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Too Human Meets Mediocre Reviews

Earlier this week, the long anticipated action-adventure game, Too Human, was finally released for the Xbox 360. After being in various stages of development for about a decade, the game made its US debut to overall lackluster marks. Gamespot weighed in with a 5.5/10, while IGN gave it a slightly more favorable 7.8. Developer Denis Dyack from Silicon Knights defended the game, saying players didn't yet "get it," and that it was "so innovative that we have put some people off." The game's reception in Japan has been similar.

195 comments

  1. Some dev's are clueless... by blahplusplus · · Score: 5, Interesting

    Just because you have the skills to develop a game, does not mean you know how to develop a gaming experience.

    There are developers that know how to develop entertaining gaming experience, and their are dev's that just know how to make games without a decent ability to judge whether or not what they are developing is exciting, interesting and entertaining and doesn't suck.

    This is a big problem in the industry as far as I'm concerned, there is just too many clueless people (pub's and developers) about how to build entertainment. I think the biggest problem is still the technology. There is so much time and money consuming technical engineering that it overtakes the money and time needed to develop the entertainment aspect. Too much on art and engines, not enough on developing interesting things and connecting them with skill.

    Striking a balance is hard, I agree, but that's the business you're really in: Entertainment. Game developers have to be good at knowing entertainment as well as engineering. It's hard, no doubt... and sometimes you just want to keep trying just doing your own thing (which is also valid) but if you want to do your own thing, you got to go back to small time games and understand what aspects of both the art, and the interaction of the objects, makes the game. Some indie game developers know this, they know what is wrong with the industry.

    1. Re:Some dev's are clueless... by Have+Blue · · Score: 2, Insightful

      What's entertaining is subjective. Even if Too Human had been executed absolutely perfectly in every respect there would still be a lot of people who just don't like games where your objective is mainly to collect a ton of incrementally improving loot, or who'd rather be more strategic than wade into a crowd of monsters and start bashing heads. And there are still going to be a few people for which everything about this game just clicks and they have a blast with it despite the review scores.

      What you're really complaining about is unwillingness to stake the budget of a modern game on a new and unexplored concept instead of the same game that was made last year and proven in the market but with a graphics update, and that's a much realer and more serious problem.

    2. Re:Some dev's are clueless... by blahplusplus · · Score: 1, Interesting

      "What's entertaining is subjective."

      I'd dispute that, I bet if we did statistical studies, evidence would emerge of a consensus of a baseline of what is considered fun vs what is not. Politics ("subjectivity") is now becoming a science in and of itself:

      http://www.linktv.org/video/2142

      I'm sure we'll soon have a science of fun, the studies are not there yet, but I'm certain we'd find statistical consensus of what fun is, and what isn't interesting if we had many decades to do serious research.

    3. Re:Some dev's are clueless... by azuredrake · · Score: 2, Interesting

      Striking a balance is hard, I agree, but that's the business you're really in: Entertainment. Game developers have to be good at knowing entertainment as well as engineering. It's hard, no doubt... and sometimes you just want to keep trying just doing your own thing (which is also valid) but if you want to do your own thing, you got to go back to small time games and understand what aspects of both the art, and the interaction of the objects, makes the game. Some indie game developers know this, they know what is wrong with the industry.

      These are actually different jobs in game development. The Game Designer needs a passing knowledge of something like Maya or Max in order to place objects into the gameworld, but for the most part, Designers are the ones in charge of the skillful creation of entertaining content you outlined above.

      The other positions which play into the technical knowledge vs. fun tug-of-war you mentioned are engineers and producers, for the most part. Engineers are in charge of maintaining and upgrading aspects of the engine used for the game so that the content the designers want can be created. And producers are in charge of delivering the product on-time and on-budget, so they ultimately may be responsible for cutting content the engineers and designers want to put in.

      My real point is just that your tirade is... slightly uninformed. Not totally devoid of merit - it's true that some designers are bad at gauging the "fun" of their systems and are designing just for themselves. But the technical fluency requirements for a game designer are not that high, and thus are almost certainly not the cause of "un-fun" gameplay in any number of crappy games that release every year.

      --
      Quis custodiet ipsos custodes?
    4. Re:Some dev's are clueless... by blahplusplus · · Score: 1

      These are actually different jobs in game development.

      Which is quite irrelevant the whole of a game is all connected in the end, if someone fucks up on the assembly line they can cause the whole thing to collapse, don't believe me? Go read some post mortems at gamasutra.

      The other positions which play into the technical knowledge vs. fun tug-of-war you mentioned are engineers and producers, for the most part.

      This is the whole point though, the tug-of-war, the technology is still a barrier. How many failed or bad games are pushed out or cancelled? A lot.

      My real point is just that your tirade is... slightly uninformed.

      My real point is that, you have no point you just don't understand what I said, and because some of what I said rubbed you the wrong way, you just had to post your response.

      Not totally devoid of merit

      Of course it's not because I know people in the game industry, I know how it works. Claiming "I'm uninformed" on generalizations was your mistake. You misunderstood my post and read in implications that were not there to begin with.

    5. Re:Some dev's are clueless... by azuredrake · · Score: 1

      You don't have to believe me or internalize any of what I said, of course. But your post's central thesis was that

      This is a big problem in the industry as far as I'm concerned, there is just too many clueless people (pub's and developers) about how to build entertainment. I think the biggest problem is still the technology.

      I actually work in game development, and I can assure you that that is not the case across the board. Perhaps it is at Silicon Knights - they had a bit of an engine fiasco with Too Human, after all - but that's not what you said.

      With Civility,
      -Drake

      --
      Quis custodiet ipsos custodes?
    6. Re:Some dev's are clueless... by Sta7ic · · Score: 1

      The whole bit about "entertaining experience" is the key to a lot of games. There are a LOT of Diablo knock offs on the shelves these days, and enough of them are there because they do the classic dungeon crawl in a sufficiently fun way. Compare Fate (or w/e it is) with Crysis, and you'll see that while Crysis has a lot of shiny tech, there was possibly a bit more thought going into the goals and quests in Fate. Fate sells more consistently accordingly.

    7. Re:Some dev's are clueless... by blahplusplus · · Score: 1

      You don't have to believe me or internalize any of what I said, of course. But your post's central thesis was that...

      No my central thesis actually was:

      Just because you have the skills to develop a game, does not mean you know how to develop a gaming experience.

      I actually work in game development,

      Which doesn't mean a thing, what I mean is sure you work in game development (I respect you for that big time btw) but just because you work in game development doesn't mean you know the truth about everything in game development. Why would John Carmack be speaking about new engine technologies to enable artist to naturally do what they do best and abstract the technology away from them partially so they can focus on what they do best, art? It's obvious that there are still many advances to be made to make development pipeline much better then it is today, and I think you can agree with that.

      Truth stands on it's own, regardless of where it comes from, whether or not it comes from a bum in the street, anyone can make accurate observations. Or would you like to deny that?

    8. Re:Some dev's are clueless... by 4D6963 · · Score: 1

      That's because there's really three aspects to making a game. Engineering, art, and design. That last one is overlooked, but that's the global vision that defines what makes the game and ultimately whether the game is good and fun or not depends on the designer and how well his vision has been executed. People just forget too often how essential a designer is, and don't know if they themselves are qualified for the role.

      --
      You just got troll'd!
    9. Re:Some dev's are clueless... by trip1ex · · Score: 1

      No doubt that most games should focus less on technicals and more on entertaining us. What are some of the biggest successes of the last few years? IT's Guitar Hero, Wii and DS. And imagine what these big $20 million budgets on the 360 or PS3 could do if they used lesser tech like last gen graphics engines? You would have alot more variety in art, better loading times, more refined gameplay and many more interesting and new ways to play games. The tradeoff is lesser graphics, but I would take it.

    10. Re:Some dev's are clueless... by TuringTest · · Score: 2, Insightful

      But when we normalize it and build it by consensus, it won't be fun anymore. And we'll have to find a different kind of fun, a new baseline.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    11. Re:Some dev's are clueless... by BoberFett · · Score: 5, Insightful

      Between World of Warcraft and the Diablo series, Blizzard has proven that there are tens of millions of gamers who game SOLELY for the objective of collecting incrementally improving loot.

      If Too Human fails, it means it's just a bad game.

    12. Re:Some dev's are clueless... by Anonymous Coward · · Score: 0

      "But when we normalize it and build it by consensus, it won't be fun anymore. And we'll have to find a different kind of fun, a new baseline."

      Whatever is old is new again, there are only so many concepts (geometrically/mathematically) which share the same base, all games have similar foundations once you get down to it.

    13. Re:Some dev's are clueless... by rtb61 · · Score: 1

      The reason most knock-offs fail, is because people have already experienced that gaming style and flavour, juts changing some of the scenery will not drive people to basically buy the same game. So good game play, a new experience and as it turns out reasonable graphics and sound. Level design often makes or breaks games.

      --
      Chaos - everything, everywhere, everywhen
    14. Re:Some dev's are clueless... by MrResistor · · Score: 1

      I'm sure we'll soon have a science of fun, the studies are not there yet, but I'm certain we'd find statistical consensus of what fun is, and what isn't interesting if we had many decades to do serious research.

      It's called "ludology", and there already is decades of research and tons of papers and books written about it. Jesper Juul's "Half Real" is a good starting point, which largely looks at previous research in the field and relates it specifically to video games.

      I should note that I disagree with him on some points, and some of that is due to the fact that you're just dead wrong about entertainment/fun not being subjective. For example, I find chess and baseball both incredibly dull, and would happily never play either of them if my daughter wasn't totally fascinated by them.

      Yes, I'm sure it's possible to find some "statistical consensus of what fun is", and I'm equally sure it will of similar quality to the consensus being arrived at in politics: barely palatable, but not quite so bad that the voters/market openly revolt.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    15. Re:Some dev's are clueless... by Anonymous Coward · · Score: 0

      Between World of Warcraft and the Diablo series, Blizzard has proven that there are tens of millions of gamers who game SOLELY for the objective of collecting incrementally improving loot.

      Said tens of millions of gamers are perfectly happy playing World of Warcraft and Diablo. Game devs might find merit and progress in focusing their attention in the rest of the world.

    16. Re:Some dev's are clueless... by gd2shoe · · Score: 1

      anyone can make accurate observations. Or would you like to deny that?

      I do. Granted, I'm feeling particularly pedantic right now.

      There are several reasons why not everyone can make accurate observations. I choose to name two of them. (1) Not everyone is in in the right physical or social situation to make an observation. (2) Not everyone has the proper foreknowledge to understand what they are seeing/experiencing.

      Sorry, couldn't help myself.

      --
      I won't join Slashcott. OTOH, If Beta goes live, I just won't be back until it's fixed. Sorry Dice.
    17. Re:Some dev's are clueless... by blahplusplus · · Score: 1

      "I do. Granted, I'm feeling particularly pedantic right now.

      There are several reasons why not everyone can make accurate observations."

      But this is irrelevant to my claim, I was in a position to make such.

    18. Re:Some dev's are clueless... by loutr · · Score: 2, Interesting

      I love WoW, and played more than my share of Diablo (both of them), and I don't think you're being fair by saying that we play "SOLELY" for the loot.

      I'm in a guild with very nice and interesting people, some of whom have become good friends, and I like to play with them just for the sake of messing around. When we down a raid boss for the first time, the thrill of watching the last few % of his life bar go down, hoping that it will get to 0 faster than my mana bar (I'm a healer) is much more enticing than the loot that we will get.

      Of course getting a shiny new piece of gear is rather pleasing, but the real reward is seeing new content, downing new bosses, and enjoying the gameplay. The loot is one of the rewards, not the only one. Else I would still be playing D2 and would'nt be paying my 13 euros per month...

    19. Re:Some dev's are clueless... by Weedlekin · · Score: 2, Interesting

      "Blizzard has proven that there are tens of millions of gamers who game SOLELY for the objective of collecting incrementally improving loot."

      Those games are actually proof of the fact that Blizzard are good at making games which appeal to a wide range of people for all sorts of different reasons. It's the designers who think WOW or Diablo's success are "SOLELY" due to one or two factors that end up producing stuff which only appeals to a sub-set of people who play Blizzard games in a particular way, thereby denying them the massive success that Blizzard's offerings enjoy.

      --
      I'm not going to change your sheets again, Mr. Hastings.
    20. Re:Some dev's are clueless... by Weedlekin · · Score: 1

      "The reason most knock-offs fail, is because people have already experienced that gaming style and flavour, juts changing some of the scenery will not drive people to basically buy the same game."

      If this was the case, it would be impossible to sell add-ons to existing games, most of which do little more than add some extra scenery and rules to the original while maintaining the same (successful, otherwise they wouldn't bother releasing an add-on) game play.

