting, fresh, and made sense in the context of the game. It was only sporadic, never repetitive, and the "driving" levels were especially well designed for it, at the time anyway. Who didn't like the snowmobile and the motorbike levels?
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![]() Part-Time Nomad |
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#32
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Definetly. Vehicles shouldn't be ham-fisted in. It worked in No one lives for Ever. If felt right in the Half Life games.
Then you got Fear 2 where you're suddenly romping around in a Mech for no apparent reason. Speaking of mechs. I saw a trailer for a new Mechwarrior game the other day! Heavens be praised!!! Gnna stomp y'all in my Ragnorok!
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Play games for the story
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#33
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There are only a few games I can think of where I truly enjoyed the vehicle portions, and all of those games start with "Half-Life".
![]() Well, Crysis did an amazing thing with vehicles as well. I hated the VTOL, but all the trucks, Humvees and boats were great to have scattered about at your continence. It really added to the gameplay and opened it up for experimentation and replay. And Crysis Wars is simply outstanding, and a good part of that is due to all the vehicles as well.
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#34
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I prefered NOLF to Half Life, because Half Life's vehicles had juuuuuuuuuuuust too much of a railroad feel to them. They were certainly exciting, and often natural, but there was a little something that bugged me about the restricted path they offered. What I remember of them anyway.
Of course NOLF had a definite trajectory they wanted you to follow, a point to reach, with some srcipted events along the way, but they also offered a natural freedom. Exiting the log cabin, you could pretty much take the snowmobile for a night-time spin in the wonderful powder roads with no true direction in mind, just for shits and giggles, with a big grin on your face. They had a tiny bit of a more natural feel to them, even though they were scripted. The difference is very slim though, I will greatly admit. Call it a personal preference. I also have a very big bias towards snowmobile night-time driving, especially in the forest, which comes from being a son of the Great White North
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![]() Part-Time Nomad |
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#35
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Oh, there's no way to argue it, the Half-Life series is a stringently railed experience. But what they do on those rails is simply phenomenal.
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#36
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Quote:
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YOU CAN'T BEAT ME |
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#37
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Lara Croft has never been a disappointment on a motorcycle.
Like others have said, if vehicle-driving fits with the action it could be an awesome experience in a DX game. I just have a hard time seeing how DX type gameplay would ever allow for it. We know that levels in HR are probably more mission like, and therefore segmented into entry and finale parts, and a vehicle-driving section would be a great segue between the two. But then that's not very DXish, now is it? |
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#38
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I generally don't like how the vehicle sequences in most single-player first person shooters are combined with combat. Generally they are a good way to provide a different perspective of the game world in a short space of time, but I find it a pain to have to keep getting out to waste bad guys or to enter into lame scripted chase sequences where it is nearly impossible to die. It was fun in Tomb Raider 2 and in NOLF when the concept was fairly new, but in more modern games I usually find these sequences very predictable and less polished than the core gameplay.
I quite liked the vehicle sequences in Crysis, however. It was good to be able to explore a bay on water and on land, even if you eventually had to kill everyone at every checkpoint anyway. |
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#39
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They went on just a tad too long in HL2 for my taste. With both the airboat and the car I got to a point where I thought: "Just get it over with. I'm not doing anything new and I've been driving for quite a while now. Let me get out and start shooting combine again."
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Rule 30: A little trust goes a long way. The less you use, the further you'll go. |
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#40
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Quote:
And it's wonderfully exhilarating!
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#41
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Summary of questions updated.
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#42
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From me: "Which do you feel is more important: fulfilling your artistic vision (which is to say making the best game possible), or making the venture a commercial success? Linking in with that point, if commercial success was less of an imperative, would you have made fewer overtures to a newer (notably console) audience?"
If I'm allowed more than one question, then please count these. If not, just the one above: "Do you agree with Jean-Francois Dugas' assessment of Deus Ex as being "kinda slow"? You don't have to answer that, but do you think 'slow' games are a bad thing?" "Would you say Deus Ex 3 still belongs in the 'immersive simulation' genre, or would you re-categorise the rebooted franchise?" Thanks.
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#43
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^
Thank you and added. |
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#44
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I know how he'll want to answer your first question there, POM. The same bit was brought up during my visit last month.
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#45
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I don't see my question* among all the others, could you update mine too, please?:
How and how much, for developers, is the the Vision of Adam's apartment changed from its first draft together with its level of importance in the game, and how and how much is it more special and unique than the rest of the places you can visit in DX:HR, and what is its primary function? Thanks.
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Try to imagine what I'm thinking.
Last edited by Esnuk; 11-26-2010 at 04:08 PM. |
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#46
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Apologies for omitting your question. Added now.
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#47
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I wanna know his opinion on this announced 'dlc/pre-order' massacre.
I wanna hear him defend it, to try to tell me it's a good thing. Might be the most dificult question in the podcast...
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Play games for the story
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#48
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If he confirms they're in the game or we'll get em later as a free update it won't be a problem.
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#49
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Hopefully, we'll get our answers soon.
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#50
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I liked the vehicles in Farcry - hang gliding was uber cool...
Can you ask if there are any plans to have hangliders or have Adam drop from a plane and float down into the city on a parachute at nightime? That would also be wicked cool. Thanks MI |
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