      The real reason most knock-offs fail is due to the fact that the people who write them misidentify what buyers liked about the original, so they produce a game that copies (and in some cases improves on) the wrong things. Note that this isn't something peculiar to computer games, but has also been a factor for companies producing board games, pen-and-paper role playing games, card games, etc.

      --
      I'm not going to change your sheets again, Mr. Hastings.
    21. Re:Some dev's are clueless... by donaldm · · Score: 1

      No doubt that most games should focus less on technicals and more on entertaining us. What are some of the biggest successes of the last few years? IT's Guitar Hero, Wii and DS. And imagine what these big $20 million budgets on the 360 or PS3 could do if they used lesser tech like last gen graphics engines? You would have alot more variety in art, better loading times, more refined gameplay and many more interesting and new ways to play games. The tradeoff is lesser graphics, but I would take it.

      The Wii and DS are respectively a gaming console and hand-held gaming console while "Guitar Hero" is a game. I think the games in no particular order that have been really popular are the Super Mario, Zelda and Metroid franchises. Most games for better or worse that have seen multiple releases such as the games I mentioned previously as well as games like Halo, Call of Duty, Crash Bandicoot, Ratchet and Clank and sports games too numerous to mention have been very successful. By this I mean have done very well for the profit margin of the particular gaming house.

      The problem I see is that there are too many games coming out now that are just "milked" franchises with little if any innovation. To me an example of game innovation in a game franchise is when what was traditionally a 2D side-scrolling and/or platformer game to a full 3D game. The transition for some games IMHO was great for some of course not that good but after awhile we get get to the "same" "same" fare.

      Unfortunately we seem to be seeing too much of the same game just dressed up in different finery as the latest so called "innovative" game. It is not that I dislike all franchises but I think that many gaming houses take the easy approach to game development by pushing out similar games which as far as they are concerned if it earns money with little if any innovation and people still continue to buy then they are happy to do this.

      As for better graphics I still like some of the old NES games but I don't think they would look good on a HDTV since they are better played on a small screen TV or a PC. The gaming houses are starting to target the HDTV market and that means higher resolution and more realistic games. That is the way the market is going and like it or not that is what Nintendo will have to cater for eventually although if you look as the success of the monochrome Gameboy it could be a while.

      As for a HD game (PS3 and Xbox360) costing more than a SD game (PS2, Wii and Gamecube), that's debatable since many game designers use a gaming design tools or applications for the target machine, most graphics designers are not software programmers. The greatest cost for any game is not the actual software but the overall costs associated with initial design through implantation, production and distribution. Once you have a gaming engine such as those used for a FPS game then it very easy to churn out plenty of FPS games and we are seeing plenty of these on the Xbox360 and now the PS3.

      I know many people think that the Wii is easier to program for and games should be cheaper. The problem is that many gaming houses are just pushing out "shovel-ware" with the attitude of "if you could develop for the Gamecube you should be able to develop for the Wii". It is just the motion sensing that makes developing for the Wii painful. Some game work well with this type of control some game don't and IMHO most don't.

      Most new release games I have seen in Australia are at AU$99 for the Wii and from AU$99 to AU$120 fro PS3 and Xbox360 games so Wii game developers are not passing on their so called development saving to the customer. For those interested AU$1 = US$0.86 and compared for what games are worth in the US we get ripped off, it is no wonder that many gamers here are importing games which for the PS3 is no issue (no region protection) although if we import a Wii game then it must be PAL which means the UK and Europe and some Asian countries and import costs can make this non viable.

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    22. Re:Some dev's are clueless... by ProppaT · · Score: 1

      I agree with you; however, Silicon Knights brought us Eternal Darkness. In case you haven't played it, it's one of the most innovative and intriguing survival horror games on the market. It was, by and far, one of the best games for the GameCube. It was very different and was very much one of those "love it or leave it" experiences.

      I've yet to play Too Human, but I'm hoping it's another case of the media collectively latching onto an opinion and sticking to it. Hopefully there's a little bit more to it and turns out being a sleeper if nothing else. There was a lot of hope for this title in the gaming community. Silicon Knights is one of the few companies that I could actually see putting out a game that the masses just don't get.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    23. Re:Some dev's are clueless... by Kymri · · Score: 1

      I must agree here: Eternal Darkness was (until Skies of Arcadia got ported over, and then Tales of Symphonia showed up) the main reason I even kept a GameCube around.

      Yes, Eternal Darkness showed plainly it's roots as a Nintendo 64 game that shifted platforms, but the underlying gameplay conceits and design held up. The story was interesting, the gameplay worked (for me, at least), and above all: it remained fun.

      That said, I played the Too Human demo last night, and all I can say is that even if it isn't the most amazing game I've ever seen, I'm still considering purchasing it.

      The limited taste of gameplay was enjoyable. The game's overall pay is not unfairly compared to Diablo (kill hordes of enemies, gain XP and pseudo-random loot), with an 'innovative' (or just 'different', if you prefer) interface.

      I think where Too Human falls short in reviews is that over the (lengthy!) development cycle, it's been made out to the public like this is going to be ushering in a new era of epic gameplay and story. Gameplay is some old elements and some new ones, but what I saw of the story was a cut above a lot of the crap I've seen out there, but certainly it didn't seem to come across as well as the story (and the storytelling) in Call of Duty 4 or Mass Effect.

      --
      Evolution ceases when stupidity can no longer be fatal.
    24. Re:Some dev's are clueless... by orclevegam · · Score: 1

      As someone who owns too human, and has spent a decent amount of time playing it, I have to say it's a solid game, but not as great as it could have been. The game play is entertaining, and the story is pretty good, even if it is really short (it's got 5 levels total, even if each one is divided into several different sub-sections and does take a hour or so to complete). I think the combat system was done pretty well, and certainly offers a lot of flexibility in terms of play style. Combat also has a very fast paced and, sort of action packed, feel to it, with bullets and bodies flying everywhere.

      Now, for the points that fell short. First, is of course the already mentioned shortness of the game. It's replayable of course, and if you want to reach maximum level you'll definitely need to play through it at least 3 times, but for all that you're still looking at more or less the same 5 levels over and over again. Secondly, and I think this is the biggest problem, is that multiplayer falls short in several places. I was looking forward to this to tide me over till Diablo 3 came out, and hoping for a similar experience to the old Diablo 1/2 LAN games with several people running dungeons together. Instead, I find that it's limited to 2 players when having 4 or 5 shouldn't have been too much of a stretch. The other major failure in multiplayer is the limited class differentiation. Yes there are multiple classes, and yes they have different skills and areas of expertise, but they all feel like the exact same character with very minor differences, the sort of difference that having one set of equipment versus another set might make in another RPG. The healer has a very very minor heal over time ability, the tank class has slightly improved armor, the long range combat specialist has a slight bonus to gun damage, but for all that you can really play any of them exactly like the others. I think that's a shame because it means that instead of creating teamwork in multiplayer you instead feel like a tag team match, where it doesn't matter so much who does what, as that both of you just get in there and kill whatever happens to be closest to you.

      --
      Curiosity was framed, Ignorance killed the cat.
    25. Re:Some dev's are clueless... by rpbird · · Score: 1

      You can see this at work if you play the HL2 mod Synergy. Some maps with broken elements (failure to load textures, doors that don't work, misbehaving bots) are very entertaining, loads of fun, and others, while perfectly constructed, are as boring as dirty socks. Technical expertise does not equal story telling ability. Sorry men, that's just the truth.

    26. Re:Some dev's are clueless... by StikyPad · · Score: 1

      Well that's one theory. Another is that when there's nobody to show off to (or envy), collecting artificial status symbols is a poor motivator. The single biggest motivating factor in MMORPGs is to show off, which is accomplished by obtaining the "best" gear (which is itself, of course, a constantly moving target). Ironically, actually reaching the top at any given time frequently results in a lost subscriber, as it becomes painfully obvious that your Tier X gear is useful for absolutely nothing.. other than waiting for the next Tier or making previous encounters trivially easy.

    27. Re:Some dev's are clueless... by gd2shoe · · Score: 1

      But this is irrelevant to my claim,...

      I never said it was. I merely pointed out that you ended your post on a terrible fallacy.

      --
      I won't join Slashcott. OTOH, If Beta goes live, I just won't be back until it's fixed. Sorry Dice.
    28. Re:Some dev's are clueless... by blahplusplus · · Score: 1

      It's not a fallacy because you were ignoring the context in which I said it. i.e. the hidden subtext was lost on you.

    29. Re:Some dev's are clueless... by Skrapion · · Score: 1

      Something need not be fun to be entertaining. Many would argue that if videogames are to be taken seriously as an art-form, they need not be fun at all. After all, Schindler's List is not a very fun film.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    30. Re:Some dev's are clueless... by gd2shoe · · Score: 1

      You were making a ridiculous universal statement to support your point. A fallacy in a universal statement is still a fallacy, even when there is an otherwise good point being made. And no, the subtext was not lost on me. I just didn't care in light of your bad argument.

      --
      I won't join Slashcott. OTOH, If Beta goes live, I just won't be back until it's fixed. Sorry Dice.
    31. Re:Some dev's are clueless... by blahplusplus · · Score: 1

      "You were making a ridiculous universal statement to support your point. A fallacy in a universal statement is still a fallacy, even when there is an otherwise good point being made. And no, the subtext was not lost on me. I just didn't care in light of your bad argument."

      You were misapplying my statement, taking it out of it's context, again, it is totally lost on you, the subtext that is.

      I.e. reading between the lines.

    32. Re:Some dev's are clueless... by KDR_11k · · Score: 1

      I always use the word "fun" in such a context to describe enjoyment, the positive response towards experiencing something you like experiencing. Whatever the emotion the medium wants to evoke, there's also the part of enjoyment that makes one go "wow, this was a good _____".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    33. Re:Some dev's are clueless... by Weedlekin · · Score: 1

      "Another [theory] is that when there's nobody to show off to (or envy), collecting artificial status symbols is a poor motivator. "

      If this is the case, then please explain why RPGs from the likes of Bioware and Bethesda that incorporate the same basic elements and motivations as an MMORPG in a primarily (or in some cases exclusively) single-player game have been so successful.

      "The single biggest motivating factor in MMORPGs is to show off"

      This is definitely true of dick-waving young males, but the really successful MMORPGs also have _many_ players who are women and older men that have outgrown the desire to engage in pissing contests.

      "actually reaching the top at any given time frequently results in a lost subscriber"

      Reaching the top in non-online games tends to result in people not wanting to play them as much too, and their players aren't expected to pay monthly fees for something they've grown bored with.

      "It becomes painfully obvious that your Tier X gear is useful for absolutely nothing.. other than waiting for the next Tier or making previous encounters trivially easy."

      This has been true of RPGs since the first pen-and-paper rules sets were published, so the fact that it's also true of MMORPGs is unsurprising (to say the least). This did not however mean that everyone who played such RPGs was primarily interested in character progression and loot, hence the rapid adoption of terms such as "power gamer" and "rules lawyer" that were used to describe what were usually socially inadequate young males who self-identified with their characters, and threw hissy-fits when things didn't go their way.

      --
      I'm not going to change your sheets again, Mr. Hastings.
    34. Re:Some dev's are clueless... by StikyPad · · Score: 1

      This is definitely true of dick-waving young males, but the really successful MMORPGs also have _many_ players who are women and older men that have outgrown the desire to engage in pissing contests.

      Are you joking? Women are the biggest show-offs of all; hair, makeup, clothes, shoes, purses, etc. And women are frequently the most vocal "motivators" in top-level guilds. Coincidence?

      If this is the case, then please explain why RPGs from the likes of Bioware and Bethesda that incorporate the same basic elements and motivations as an MMORPG in a primarily (or in some cases exclusively) single-player game have been so successful.

      Well I could speculate, but who knows for sure? My guess is that the RPG has experienced a surge in popularity thanks to WoW making it "ok" for non-geeks to play, and some of the other developers were in the right place at the right time to capitalize on the new celebrity status of RPGs. Although I'd argue that the popularity of the genre is probably waning in favor of more social games (as in face-to-face social) like the Rock Band and Wii type games. I think RPGs in general (and MMORPGs in particular) will suffer the same fate as FPSs, in that innovation will be stifled and people will start feeling that if you've played one, you've played them all. Once you get to that point, your audience is relegated to die-hards and people who've never played anything before (AKA kids).

      Reaching the top in non-online games tends to result in people not wanting to play them as much too, and their players aren't expected to pay monthly fees for something they've grown bored with.

      Couldn't agree more.

    35. Re:Some dev's are clueless... by Weedlekin · · Score: 1

      "Women are the biggest show-offs of all; hair, makeup, clothes, shoes, purses, etc."

      Female competition is however different from the sort young males engage in, hence the fact that grinding and spending real money on virtual weapons is something women don't go in for (although there are of course exceptions).

      "And women are frequently the most vocal "motivators" in top-level guilds."

      That's because, like women throughout history, they know that it's far easier to let some bunch of testosterone-soaked males do all the work for them.

      "My guess is that the RPG has experienced a surge in popularity thanks to WoW making it "ok" for non-geeks to play, and some of the other developers were in the right place at the right time to capitalize on the new celebrity status of RPGs"

      The games I'm talking about appeared years before WOW existed.

      --
      I'm not going to change your sheets again, Mr. Hastings.
  2. Innovative? by RogueyWon · · Score: 4, Interesting

    On the basis of 3 hours or so play, it's a pretty but generally uninspired 3d Diablo clone, at heart. Sure, it mixes Norse mythology with sci-fi, but that's hardly new. Just ask John Romero - I seem to remember him at least partly doing that in Daikatana (although if, like most people, you only played the demo, you won't have seen those bits). It's also really easy, the enemies seem to auto-scale (a la Oblivion), which is a feature that should be consigned to the dustbin of history, and the camera is annoying. Personally, I'd go for a 6 on 10. Maybe a 7 on the basis of the graphics.

    Is this just another case of Derek Smart thinking his IQ is at least twice what it really is?

    1. Re:Innovative? by prestomation · · Score: 2, Interesting

      What don't you like about the enemy autoscaling? I thought Oblivion was nice in how you can more finely define how hard the game is, even while you're playing it.

    2. Re:Innovative? by Feanturi · · Score: 4, Interesting

      What I don't like about the auto-scaling in Oblivion is that the game tends to remain at the same relative difficulty at all times. For an open-ended game where you can access just about anywhere in the world from the beginning of the game, this is no fun. There should be all sorts of places that will get you destroyed until you've been around the block a few times, then you can come back to those areas later and *this time* clear them. That's an accomplishment for you as a player, winning against something that previously kicked your ass. With auto-scaling, this doesn't really happen, you just pick somewhere to go, clear it, go somewhere else, clear that, etc. Don't get me wrong, I loved Oblivion, but various bits of it needed work, and the level scaling thing was one of them.

    3. Re:Innovative? by Nerdfest · · Score: 1

      The problem with autoscaling is that it can tend to people playing number tricks with levels and abilities to make sure they are as powerful as possible before they level up. I just prefer that an area of the map, or a specific mission be of a set difficulty, and you don't try it until you think you're ready. With autoscaling you really don't need to be 'careful' as you play ... the overall difficulty of a mission will be they same if you play it at level 5 or 50.

      Perhaps game devs should consider making it optional, with the non-autoscaling version picking what they consider the best difficulty based on location or something.

    4. Re:Innovative? by MBraynard · · Score: 0, Redundant

      The problem is that it makes the levels you gain and the equipment you obtain meaningless to your success in the game.

    5. Re:Innovative? by RogueyWon · · Score: 1

      Yes, your way forward would be great. One of the first 3rd party mobs for Oblivion removed the autoscaling. Just a pity I bought the 360 version, eh?

    6. Re:Innovative? by Anonymous Coward · · Score: 0

      "Autoscaling" change an RPG from a game where one of the most important goal is to find out what to do, into one where you just do whatever you want, for no particular reasons except because you feel like it. It basically removes any thinking you have to do within the game. It changes a game which is traditionally about trying to succeed into something which is mostly akin to playing with a Barbie doll.

    7. Re:Innovative? by DeathPooky · · Score: 1

      I agree with you, but this isn't as bad as Oblivion, thankfully. Levels only open up new equipment and skills, so you have no reason (or ability) to avoid leveling to try to max your character. You're continually killing things, so you're going to level regardless, and when you level, it's generally a good thing, as you get new skills and can use equipment that had been locked in your inventory.

      In addition, the levels themselves don't mean anything, it's the equipment that matters, so you'd have no reason to be able to pound on weak enemies to raise your levels, as you wouldn't find any good loot.

      I'll admit, it would be enjoyable to be able to blast through the entire game on a lower difficulty level, but I haven't found the autoscaling to be that much of a problem. There's still a general difficulty progression in the types of enemies you see, even if all the same level. I came in expecting, like Oblivion, to hate autoscaling for destroying an otherwise great game, but it hasn't been that at all.

    8. Re:Innovative? by Doctor_Jest · · Score: 3, Insightful

      I'd rather have the ability to flesh out the story rather than be frustrated by a bloody insane enemy in a game that stops me from enjoying the story until I go to a few ruins and grind levels. That takes the fun out of the game _and_ the story. Kudos to Oblivion for having the foresight to realize the story was more important than hacking and slashing your way to higher levels and getting a cramp trying to kill a Liche or something similar.

      That sort of nonsense was why I gave up on Mass Effect. There may have been a great story in there, but awkward controls of the landing rover and VICIOUS enemies early on preventing the story from becoming entertaining. To each his own. Make it a toggle if you must, but getting rid of it means many people who don't spend 12 hours a day in front of a console will miss out on the story and the hard work developers put into the game.

      --
      It's the Stay-Puft Marshmallow Man.
    9. Re:Innovative? by Feanturi · · Score: 1

      I guess you could grind if you were the sort of player that does that. But nobody is forcing you to stay in the same easier area for a whole day killing the same things over and over. But you're allowed to play it that way if you really want to, I'm not going to stop you. What I'm saying about level scaling does not have to force you to "grind". You can keep moving around the world doing things that are more appropriate to the abilities of your character, and part of the fun there is in finding out what those things are.

    10. Re:Innovative? by Henry+V+.009 · · Score: 1

      Come on, Oblivion's story sucked worse than the level scaling.

    11. Re:Innovative? by vadim_t · · Score: 4, Insightful

      Autoscaling has MANY issues.

      Badly tuned autoscaling can result in the game progressing very strangely. You start good and kill enemies with a moderate challenge at the start. But the game believes that is too easy and ramps up the difficulty until you die a couple times, at which point it sets difficulty back to easy. You get a very strange cycle where difficulty progressively rises then abruply falls.

      In games like Oblivion it manifests in a different way: It's hard to judge the player's power. For instance in Morrowind (Oblivion's predecessor) you can make items that will continously heal yourself and by performing certain tricks make yourself absurdly powerful at low levels, sometimes without trying very hard. Or, you can follow a very suboptimal progression if what interests you is say, commerce and roleplay. As a result, you get a game that's either absurdly easy or absurdly hard.

      Another problem is that you get worlds where EVERYTHING gets harder. At level 1, a rat did moderate amount of damage. At level 20, it now also does moderate damage to a knight in shiny armor, and a keen vorpal longsword of burnination +5. The lowly thugs you had issues with at level 3 now level 15, wear shiny armor and have magical swords, and inexplicably demand your lunch money. It doesn't make any sense for a warrior in the top 1% of the world to hang around a crossroads and mug people. They could go hire themselves for a much better price.

      Even the scaling is done well, the result is still strange. The cave where low life robbers are hiding is still challenging at level 15. The citadel is possible to storm at level 5. If it wasn't for the requirement of having the right items you could probably go fight the big bad at level 3, as autoscaling would ensure he'd be possible for you to defeat.

      IMO, games like Oblivion should be planned differently. Instead of autoscaling there should be a progressive increase in difficulty as you get away from civilization. The rats in an inn's cellar should be doable at level 1. The bandits on the crossroads should be moderately challenging at level 5. The hideout in the woods far from the road should be pretty hard at level 10. And if you decide to storm a castle, you'd better be armed to the teeth.

      It should be perfectly possible to make a game where you can explore even at low levels. Cities should be generally safe. Roads less so. The further you get from civilized places, the less safe it should be. It doesn't have to be frustrating, if you find you're barely surviving you should be able to return to safer places.

    12. Re:Innovative? by SanityInAnarchy · · Score: 1

      I'd rather have the ability to flesh out the story rather than be frustrated by a bloody insane enemy in a game that stops me from enjoying the story until I go to a few ruins and grind levels.

      There are two solutions I like better for that:

      One, have difficulty levels. Or cheats. Let you play on easy, the rest of us can enjoy the challenge of an insane boss.

      Two, watch a movie. Or a TV series. Or read a book. If all you want is to see a story fleshed out, there's a way to do that without any challenge at all.

      --
      Don't thank God, thank a doctor!
    13. Re:Innovative? by KDR_11k · · Score: 1

      With autoscaling you really don't need to be 'careful' as you play ... the overall difficulty of a mission will be they same if you play it at level 5 or 50.

      Weren't there a lot of complaints about how easy it is to "mis-level" in Oblivion and not growing enough in combat power compared to your level so the game actually gets HARDER if you level up carelessly and improving non-combat skills could resulrt in becoming too weak to go anywhere?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Innovative? by EvilIdler · · Score: 1

      Adjust the difficulty if Mass Effect is kicking your ass. Or do some other missions and come back later. The key to winning a fight is using Lift so the enemy can't hit back, so bring a biotic or two :)

      Mass Effect's scaling is harsher because most powers can be available starting at level 1. Some powers are just no fun to be hit with when all you have is a point in Pistols, Basic Armor and First Aid. The Benezia encounter was the worst thing I've ever encountered because I had no real hint of the danger. Fortunately, I could still trek all the way back to the ship and explore some other areas before exacting my revenge.
      (It was far easier playing as an Adept, though, with about 10 levels of training before I kicked some ass on Noveria.)

      I kind of like open worlds, but I kind of hate being able to get myself in an open world of trouble without warning.

    15. Re:Innovative? by mdfst13 · · Score: 2, Interesting

      I think that you are looking at two different things:

      Feanturi: being able to arbitrarily go to any place in the game and be competitive makes it hard to have a progressive and coherent story. This leads to boring games without good story lines.

      Doctor_Jest: having the difficulty for a place in the game be such that you need to be level X to play it forces you into meaningless activities purely to gain levels. This is boring.

      It's at least conceivable that one could address both concerns in the same game. Have scaling, but also have dependencies for various missions. If you haven't completed the dependencies for a mission, then the scaling should be set high (and NPCs should warn you away from that area and point you back where you should be).

      It seems to me that Diablo II did that by simply prohibiting you from certain areas until you had completed the prior missions. However, the Diablo II scaling for necromancers was bad for me, as I got stuck needing a Blood Golem (IIRC) to defeat Andariel. This led me to grind for a while to get up to the necessary level.

      Playing the game in story order (possibly with some side missions that are optional) while always being tough enough to be challenging but not so tough to be impossible makes for a more fun gaming experience. Making that happen with as few limits on gameplay as possible is difficult but should not be impossible.

    16. Re:Innovative? by Kneo24 · · Score: 0

      Really, are you somehow trying to imply that the story in Oblivion was something other than crap? I can see how you're not, but the way that you sort of praise of not doing one thing to enhance another leads me to believe that you have.

      Oblivion's story was a half-hearted attempt at a plot. Like a lot of of open ended games, some of the side quests were far more interesting and fun than the actual plot.

      But that's just the plot itself. The scaling of the levels actually meant no challenge, even on the hardest difficulty. My friends and I found very little challenge throughout the game. After finishing the game, I felt zero accomplishment. I just sat back and said to myself, "that really was a waste of time". I haven't played the game since.

    17. Re:Innovative? by Kneo24 · · Score: 1

      I think those that are disagreeing with you haven't played many good RPG's. You can have a linear, somewhat linear, and open ended RPG not scale with you and you can still progress through the game without any grinding. If there is "grinding" to be done, they handle it in a classy fashion ala side quests. As long as they keep the story of the side quest interesting, it only enables you to delve further into whatever role you've created for yourself.

    18. Re:Innovative? by Doctor_Jest · · Score: 1

      When you fight the controls no amount of adjustment helps. I didn't feel the controls helped me at all, and particularly with the rover, I was working against the controls to get anything done. My companions were the worst cannon-fodder this side of an FPS... the game was just overhyped and underdelivered (not unlike what most people think Too Human has done.)

      --
      It's the Stay-Puft Marshmallow Man.
    19. Re:Innovative? by Doctor_Jest · · Score: 1

      It wasn't THAT bad. You can't possibly with a straight face say there aren't oodles of games worse off in story than Oblivion overshadowing Oblivion's minor story quibbles.. It wasn't perfect, but it was engaging and VERY large... something most $60 games claim, but rarely deliver. One of the few games I ever got $60 worth of play out of. The list is _very_ short for games like that, so I tend to buy used. ;)

      --
      It's the Stay-Puft Marshmallow Man.
    20. Re:Innovative? by Doctor_Jest · · Score: 1

      And truly that is the point of the RPG, but something we've lost over the years and have substituted with "item hoarding" games like Diablo II (I love that game too, but not as an RPG). We didn't have deep RPGs in the days of 48K memory, but as games got larger, good companies (not the also-rans) did flesh out stories and make great games to play and explore. Oblivion was a glimpse at what we can do with a huge game world. It was what Lord British was trying to do with Ultima VII, and nearly pulled it off... People going about their daily lives doing their things like clockwork, where you were in the middle of it moving in at real time (or nearly so).

      My take is, we need _more_ Oblivions in this multi-gigabyte storage era. :) I am hoping Fallout 3 delivers... because since I finished Oblivion, I've wanted something to continue that open-ended realistic world feel, but nothing's come close...

      and I think level-grinding as side-quests is a fabulous compromise. It allows for good, new stuff to be explored while leveling that simply hitting dungeons over and over won't get you. The true genius of Oblivion is that you could've played the game for WEEKS without doing ANY main quest items.

      --
      It's the Stay-Puft Marshmallow Man.
    21. Re:Innovative? by Danse · · Score: 2, Informative

      because since I finished Oblivion, I've wanted something to continue that open-ended realistic world feel, but nothing's come close...

      It's called Oblivion + lots of mods! There's a ton of mods out there that add huge amounts of content to Oblivion. They make it into an almost totally different game. Much deeper. Many more interesting quests and storylines. All-around better gameplay and a much prettier world to explore. It's just ridiculous how much new content has been created.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    22. Re:Innovative? by DerWulf · · Score: 1

      >> such that you need to be level X to play it forces you into meaningless activities

      does not follow. The main story trunk could easily be made so that you are sufficiently powerful to go some place once you need to for the story.

      --

      ___
      No power in the 'verse can stop me
    23. Re:Innovative? by Gorath99 · · Score: 2, Interesting

      That's interesting. In my experience the auto-scaling actually destroys much of the story.

      In Morrowind, I really liked how the world didn't revolve around me. The world just was. It didn't seem like it needed the player to justify its existence. That really increased my immersion in the game. I also really felt that my character was developing. Challenges (both in and out of combat) that I couldn't handle before eventually became doable, and later trivally easy. That really complemented the story in which you became a truly legendary character.

      You could also effectively choose how difficult the game was for you. If you wanted to be a pilgrim, a merchant, or some other non-combat profession you could easily do that. You'd just have to avoid the really dangerous areas of the map, which was straightforward, and you would still have huge areas to enjoy. In Oblivion this doesn't work anymore. If you level on non-combat skills, the whole world becomes more and more dangerous until the point where you're constantly assailed by opponents you can't handle, wherever you go. Leveling now becomes a punishment instead of a reward.

      Also, I find it really destroys suspension of disbelief when eventually every highwayman wields magical items that are worth a small kingdom, peaceful lands are roamed by packs of minotaurs and trolls, and all sewers are filled to the brim by epic goblins. And besides that, it's simply annoying. I don't want highwaymen to remain challenging. They're just not interesting enough for that. Once I'm a renowned hero, I should be able to dispatch them with ease. Beowulf, Achilles, or Aragorn struggling with a band of nameless thugs every couple of minutes when traveling through peaceful lands, does not a good story make.

    24. Re:Innovative? by Hitto · · Score: 1

      >What don't you like about the enemy autoscaling?
      "Your purse or yer life, stranger! Gimme those 150 gold, Y'hear me?", said the fully-daedra-equipped street urchin wielding an ebony flame sword of +whatever.

    25. Re:Innovative? by lbrt · · Score: 1

      I'd rather have the ability to flesh out the story rather than be frustrated by a bloody insane enemy in a game that stops me from enjoying the story until I go to a few ruins and grind levels. That takes the fun out of the game _and_ the story.

      Shouldn't the character development be a _part_ of the story? When the storyline is good, upgrading your character's stats by completing quests should be fun. You must have been playing awful rpg's if you think that it's so black and white, either hack'n'slash or free-roam-everywhere. I haven't tried Obvilion, but it doesn't sound fun. Fallout - one of the greatest rpg's ever - would have been terrible with such rules. If you haven't tried fallout, let me give you an example:

      After years of training and completing difficult quest - either by brute force or wits - David eventually becomes Goliath. Then with his tailor made magic boots, he kicks the ass of the evil Wizard he was afraid of in the beginning of the game. After killing the Wizard, David-Goliath gets an access to the Wizard's lair and finds a jailed princess. The rest is gaming history. In your version David would immediately get to the lair and meet the princess, just by killing the wizard with a stone he found form his garden. That's boring and happens only in the bible, pr0n movies and bad computer games.

    26. Re:Innovative? by feepness · · Score: 1

      Kudos to Oblivion for having the foresight to realize the story was more important than hacking and slashing your way to higher levels and getting a cramp trying to kill a Liche or something similar.

      I have to agree with the grandparent. I enjoyed Oblivion as well, but what happened was that every fight ended with the same intensity level. A good progression is possible (see the old Ultima games) without the Japanese RPG three-hundred-random-encounters to level up. There is a mix and Oblivion went way too far in the other direction. I was never "scared". Looking forward to Fallout, and I just hope it isn't more of the same...

    27. Re:Innovative? by feepness · · Score: 1

      The issue with mis-leveling is that some characters you needed to guard wouldn't level. So on some protection missions they would be toast in seconds because the enemies had leveled up with you. Not fun.

    28. Re:Innovative? by Danse · · Score: 2, Interesting

      Doctor_Jest: having the difficulty for a place in the game be such that you need to be level X to play it forces you into meaningless activities purely to gain levels. This is boring.

      If all of the areas that a low-level player could handle are somehow less meaningful than a more difficult area, then that's just bad design. There's absolutely no reason that low-level areas and quests should have to be "meaningless". There should be plenty for a low-level character to do without having to grind for levels to get to interesting content.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    29. Re:Innovative? by Danse · · Score: 1

      But that's just the plot itself. The scaling of the levels actually meant no challenge, even on the hardest difficulty. My friends and I found very little challenge throughout the game. After finishing the game, I felt zero accomplishment. I just sat back and said to myself, "that really was a waste of time". I haven't played the game since.

      Should have gotten the PC version. All the lameness has been fixed (and the leveling crap was the first thing to go). There's now a ton of new content as well. Console versions of games like this just suck, horribly.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    30. Re:Innovative? by Doctor_Jest · · Score: 1

      I don't own a PC. Though it would be nice to play the mods... :)

      --
      It's the Stay-Puft Marshmallow Man.
    31. Re:Innovative? by Doctor_Jest · · Score: 1

      Character development is only part of the process. Without a good story, no amount of magic boots +10 will help make a game enjoyable. I've played enough RPGs from my days starting back on the Atari 800 to want at least a balance of story and character development. (Ultima was my first computer RPG that had graphics... before that I was playing Telengard on the TRS80's at school)

      The key is balance. Something most RPGs either go too far one way or the other. Planescape:Torment was a PHENOMENAL game that emphasized story over character development. (and underrated I might add) Since you were dead, the only real thing to develop was the kind and nature of the tattoos you sported for abilities... something very clever and cool for its time. Plus with all the dialogue, there was still fun and excitement to be had working your way through the various locations, that only after the game you realized the scope was far more focused than it appeared. A game that compelling should get an award or something. :)

      I played Fallout's grandaddy (and fallout too...which I loved), "Wasteland" and I'd say that in it's 8-bit glory, it was able to make a crew of people mean something with specialized abilities and teamwork so that you could find and destroy Base Cochise. :) Man, that was long time ago. But even back then, with little or no atmosphere or animation, wasteland was able to make a compelling RPG that balanced development and combat. (combat is essential to any RPG I would enjoy, don't get me wrong...)

      Your example is precisely what needs balancing in most RPGs today... There should be at least a foreshadowing of the fruits of training and all, because otherwise the game would take forever to get to the actual role-playing part, and you'd feel like you were grinding. Oblivion does a fair job of it (better than most) with side quests. You are leveling when playing the side quests, but it feels like you're still engaged in the story. You are of course free to play the game as a hack-n-slash item grabfest like Diablo if you so choose... but the ability to move your character development into the forefront and create a balanced (or focused) alter ego with skills necessary in the main and side quests is refreshing and most RPGs should take note of what worked so that we have more, not less, of a good thing. ;)

      My original point was the sole purpose for grinding a level (or many levels) simply to get past an insanely difficult "boss" isn't character development... it's a "stat" version of item grabbing. It's not in the true sense an RPG if you're wandering a particular location and killing lots of rats to get up to level 5 so you can wear the boots of eternal ass-kicking +2.

      Don't think I'm a "role playing" snob though. I still love item runs in Diablo II as much as anyone.. I just want to be able to have a compelling story-driven RPG once in a while as well. (Heck, I play Nethack... so you know I love item hoarding. heh.)

      --
      It's the Stay-Puft Marshmallow Man.
    32. Re:Innovative? by Anonymous Coward · · Score: 0

      I don't know how you managed to fail to beat Mass Effect... Even on the highest difficulty the game was downright easy, with a few exceptions.

    33. Re:Innovative? by Danse · · Score: 1

      I tihnk you just laid out pretty much every major complaint with vanilla Oblivion as it was released. :) It definitely matches my experience with it. I played my first character up to level 14 and then quit because it was boring as hell and very immersion-breaking for the reasons you give.

      I didn't pick it up again until a few months later when I discovered all the mods that had been created that fixed many of those problems (i.e. the level scaling and enemies with ridiculous equipment) as well as adding a lot of new creatures, equipment and a MUCH better UI. I'll never understand how anyone could like the vanilla game.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    34. Re:Innovative? by immcintosh · · Score: 1

      Gonna have to disagree with you on auto-scaling. And don't get me wrong, I absolutely HATED it in Oblivion, but that's because it ruined the sense of discovery and achievement in an open-ended game. In other words, the reason I think auto-scaling ruined Oblivion is that it ended up feeling like I had hundreds of places to go, all very nearly identical. On the other hand, Too Human is VERY linear, and I have no problem at all with the auto-scaling. It seems well balanced enough that enemies simply stay challenging regardless of where I venture to go (although it doesn't get challenging until the second/third zone where it starts throwing a horde of goblins, 20 dark elves and a few trolls at you all at once), which I think is entirely appropriate within the context of this game.

    35. Re:Innovative? by Doctor_Jest · · Score: 1

      You answered your own question. It was the "few exceptions" that made it suck.

      --
      It's the Stay-Puft Marshmallow Man.
    36. Re:Innovative? by default+luser · · Score: 1

      What I don't like about the auto-scaling in Oblivion is that the game tends to remain at the same relative difficulty at all times.

      I didn't like the auto-scaling because I screwed it up, and got poor levels. You have to get +3 or better on every stat you level-up, or it's not worth the level, because enemies improve every time you level-up. Unfortunately, new players find this confusing, and experienced players find it tedious, because the game becomes a spreadsheet.

      Unfortunately, the lazy programmers at Bethesda tied enemy stats purely to level, so if you screwed-up your level-ups, you were deep in a hole in no time.

      I actually installed Oscuro's Oblivion Overhaul to avoid this. Instead of pure scaling, areas have fixed minimum difficulties. Also, level scaling has a fixed maximum in every area, so even if you screw-up leveling, you can still conquer areas by getting more levels.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    37. Re:Innovative? by default+luser · · Score: 1

      Oscuro's Oblivion Overhaul fixes everything you listed here, plus makes the NPC interactions more interesting and lush. I don't play Oblivion without it.

      I would suggest you try the "lite" verion first (see the instructions after you download), because the full version adds all sorts of mods that you may not want. The "lite" version has all the changes you need to avoid the problems you've listed, without significantly affecting the original gameplay.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    38. Re:Innovative? by default+luser · · Score: 1

      I have to agree, the second part of the Kvatch mission is an OBVIOUS example of this. I didn't finish the second part of the mission, because it was tough, and all I had to do was the first part to advance the storyline. I came back ten levels later, and found the enemies ripped through my NPC party, and gave me a helluva time.

      Check out Oscuro's Oblivion Overhaul. It fixes all these balance issues, and caps level scaling, so you can level your characters however you want. They do compensate for this by making the main quest harder than it was (you should start around level 15 or 20), but considering how huge the world is, I have no trouble finding things to do up until then.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    39. Re:Innovative? by Kneo24 · · Score: 1

      I do have the PC version, and they did not remove any of the lameness for it.

    40. Re:Innovative? by Danse · · Score: 1

      I do have the PC version, and they did not remove any of the lameness for it.

      I didn't mean Bethesda removed the lameness. I meant modders removed the lameness. There were mods within a few weeks that fixed most of the most egregiously bad gameplay issues. They've evolved tremendously over the last couple years. There's mods to change practically anything you want about the game, as well as adding so much new stuff that it's a whole different (and vastly improved) game.

      They've fixed the stealth system, the magic system, there's improved combat mods, archery mods, tons of improvements to the NPCs, many new quests, dungeons, improved graphics if you like, seriously, I couldn't possibly even scratch the surface of everything that is available. Go browse the forums for an idea of how much has changed. It's really an incredible game once sufficiently modded.

      Check it out:
      Oblivion Mods Forum

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    41. Re:Innovative? by mdfst13 · · Score: 1

      The assumption in this case is that you already went through the low level area once. You are now returning to the area that you already beat purely because you need more experience points. It wasn't meaningless the first time; it's meaningless to repeat it once you've become sufficient powerful to make it easy to beat.

    42. Re:Innovative? by Danse · · Score: 1

      The assumption in this case is that you already went through the low level area once. You are now returning to the area that you already beat purely because you need more experience points. It wasn't meaningless the first time; it's meaningless to repeat it once you've become sufficient powerful to make it easy to beat.

      Then, like I said, that's just bad game design. You shouldn't have to repeatedly play through the same content just to level up. That doesn't mean that all the content should stoop to your level. There should be enough there that you don't have to repeat, but can still become powerful enough to move on to tougher areas that would have kicked your ass earlier.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    43. Re:Innovative? by Joker1980 · · Score: 1

      I couldent agree with you more, i also find you lose the badass element too. For example the earlier Final Fantasys had areas that as you said you would be hammered (even if you were a decent level), i used to get my party all the way to lv999 before end game purely so i could be the destroyer. I put the effort in to level up and find trinkets and such but with auto scaling theres no point getting that strong.

      Ahh many a good battle with kefka, in fact if you'll excuse me i may have to dig out my snes.

      --
      Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
  3. Not at all surprising by UserChrisCanter4 · · Score: 1

    I downloaded the demo on XBox Live a few weeks back. It was okay, I guess, but judged purely on the demo I'd say the 5/10 score was fair. It was a fairly mediocre third-person shooter with Viking Space Marines and cinematics so melodramatic that I was embarrassed to have them play when someone else was in the room.

    I heard so much buzz about this game in the months/years leading up to its publication. Can someone more knowledgeable about some of the history help me understand this? Was it simply based on Silicon Knights' good name? Did the game undergo a substantial change somewhere along the way that removed something everyone was excited about?

    1. Re:Not at all surprising by Generic+Guy · · Score: 5, Informative

      I heard so much buzz about this game in the months/years leading up to its publication. Can someone more knowledgeable about some of the history help me understand this?

      I think most of the "buzz" surrounding Too Human was mostly about how long the game has been in development and Silicon Knights' very public fallout with Epic. After spending a lot of money on Epic's Unreal Engine, SK then claim it was delivered unfinished and un-usable, and that promised enhancements were ignored while Epic used the time and money to finish their own competing game. Ultimately, Silicon Knights sued Epic and then say they rewrote the game and authored their own complete game engine. The whole lawsuit thing is a bit of a spectacle, especially since no other dev houses seem to have anything bad to say about Epic's Unreal Engine.

      I'd say this is less hype about Too Human itself and more about watching this train wreck unfold.

      --
      { - Generic Guy - }
    2. Re:Not at all surprising by antime · · Score: 1

      The Unreal Engine lawsuit was the start of it, but then the studio head Dennis Dyack went batshit insane and started attacking everyone who he felt had ever said anything not entirely positive about the game, the gaming press for daring to print opinions on games and the Internet for allowing people to express their opinions on games freely.

    3. Re:Not at all surprising by afxgrin · · Score: 1

      meh - I blame them for not consulting me. I live in St. Catharines where they're head quartered. :-)

      I don't understand why they need to defend their product. As a piece of "art", because I'd consider video games art, actively defending your own work is kind of forbidden. I always talk shit about anything I work on, but that's because I'm never happy with it or eventually get bored of trying to finish it. If people tell me the music I've composed sucks - then great - it probably does :-) - I'm not going to argue with them much. That's what fans are for. :-)

      Plus if you're trying to make a product that will be popular and profitable, you may need to compromise your own artistic vision ...

      This is the difference I've noticed between musicians who are artists or business people. I'd consider a band like KISS to be straight up business. Make songs people can easily sing along to, consist of basic elements, and provide a certain image. Any other musicians who are starting from the ground up making music they love, face a difficult uphill battle to become profitable.

      If the Silicon Knights are going in the artistic direction, they might need to keep their mouths shut and let the public decide. If people don't like this game, then they'll have to try again with another approach...

        Sometime I'll learn to follow my own advice. :-)

    4. Re:Not at all surprising by Anonymous Coward · · Score: 0

      Nobody else complains about Unreal Engine? Obviously you don't work in the industry. Anyone familiar with the Unreal Engine 3 shenaningans two to three years ago would know that the lawsuit was completely justified. Unreal Engine still has a terrible reputation amongst console developers. Sure, it has a nice toolset, but it's not really worth the pain or cost of dealing with a PC-centric engine.

    5. Re:Not at all surprising by Anonymous Coward · · Score: 0

      You think a games company that is signed on to delivering their multimillion dollar title using Unreal is going to publicly say "Oh, btw, Unreal is shit". Are a moron? Forget the legal issues, the likely removal of support, just the idea of saying "Our game uses a shit engine" is moronic. Get a clue.

      At least SK managed to get a clause in their contract that said "You will deliver a console version by date X". Our genius negotiator didn't even manage to do that. Thats right! We paid for an engine that they weren't even contractually obliged to deliver on our two release platforms! Good work fella!

      So, yeah, it was late, it was piss poor, and yeah, they were so in a rush to ship their own title that they'd put useful code into the public area, and then a few months later (after we were using it), pull it out and say "Oh, sorry, thats gears code".

      Unreal is the Gears Of War engine that, if you want, you can pay a ridiculous amount of money to have - but dont be fooled into thinking you are getting a game engine: you are getting the Gears of War engine. Great if you are making a Gears of War knock off. Not so great otherwise.

  4. Re:Bad grammar by wigle · · Score: 4, Informative

    The title follows the conventions of use in English. It won't confuse any native speaker.

    Just as films can get "good reviews" and "bad reviews", a video game can get "mediocre reviews".

    --
    ::wigle::
  5. You know what I "didn't get"? by shidarin'ou · · Score: 1, Informative

    One of the worst control schemes I've ever used, that's what I didn't get. I was semi interested in Norse mythology in space, and the visuals were good, but the control scheme was so bad I gave up on the demo in frustration- when my grenade launcher kept auto targeting objects flying towards me that I had no chance of hitting instead of the monster lobbing them at me.

    1. Re:You know what I "didn't get"? by Doctor_Jest · · Score: 1

      it only takes a few battles to get used to the targeting. I hate most control schemes on the 360 because I believe the controller was designed by a retarded nutless monkey. But this is intuitive, once you toss out all the Halo schemes you're used to. I prefer the control scheme now, because it allows me to target items with varying weaponry depending upon how far away the enemy might be.

      But, like most "new" things, it's not much of a lukewarm reception... people either love it or hate it. *shrug* I think Too Human is overall very good, and I'm really digging the Norse Mythology mixed in with tech. It's clever, and it's fun to see the people you remember from your mythology books come in and out of the story (Thor's my favorite so far...)

      --
      It's the Stay-Puft Marshmallow Man.
  6. Seems pretty fair... by AlmondMan · · Score: 2, Insightful

    Got the demo from Live, played it and found it unremarkable, but the setting was interesting. But then, the whole review thing is silly most places. If a game gets less than 9/10 then it's a bad game. 8.5 is a bad score it seems. A game scoring 6-7 is still in the upper half of the quality scale, and taking into account how good a game would have to be to score above a clean 9, if things were done properly instead of based on money and hype, then 7 wouldn't be a bad score at all... A local game magazine describes a 6 on it's 10 scale as a mediocre game that will appeal to fans of the genre.

    1. Re:Seems pretty fair... by _xeno_ · · Score: 2, Interesting

      But then, the whole review thing is silly most places. If a game gets less than 9/10 then it's a bad game. 8.5 is a bad score it seems. A game scoring 6-7 is still in the upper half of the quality scale

      Another poster below reveals the reason for the upper-half-only review thing you get with 10-point scales:

      Personally, I'd give te game an 8.2, or in letter grading terms, a B-.

      When you're using that scoring system, 1-5 is an F, 6 is a D, 7 is a C, 8 is a B, and 9-10 are an A. C is defined as "average," so anything less than a 7 is "below average" and 6/10 becomes a bad game.

      It seems kind of silly to me. The whole "percent to letter grade" thing makes some amount of sense in school, but when reviewing, it means that you limit yourself to the upper half of the scale, and make anything below a 5 essentially meaningless.

      But that's why you see review scores treated the way they do. Everyone treats them as a test grade from school, and a 6/10 is a low grade on a test.

      --
      You are in a maze of twisty little relative jumps, all alike.
    2. Re:Seems pretty fair... by AlmondMan · · Score: 1

      I'm not familiar with the wording of the letter scale grades, + I can read that US school grades are highly inflated, so I guess that just continued over into the ratings system. Good grades should be earned, just as a high review score. But then, that's not how the world works apparently; money and influence apparently help a long way where it shouldn't help any. And, like I mentioned above, 6/10 might not be Call of Duty 4, but instead something like Turok. Not a really bad game, but something that fans of the FPS genre might play while waiting for the next big game. non-FPS lovers won't find it attractiev, and will steer around it.

  7. Re:Bad grammar by Anonymous Coward · · Score: 1, Interesting

    Meet is slightly problematic, though. While native English speakers will no doubt understand the title without trouble, it can give the impression that the reviews themselves are mediocre. Receives would have been a better choice in my opinion.

  8. too human? by nawcom · · Score: 0, Troll

    It's quite common for humans to be horrible, arrogant, self-obsessed organisms that make you just want to wish they got ran over by a train. But.. "too human"?

    *unzips fly* Let me know which game dev studio front door I should pee on.

    Yes this was a worthless post, but from the first few posts in front of me along with the description of the article, peeing on their front door to their offices really isn't that bad of an idea after all. When Denis Dyack catches me and asks why I would do such a thing, I'll tell him that he "just doesn't get it." Boy am I in a rebellious mood today.

  9. Re:Bad grammar by nawcom · · Score: 1

    having "Too" in a title reminds me of having "Extreme" in the title, but not as horrendous.

  10. Eternal Darkness. by Trevelyan · · Score: 1

    Maybe now they'll make a another Eternal Darkness for Nintendo. Sanity's Requiem was one of most favourite games for the game cube.

    1. Re:Eternal Darkness. by hinki · · Score: 1

      I hope so too!!
      A new Wii version will be great with wii controls should make it easier to shoot the zombies in the head or hack off their arms ;)

      They should grab the engine from the Conduit guys too :)

      --
      As science struggles on to try to explain.
      Oxytoxins flowing ever in to my brain.
    2. Re:Eternal Darkness. by MeanderingMind · · Score: 1

      While I'd like to see a new Eternal Darkness, if Too Human is as people say I'd like the developers to take a break, recenter themselves and then make a sequel.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  11. Don't get it. by Merls+the+Sneaky · · Score: 4, Insightful

    If game players "just don't get it" then you have made a bad game.

    1. Re:Don't get it. by Das+Modell · · Score: 4, Insightful

      Well, not necessarily. If you released Grim Fandango or Fallout today, I bet there'd be a lot of Halo kiddies who wouldn't "get it."

    2. Re:Don't get it. by Anonymous Coward · · Score: 0

      I was a Quaker, and I sure as hell didn't get Grim Fandango or Fallout back in the day.

      The more things change...

    3. Re:Don't get it. by bigstrat2003 · · Score: 2, Insightful

      Contrary to what it's become popular to spout, gamers today aren't a bunch of fuckin' morons. Nor, for that matter, is Halo a bad game. Ironically, I find the people that spout these opinions to be the unintellent ones, since they're almost always hating on the game just because it's popular, or the kids these days just because they can. Very seldom is there an actual, valid, reason to back these sentiments up.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    4. Re:Don't get it. by Bodrius · · Score: 2, Insightful

      Nonsense.

      For both of those titles, Halo kiddies would "get it", they'd just wouldn't like them - just like any other adventure / RPG games.

      "Sure, that's nice... but those types of games are slow and boring..."

      Those games were innovative in many ways (content, mostly) - but their gameplay mechanics were pretty conventional.

      "Sins of a Solar Empire" is probably a better example - the change is subtle enough that it can take you completely by surprise if you keep expecting an RTS, or an empire-building game like Galciv... and it's only really fun when you "get" it is neither and stop trying to play like it was Homeworld.

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
    5. Re:Don't get it. by Doctor_Jest · · Score: 2, Interesting

      Okay. Let's get valid. It's just another FPS. It has no discernible story (when it's not a paper-thin attempt to link the games with backstory no one seems to bother caring about), most of the time it's just the same old "shoot everything that moves, and if it doesn't move, pick it up and use it to shoot everything that moves." It doesn't break any technological ground (it's not even 720p on the 360), nor does it bag the cliche's for something fresh. It's not the be-all-end-all revolutionary game for consoles that MS marketroid hype has made it out to be. It's fine if it's popular, and it's certainly find if you like it or if millions like it.

      Is it fun for some people? Sure. But don't excuse all criticism of the game as some snooty "back in my day" sort of claims and relegate all people who don't like the game in some sort of club that hate things because they're popular.

      Give me an Oblivion or Too Human over Halo any day. Does that make me less intelligent than the Halo crowd? If it makes them sleep better at night... go for it. ;)

      --
      It's the Stay-Puft Marshmallow Man.
    6. Re:Don't get it. by Das+Modell · · Score: 4, Insightful

      Contrary to what it's become popular to spout, gamers today aren't a bunch of fuckin' morons.

      Very seldom is there an actual, valid, reason to back these sentiments up.

      Clearly you have never visited forums populated by gamers, such as Steampowered. The average gamer is so stupid that no amount of science and philosophy can explain how they're able to even turn on a computer.

      Nor, for that matter, is Halo a bad game.

      No, but it's got a really shitty fanbase.

    7. Re:Don't get it. by AstrumPreliator · · Score: 2, Interesting

      Fine, I'll give you some valid reasons. Halo isn't a bad game, it really isn't. However, it's not a good game either, it's mediocre. I was excited as hell for Halo before Microsoft bought out Bungie. I remember seeing the original videos and pictures and though it was going to be an amazing game. Even after Microsoft bought Bungie I wasn't deterred, I bought an Xbox solely for Halo. When I played it I found it wasn't that good. It wasn't original, it wasn't unique, it was just there. Thanks to Microsofts huge PR push it became an instant hit though and spawned two sequels and soon an RTS. It's widely proclaimed to be one of the best FPS games by Halo players, which leads me to assume they have little experience with FPS games that came before it. I'd even rate Goldeneye for the N64 (to keep it console only) much higher than Halo. Don't get me wrong, playing Halo 3 multiplayer with friends while drinking a few beers is fun, but not fun enough to buy the game.

      It's not that we're hating on kids, but they are a new generation of gamers. One which I think are more concerned with pretty graphics than gameplay. I still go back to old games and love to play them. Of course I can't get the Halo gamer types to pick them up at all. So in this regard I agree with the GP that they wouldn't get Grim Fandango or Fallout or even games in the same vein.

      Note that I'm not saying Too Human is good or bad. I played the demo and found it moderately fun, but didn't get the urge to buy it from playing the demo.

    8. Re:Don't get it. by Das+Modell · · Score: 2, Informative

      Nonsense.

      For both of those titles, Halo kiddies would "get it", they'd just wouldn't like them - just like any other adventure / RPG games.

      "Sure, that's nice... but those types of games are slow and boring..."

      Those games were innovative in many ways (content, mostly) - but their gameplay mechanics were pretty conventional.

      Halo kiddies couldn't play them because they lack the necessary intelligence and attention span. They can only understand pretty colors and shiny objects that blow up. I've seen players complain that the RPGs of the late 90s are unplayable because they are so "archaic," because you need to read an instruction manual to play them and because the graphics are so outdated.

    9. Re:Don't get it. by Das+Modell · · Score: 1

      I also played the shit out of Quake for years, but that never stopped me from playing all kinds of other games.

    10. Re:Don't get it. by bigstrat2003 · · Score: 1, Insightful

      As I said a bit above, Halo's achievement is not in graphics, gameplay, or anything like that. It's solidly average in those areas (although Halo 3 doesn't have bad graphics, I guess). The real gem that Halo has is story. The story in Halo blew anything that I had experienced before that out of the water, there was no comparison. The story in the sequels has lived up to a similarly high level. There still is no comparison between Halo's story, and the story of other FPS games on the market. That's what makes Halo great: it was the first time a really great story had been told in an FPS. And incidentally, you're right, Goldeneye is a better game mechanically... I had more fun playing Goldeneye multiplayer back in the day than I ever did or will with Halo. But one aspect of the game does not make the whole game.

      ...they are a new generation of gamers. One which I think are more concerned with pretty graphics than gameplay. I still go back to old games and love to play them. Of course I can't get the Halo gamer types to pick them up at all. So in this regard I agree with the GP that they wouldn't get Grim Fandango or Fallout or even games in the same vein.

      I take issue with this. Unless you're talking about people even younger than me (for reference's sake, I'm 23, but it seems like that's the age bracket most of the "old-school" gamers attack), the vast majority of my gamer peers I've encountered are enamored more by gameplay than graphics. We won't hesitate to play an older game like Dragon Quest or something, because we know that the graphics are merely the best they could do at the time.

      That said, we do judge modern games according to modern standards. If a game comes out with sub-par graphics, and there isn't a mitigating reason for that (one-man effort? Attempting to be more artistic at the expense of technical quality?), that's a knock against the modern game. Graphics aren't more important than gameplay, but they are as important. They're a part of the overall package, and it is the overall package which gets judged.

      Note that I'm not saying Too Human is good or bad. I played the demo and found it moderately fun, but didn't get the urge to buy it from playing the demo.

      Nor am I. I haven't played even so much as the demo, I'm merely fed up with the assumption that gamers who didn't grow up with the hobby are shallow, stupid creatures.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    11. Re:Don't get it. by alvinrod · · Score: 1, Interesting

      Eh, the only one of the three Halo games that I enjoyed at all in terms of story was the first one. It wasn't the best story I've ever seen in a video game (let alone an FPS) but it did take several different bits of its characters and worlds from different science fiction novels (Ringworld, Starhammer, etc.) that I enjoyed which made me somewhat more appreciative of it. You can spot a lot of things in Halo's story that are based on various other science fiction movies or novels as well, which makes it a lot of fun to recognize the inspiration behind certain parts of the game. The whole story feels like an homage to some great science fiction.

      It also looked fairly good for a console game at the time it was released and due to the Xbox having a hard drive to store parts of the game on, had very short load times that were few and far between. This was a far cry from games that were on the PS2 where the loading times seemed to drag on forever in comparison. For its time the enemy AI was fairly impressive and the harder difficulties would keep players looking for a challenge interested in the game. The game also felt quite at home on a console as well. Movement was at a slower pace when compared to something on the PC which allowed it to compensate for having to use console controllers. It eventually allowed online multiplayer experience, which really helped to drive the popularity of the series as it was one of the first times that console users could play against other gamers from across the country.

      However, the second and third games had crap stories with uninteresting characters and generally poorly designed dialogue and plot elements. As someone who enjoyed the first entry in the series, I found myself generally turned off by the second and even more-so the third. They still had solid multiplayer though and I think that's what most fans of the series were interested in to begin with so no one really bothered to weigh the game so heavily on its story. They're still decent games as far as console shooters go, but aside from the first I've never felt the story in any of the games to be anything more than mediocre.

    12. Re:Don't get it. by SanityInAnarchy · · Score: 1

      That, or you've done a really poor job of teaching players about your great game.

      Either way, it is, most likely, your own damned fault.

      --
      Don't thank God, thank a doctor!
    13. Re:Don't get it. by Das+Modell · · Score: 5, Insightful

      Halo has, far and away, the best story to grace an FPS.

      BioShock
      Deus Ex
      Half-Life
      Half-Life 2
      System Shock
      System Shock 2
      Thief
      Thief II

      Half-Life 2 and BioShock are the only ones that were released after Halo.

      No other game, for that matter, has characters so endearing that I actually gave a damn about their fates by the end of the journey.

      Whatever credibility you might have had just vanished. Poof. Gone.

      We may see better stories in FPS games in the future, but Halo's legacy will always be that it was the first FPS to have a great tale to tell.

      The only thing I remember about Halo's story is that someone's going to activate Halo and it's going to kill everyone, and then Master Chief stops it.

    14. Re:Don't get it. by Anonymous Coward · · Score: 0

      I found one of the weaker aspects of the Halo series was actually the story. Deus Ex and System Shock, for example, were significantly better than Halo in the story department. Judging by your posting ID you might be too young to have grown up with some of those games, but if you can find them they're certainly worth playing.

      Try those out and see if you can still claim that Halo is as great as you make it out to be. Maybe you enjoyed the games more than I did. I've also only played the third's multiplayer while visiting a friend so I can't attest to how good the story might be. From what I've heard though it's nothing spectacular and generally not worth the time.

      I think a lot of /. users have grown up playing some of the PC games that I've mentioned and probably scratch their heads when you claim that Halo's story is the be all, end all FPS story experience.

    15. Re:Don't get it. by KDR_11k · · Score: 1

      Your superiors won't be impressed by that excuse. You make a game for the customer, not a game that somehow stands independent of the customer. If you want to spend your spare time on a hobby project, sure, it doesn't matter if people don't get it but when you're working in a company you better make sure there is nothing about the game that's "not to get" because that's just a way of blaming the customer instead of your product for the failure of your product. The customer was there before you designed your product, why didn't you make something he will "get"?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:Don't get it. by Anonymous Coward · · Score: 0

      If game players "just don't get it" then you have made a bad game.

      I absolutely agree with this. The whole point of a gaming experience is for entertainment and how are you supposed to be entertained when the general public does not 'get it.' When you write, do you not write to an audience? The idea of publishing music or TV show or movie is very similar. If you get people going into a theater for some hyped up movie and they come out of it saying 'I don't get it,' they are going to tell their friends and then less and less people will want to see it. People certainly wouldn't buy such a movie after that theater experience. This sounds like one of those 'rent it, but not worth buying' games...

    17. Re:Don't get it. by antime · · Score: 2, Insightful

      It's not that we're hating on kids, but they are a new generation of gamers. One which I think are more concerned with pretty graphics than gameplay.

      People have been using that argument for pretty much as long as videogames have existed, and it is just as dumb now as it was then. There never was a period when graphics didn't matter, or a period when crap shovelware games didn't exist. It's really all rose-colored glasses and extremely selective memories.

    18. Re:Don't get it. by antime · · Score: 1

      Indeed. See also Jeff Minter's meltdown over Space Giraffe's sales numbers.

    19. Re:Don't get it. by Shin-LaC · · Score: 1

      We may see better stories in FPS games in the future, but Halo's legacy will always be that it was the first FPS to have a great tale to tell.

      No, that was Marathon.

    20. Re:Don't get it. by bigstrat2003 · · Score: 1, Insightful

      BioShock
      Deus Ex

      Are not FPSes. Or at least, Bioshock isn't, and from what I understand of Deus Ex, it isn't. They're hybrids.

      Half-Life
      Half-Life 2

      Have terrible story.

      System Shock
      System Shock 2

      See Bioshock.

      Thief
      Thief II

      Also not FPS'es. If those are FPS, then Assassin's Creed is an FPS.

      Whatever credibility you might have had just vanished. Poof. Gone

      Whatever. It isn't my fault if you don't like the characters. Entertainment is subjective that way. I don't have a problem with you disagreeing, but when you presume to speak of "losing credibility" because we disagree, you need to get off your high horse.

      The only thing I remember about Halo's story is that someone's going to activate Halo and it's going to kill everyone, and then Master Chief stops it.

      Then pay attention? Without even reading the books, I got a lot more out of it than that. No story is going to grab you if you don't pay any attention to it.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    21. Re:Don't get it. by bigstrat2003 · · Score: 1

      Marathon was ok, but it suffered from too-complex syndrome by the end. There's a level of complexity which is good, but too much is very counterproductive.

      That, and terminals are not exactly a good way to develop a story. I'll give them something of a pass here, since it was in the early days, but still, bad story-telling hampers the overall experience, even if I can appreciate the story despite the bad story-telling.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    22. Re:Don't get it. by Das+Modell · · Score: 3, Insightful

      Are not FPSes. Or at least, Bioshock isn't, and from what I understand of Deus Ex, it isn't. They're hybrids.

      See Bioshock.

      Then I guess Halo isn't an FPS either. After all, it deviates quite a bit from the model established by Doom.

      Have terrible story.

      HL2 is debatable, unless you count the Episodes, but Half-Life's story is told very well.

      Also not FPS'es. If those are FPS, then Assassin's Creed is an FPS.

      Assassin's Creed is a third person game. Thief and Thief II are first person.

      Whatever. It isn't my fault if you don't like the characters. Entertainment is subjective that way. I don't have a problem with you disagreeing, but when you presume to speak of "losing credibility" because we disagree, you need to get off your high horse.

      It's one thing to say that no other FPS game has had such good characters, but to compare Halo with all other games ever released? Sheer madness.

      Then pay attention? Without even reading the books, I got a lot more out of it than that. No story is going to grab you if you don't pay any attention to it.

      I paid attention to the story as much as I've paid attention to it in all the other games I've played. It just wasn't memorable.

    23. Re:Don't get it. by Anonymous Coward · · Score: 0

      Mate, it's you who needs to get off your high horse.
      Having played 5 of the 8 games listed above (top 4 + SS2) as well as all three Halos, from beginning to end, I can most definately assure you that Deus Ex, Bioshock and SS ARE first person shooters.
      In all of them you play the game from a first person perspective and you shoot stuff. I think that's pretty much exactly what is required for a game to be classed as an FPS unless you have some new unheard of definition you'd like to share?
      Just because they include dialog and the player making decisions doesn't mean they're relegated from that classification.
      Regardless, I can only assume you have the attention span of a lobotomised gnat suffering a severe case of alzheimer's if you think that Halo has the best storyline of those listed.
      The plot is shallow, obvious, poorly written and serves only as filler in what is otherwise a game whose goal is simply massacring alien after alien in mazes of linear hallways that all look the same. While I do find enjoyment in this type of game occasionally (I *loved* Serious Sam but at least it knew not to take itself seriously) I cannot even begin to comprehend how you have convinced yourself that the Halo plot is better, let alone anywhere near as well put together and presented as the other aforementioned games. And I think the point the GP was making about not remembering the plot is that it doesn't stick in the mind because it's not worth remembering, with which I thoroughly concur.

    24. Re:Don't get it. by Doctor_Jest · · Score: 1

      Well said. For a minute there I thought I was actually the only one who thought Halo's story was VERY thin. (I admit not playing Halo 3 but as a rental only, but c'mon... the story's truly shallow.) It's not that it makes it a shitty game, it's just not the be-all-end-all of FPSes. For that, I think Bioshock's a contender (thought System Shock is by far the BEST I've played in a LONG time...)

      --
      It's the Stay-Puft Marshmallow Man.
    25. Re:Don't get it. by bigstrat2003 · · Score: 1

      Then I guess Halo isn't an FPS either. After all, it deviates quite a bit from the model established by Doom.

      That isn't the metric of FPS. The metric of FPS is whether you primarily run around shooting things in a first-persion POV. In Bioshock, that simply isn't true. You use plasmids as much as guns, and you hack things left and right. Bioshock is an RPG that happens to use guns and a first-person POV.

      Half-Life's story is told very well.

      Ha! The story itself aside (which I don't think is very good), the Half-Life series has the worst storytelling of any game I've ever seen. One day Valve will realize that the first-person POV is an ineffective way to tell a story, I hope, but they sure haven't yet, and their games have bloody awful storytelling as a result.

      Assassin's Creed is a third person game. Thief and Thief II are first person.

      And Thief is also not a game where you primarily run around shooting things. You sneak, sneak, sneak. Which makes sense, after all, you are a thief. It does make it not an FPS though. Jedi Knight has a first-person POV as an option, but they are most definitely not FPS'es, because you almost always engage in lightsaber combat. Unless you spend most of your time in combat First Person Shooting, it isn't an FPS.

      It's one thing to say that no other FPS game has had such good characters, but to compare Halo with all other games ever released? Sheer madness.

      All other games I've ever played. That's a mighty big difference. And believe me, I've played a lot of games, many with good stories (I play lots of RPGs), but not one has had characters so human, I actually was moved by their plight, and felt something for them. I've been moved by a lot of stories, but in no other game have the writers got me to care about the people in the story on a personal level. That's the difference. Madness? This is opinion.

      I paid attention to the story as much as I've paid attention to it in all the other games I've played. It just wasn't memorable.

      Be that as it may, if what you got out of the story in Halo was what you said earlier, you weren't paying attention. Maybe you don't pay attention to any games you play, I don't know. But I can tell you that if all you got was the most superficial details of the story, you didn't pay attention at all.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    26. Re:Don't get it. by Kingrames · · Score: 1

      Don't say that about Fallout. It is still unmatched as a roleplaying game.

      --
      If you can read this, I forgot to post anonymously.
    27. Re:Don't get it. by grumbel · · Score: 1

      There never was a period when graphics didn't matter, or a period when crap shovelware games didn't exist.

      True, but there was a time when games had variety. The by far biggest annoyance of todays games is that they simply all play the same and even if a game comes up with a new idea, its instantly cloned in every other game, so that nothing stays unique for long. It simply doesn't matter if I play a Gears of War, a Uncharted or a GTAIV, its all the very same game mechanic and even a Metal Gear 4 isn't far away. And if that weren't enough, there are of course a ton of sequels, so you will already be quite familiar with any piece of story and characters that a game has to offer. Games these days simply get really boring really quickly. You still can waste time with them and have some fun, but noteworthy games that I will fondly remember in ten years down the line? Nope, most of them are pretty forgettable stuff that will be superseded by the improved sequel next year anyway.

      It's really all rose-colored glasses and extremely selective memories.

      There is always a little rose-tinting going on, but the games industry of the past was a very different then what it is today and that shows in the games. The uniqueness that you got back in the day, thanks to small teams and unique ideas, is pretty much gone in todays business driven world where each and every aspect of a game gets watered down so much that its near indistinguishable form the stuff you played last year.

    28. Re:Don't get it. by Anonymous Coward · · Score: 0

      1) What planet to you live on?
      2) Your definition of "FPS" seems to omit any and all forms of in-game interactivity (except SHOOTAN, naturally). Grasp at straws much?
      3) "...the first-person POV is an ineffective way to tell a story..." - Except for Halo, of course, because that's Paradise Lost for the 20th & 21st century.
      4) Everyone else is right - the story in Halo is weak and forgettable. Much more deserving of a ragged pulp sci-fi magazine than enshrined in the annals of modern literature.

    29. Re:Don't get it. by Das+Modell · · Score: 1

      That isn't the metric of FPS. The metric of FPS is whether you primarily run around shooting things in a first-persion POV.

      What do you do in Doom? You run around and shoot at things. What game defined the FPS genre? Doom. FPS games are whatever Doom says they are. Halo is not an FPS game.

      In Bioshock, that simply isn't true. You use plasmids as much as guns, and you hack things left and right. Bioshock is an RPG that happens to use guns and a first-person POV.

      In Halo, you drive and fly vehicles, hit enemies with a sword and watch cutscenes all the time. Doesn't seem like an FPS game to me.

      Ha! The story itself aside (which I don't think is very good), the Half-Life series has the worst storytelling of any game I've ever seen.

      Are you intentionally trying to sabotage yourself by establishing your profound lack of gaming experience?

      One day Valve will realize that the first-person POV is an ineffective way to tell a story, I hope, but they sure haven't yet, and their games have bloody awful storytelling as a result.

      First person perspective works for some stories but not for others. In Half-Life it works, and with traditional cutscenes it would have been an entirely different (and inferior) experience. I wasn't the only player to go holy fucking shit when playing Half-Life for the first time.

      And Thief is also not a game where you primarily run around shooting things. You sneak, sneak, sneak. Which makes sense, after all, you are a thief. It does make it not an FPS though. Jedi Knight has a first-person POV as an option, but they are most definitely not FPS'es, because you almost always engage in lightsaber combat. Unless you spend most of your time in combat First Person Shooting, it isn't an FPS.

      Your narrow definition of an FPS game does not work and was most likely improvised on the spot to magically explain why Halo has the best story ever told in any FPS game.

      All other games I've ever played. That's a mighty big difference. And believe me, I've played a lot of games, many with good stories (I play lots of RPGs), but not one has had characters so human, I actually was moved by their plight, and felt something for them. I've been moved by a lot of stories, but in no other game have the writers got me to care about the people in the story on a personal level. That's the difference. Madness? This is opinion.

      No, you just have poor taste. Most likely you have played very few games and have little if any experience with film and literature.

      Be that as it may, if what you got out of the story in Halo was what you said earlier, you weren't paying attention. Maybe you don't pay attention to any games you play, I don't know. But I can tell you that if all you got was the most superficial details of the story, you didn't pay attention at all.

      I repeat: I paid attention to the story as much as I've paid attention to it in all the other games I've played. It just wasn't memorable.

    30. Re:Don't get it. by coachellamasada · · Score: 2, Insightful

      Halo kiddies couldn't play them because they lack the necessary intelligence and attention span. They can only understand pretty colors and shiny objects that blow up. I've seen players complain that the RPGs of the late 90s are unplayable because they are so "archaic," because you need to read an instruction manual to play them and because the graphics are so outdated.

      Today's Halo kiddies aren't that much different than the Street Fighter 2 or Tekken 3 players of the late 90's. Most of them just wanted to bash stuff and they didn't give a shit about games like Baldur's Gate or Fallout either. Why should they? Games to them are recreation, something you do with your friends to kill some time after school. American CRPGs on the other hand are an acquired taste for a narrow audience and I don't think less of anyone who doesn't enjoy them.

      As far as Halo players lacking intelligence and attention span, I think that has more to do with the demographic playing (mostly teenage boys) than anything. Most teenage boys are morons and have always been morons. In the 50s they liked fast cars, stag films and movies about blowing up cowboys. Today it's Halo and internet porn. Be angry about it if you must, but have some perspective.

    31. Re:Don't get it. by bigstrat2003 · · Score: 1

      Are you intentionally trying to sabotage yourself by establishing your profound lack of gaming experience?

      Are you intentionally trying to sabotage yourself by demonstrating that your intolerance for others' opinions is so great, that the people who have them must be outright lying in your mind?

      Your narrow definition of an FPS game does not work and was most likely improvised on the spot to magically explain why Halo has the best story ever told in any FPS game.

      Same question. Furthermore, I fail to see what the hell is wrong with my definition. You have a problem, come up with a better one, don't flimsily say "you just made that up!!!".

      No, you just have poor taste. Most likely you have played very few games and have little if any experience with film and literature.

      No, I just have different taste than you. Art is a subjective thing, so no one is ever wrong. Learn The Rules 101 before you start talking. And again, you're saying that I'm lying just because you think I'm wrong. My, that's pathetic.

      I repeat: I paid attention to the story as much as I've paid attention to it in all the other games I've played. It just wasn't memorable.

      Fine, I'll do something you are too juvenile to do: accept what you say at face value. In that case, you don't pay attention to the story in any of the games you play. Well, if that's the case, what are you doing talking about story in video games? Go and pay attention to some of them, and then get back to us.

      Oh, and next time you want to come back and play with the kids who have half a brain, do have something better on hand for a retort than "Liar liar pants on fire!". It really helps.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    32. Re:Don't get it. by Das+Modell · · Score: 1

      Are you intentionally trying to sabotage yourself by demonstrating that your intolerance for others' opinions is so great, that the people who have them must be outright lying in your mind?

      ...

      What? You're simply demonstrating a lack of experience.

      Same question. Furthermore, I fail to see what the hell is wrong with my definition. You have a problem, come up with a better one, don't flimsily say "you just made that up!!!".

      Your definition was obviously invented on the spot to counter the fact that in terms of story Halo pales in comparison to several other FPS games.

      No, I just have different taste than you. Art is a subjective thing, so no one is ever wrong. Learn The Rules 101 before you start talking. And again, you're saying that I'm lying just because you think I'm wrong. My, that's pathetic.

      No, I'm just saying that your obvious lack of experience is responsible for your poor taste.

      Fine, I'll do something you are too juvenile to do: accept what you say at face value. In that case, you don't pay attention to the story in any of the games you play. Well, if that's the case, what are you doing talking about story in video games? Go and pay attention to some of them, and then get back to us.

      Are you completely fucking dense? Let me explain it once again, maybe you'll get it this time: I pay attention, but because Halo's story was so unmemorable, I do not remember anything about it.

    33. Re:Don't get it. by bigstrat2003 · · Score: 0, Flamebait

      What? You're simply demonstrating a lack of experience.

      No. I have said that I've played various games. I have, in fact, played a lot of games people think are good, and while some of them are good, some of them are not. The point is, I already said I played Half-Life, and your saying that I don't have experience is no more than a ridiculous accusation of falsity on your part.

      Your definition was obviously invented on the spot to counter the fact that in terms of story Halo pales in comparison to several other FPS games.

      Oh yes, of course it was. Because it isn't remotely imaginable that I'm being honest, and that I have better things to do than lie about what I think on the intarweb (not to mention the fact that if it comes down to it, being here at all is a waste of time, but meh). Oops! Forgot my sarcasm tags. Let me say this clearly so that you can understand it:

      You're a bloody fucking idiot. You are perfectly entitled to your opinions about games, no matter how I disagree, but you aren't willing to concede that maybe someone else thinks differently. Because my idea is so out of alignment with yours, you claim that I don't have any experience (and implying that I'm a liar, because I clearly have claimed otherwise), you claim that when I say something, I just made it up on the spot. You utilize the lowest form of response that humans have ever come up with to a differing opinion, short of violence: sticking your fingers in your ears, pretending it can't exist, and jumping up and down claiming that the person with the opinion must just be making it up (presumably to get on people's nerves? Who knows, it's your delusion).

      Most people, once they get past the age of, say, 18 or 19, understand that no matter how ridiculous someone else's opinion seems, there's a good chance they hold it honestly, and that the two of them can set aside their differences, or at least try to change each other's mind. It's rather a sad commentary on you that you can't do that. Grow up. Trust me, when you learn to accept that other people think things you find unbelievable and stupid, you'll hardly be able to believe that you were once this intolerant.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    34. Re:Don't get it. by edremy · · Score: 1
      Halo has the best FPS story? Absurd- just because you grew up with Doom story doesn't mean Halo's is good. It's not even the first with an epic story- not even the first from *Bungie*

      Halo's storyline is on par with Bungie's first FPS, Pathways into Darkness. Bungie's second FPS Marathon (and sequels) blow away Halo in the story department.

      System Shock II and Thief both have far better stories, as well as better mechanics. Pure FPS they ain't, but that's what makes them so outstanding

      And FPSes have weak storylines compared to good RPGs. Comparing Halo to Fallout or Planetscape Torment points out just how bad the storyline and characters are in virtually every FPS.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    35. Re:Don't get it. by biqstrat2003 · · Score: 2, Insightful

      HAHAHA Disregard that, I suck cocks

    36. Re:Don't get it. by Anonymous Coward · · Score: 0

      I really enjoyed this thread. It had everything I expect to find in a great interweb thread: A captivating story, interesting protagonists, humour where appropriate, and of course drama! Even the punch line at the end was worth sticking around for. Definitely one of the more memorable threads I've ever read. (even better than Halo -- and that was like the best ever until now!)

      I give it 4 out of 5 magic bananas -- I am with-holding one magic banana only because I thought it was a bit short (I like my threads the way I like my FPS', at least 50 hours long). Highly recommended.

    37. Re:Don't get it. by antime · · Score: 2, Insightful

      True, but there was a time when games had variety. The by far biggest annoyance of todays games is that they simply all play the same and even if a game comes up with a new idea, its instantly cloned in every other game, so that nothing stays unique for long.

      That's not true either. Today you can easily find just about any kind of game you can think of, and many more in genres you have never even heard of. Cloning has also been part of the industry for as long as it has existed. The main difference is that due to lawsuits it's far less blatant than it used to be - look in magazines from around 1980-83 and you'll find plenty of ripoffs where the only difference is one letter changed in the name. Sequels became the mainstay of the industry during the first half of the 80s (a good example here is the British documentary Commercial Breaks which followed two game companies during the run-up to the Christmas '85 sales. Then press darlings Imagine went spectacularly bust due to mismanagement and technical overreach, while competitors Ocean played it safe by focusing on a sequel to last year's hit game.)

      You still can waste time with them and have some fun, but noteworthy games that I will fondly remember in ten years down the line? Nope, most of them are pretty forgettable stuff that will be superseded by the improved sequel next year anyway.

      Stop right there! This is just what I mean by selective memory. For every of these "classic" years, go and take a look at all the games released and then tell me how large the portion of truly memorable games is.

      The uniqueness that you got back in the day, thanks to small teams and unique ideas, is pretty much gone in todays business driven world where each and every aspect of a game gets watered down so much that its near indistinguishable form the stuff you played last year.

      Successful game companies were just as business driven then (again, watch the documentary linked above). Also, digital distribution, Xbox Live, the Playstation Network and plain old PayPal means it's far easier for small independent developers to make their games available.

    38. Re:Don't get it. by GrumblyStuff · · Score: 1

      But you have to admit the genius of so narrowly defining what makes X so great that it excludes everything close to it (do more stuff than Doom, be more brainless than everything else). It's like those car commercials that announce the ALL TIME BEST SELLER in its class. What class is that? Full size, mid size, compact, long bed, short bed, hybrid, diesil, gas, extra cab, blah blah blah.... Fucking marketers.

    39. Re:Don't get it. by Anonymous Coward · · Score: 0

      Ok, face it, man: you started playing games in the late 90's (when everything started to go downhill), you belong to a generation that likes games made for people with the attention span of a hamster, and therefore lack gaming experience and good criteria. Halo sucks.

    40. Re:Don't get it. by grumbel · · Score: 1

      You are talking about a different market then I am. I am talking about the home computer (C64, Amiga, PC) era of the early 1990s and that was definitvly a very different kind of "business" then today.

      Stop right there! This is just what I mean by selective memory. For every of these "classic" years, go and take a look at all the games released and then tell me how large the portion of truly memorable games is.

      My point is that there actually were "classics". People still fondly remember a Monkey Island or a Another World, but will they care about GTAIV when they are already playing GTAX? Todays games simply have very little that makes them stand out and especially over time there simply is nothing that makes them stand really apart from the mass, since with sequels and clones its all just the same. A look at the top games from the Playstation3 or XBox360 is simply depression, because its just sequel over sequel. And even those highly original games like Braid, are often based very much in the past and tributes to past games instead of being completly self standing.

      Also PSN and XBLA is still very much business driven, there are a handful of exceptions, but most stuff are really just remakes of past games or clones of other successful games in that place (see the tons of dual analogstick shooters).

    41. Re:Don't get it. by Gulthek · · Score: 1

      Of those only System Shock could *arguably* have a better story than Halo. Half-Life doesn't even really *have* a story, it's just a mashup of characters and events with no arc.

      Halo is one of those rare gems that just happens to be extremely popular and extremely good.

      The already fantastic story in Halo has also been excellently fleshed out by several books and a radio drama. I put the story in Halo up there with Mass Effect, Wing Commander II, Ultima VI, and Final Fantasy VI.

    42. Re:Don't get it. by powerlord · · Score: 1

      All other games I've ever played. That's a mighty big difference. And believe me, I've played a lot of games, many with good stories (I play lots of RPGs), but not one has had characters so human, I actually was moved by their plight, and felt something for them. I've been moved by a lot of stories, but in no other game have the writers got me to care about the people in the story on a personal level. That's the difference. Madness? This is opinion.

      No, you just have poor taste. Most likely you have played very few games and have little if any experience with film and literature.

      Agreed. He probably never played FF VII (either too young or not to his tastes).

      I hate to bring out a cliche, but how many of us cried when Aeris (/Aerith) was killed half-way through the story?

      --
      This space for rent. All reasonable inquiries will be entertained at proprietors discretion.
    43. Re:Don't get it. by brkello · · Score: 2, Insightful

      To be fair, the average gamer != the average person who posts on game forums. If you go to any forum for any game, you can generally conclude that the game is filled solely with children that are the result of first cousin (or brother-sister) relationships.

      --
      Support a great indie game: http://www.abaddon360.com
    44. Re:Don't get it. by grumbel · · Score: 2, Insightful

      In the case of Fallout however you couldn't even blame them, since the game expects quite a bit of in-depth knowledge of role playing right before it even starts. One of the major annoyances for me with those RPGs is that the skill setting happens before the game even starts. How shall I know what good any of those dozens of attributes is when I haven't even set a single foot in the gaming world?

      I agree that todays games have tons of faults, but some old school games really require a lot of familiarity with the genre before you can even start making a meaningful decision about what you want to do in the game and you aren't gaining that knowledge from just starting to play the game, since those games aren't really trying much to tutor you.

    45. Re:Don't get it. by griffman99h · · Score: 1
      I couldn't believe how long those two went at it over so little.. and the fact I was compelled to reply the whole time..

      but you're right the ending made this an epic fight.lol

      And just to add to the flames... I know exactly why this even got started. its plainly obvious and a few posters below have pointed it out as well.. He's a console kiddie defending against an aged PC player. sure both sides have tried titles on the other.. But FPS's do not belong on a console, any PC player will tell you that. You of course can't follow the HL2 story when dealing with the horrid controls of a port. His entire defense of his experience displayed precisely where it was lacking.

      Halo was good, ok story, great multiplayer. HL and HL2 has such subtlety and depth very little can compare to it. don't go defining what a FPS is unless you can remember loading Wolfenstien3d on the school network with your friends.

    46. Re:Don't get it. by Ribeye+King · · Score: 1

      What an awesome conversation. Whoever said those games are not first person shooters is on crack, I've played every single one of them except the original System Shock and each one is in first person and you shoot stuff, stop making up definitions. Also I'm not going to knock Halo as I enjoyed each of them but I feel that Half-Life has a superior story. I agree with whoever said they don't remember much about the Halo games, I played all 3 start to finish in an attempt to get the story but, in the end all I really remember is that the Flood was fuckin' awesome, Cortana had a sexy voice and we won, kind of. IMHO the first one had the best delivery and atmosphere, the second one kinda sucked and the third one was extremely polished. I liked Halo, I like Half-Life. I'm not trying to be a fan-boy, I have a family member that works at Bungie but, I prefer the story of Half-Life.

    47. Re:Don't get it. by bigstrat2003 · · Score: 1

      He's a console kiddie defending against an aged PC player.

      I am not.

      But FPS's do not belong on a console...

      They do not. Then again, I played the PC versions of Halo up until I broke down and bought a 360 rather than wait a few years for the PC port of Halo 3, so I didn't get started on them on the console, either.

      don't go defining what a FPS is unless you can remember loading Wolfenstien3d on the school network with your friends.

      My little brother and I used to play Doom over a null-modem cable. Good enough for you?

      This sort of thinking exemplifies exactly what is wrong with the gamer community. I like Halo, and think Half-Life isn't anything special, so many gamers condescendingly write me off as a "console kiddie" who has no clue what a good game is because I haven't played anything that isn't modern... which is untrue on every count. I have as much gaming experience as anyone, save those who were gaming back in the Atari days (waaay back)... I remember playing Mario 3 when it first came out on my cousin's NES, ffs. I've been playing games for ages, but because I don't agree with the elitist gamers, they condescend and say I just haven't played any good games. Doesn't something strike you as horribly wrong about this status quo?

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    48. Re:Don't get it. by biqstrat2003 · · Score: 1

      Cool story, bro. I'm more of a Halo guy - eh kills the aliens and doesn't afraid of anything - but Mario is aight.

    49. Re:Don't get it. by Das+Modell · · Score: 1

      I can't bring myself to understand where I flamebaited anyone. I do sincerely believe that opinions are overrated and used far too often to justify all kinds of bullshit. If you can't deal with that then maybe you shouldn't be on the Internet.

    50. Re:Don't get it. by Joker1980 · · Score: 1

      but how many of us cried when Aeris (/Aerith) was killed half-way through the story

      I wouldent go that far but i couldent belive they actually killed a main characther half way through, and the shock stayed with me for a while. its just a pity we dont see more of that type of storytelling rather than the 1 man army everyone lives happily ever after crap that makes up most games.

      --
      Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
    51. Re:Don't get it. by alcmena · · Score: 1

      but how many of us cried when Aeris (/Aerith) was killed half-way through the story I wouldent go that far but i couldent belive they actually killed a main characther half way through, and the shock stayed with me for a while. its just a pity we dont see more of that type of storytelling rather than the 1 man army everyone lives happily ever after crap that makes up most games.

      I completely agree. My jaw hit the floor when that happened. I remember having put a ton of effort into that character and then... *slice* dead. I keep waiting for something like that to happen in the later games, but it never did (or, if it did, I haven't found it yet). I remember playing the later FFs thinking, "Alright, who should I avoid keeping in the party because they're going to die off."

  12. Demos by irby0 · · Score: 1

    I was really looking forward to this game until I played the demo. Thank god for demos.

    1. Re:Demos by 77Punker · · Score: 1

      I've been looking forward to this game since it was announced for release on the Playstation! I'm just thrilled that it actually came out, although the demo was enough to prevent me from even renting the game.

    2. Re:Demos by mahdi13 · · Score: 1

      That's exactly what I said while playing the demo.
      Over all the demo is what more demos should be like...the game without the annoying limitations AND you can actually play it for more then 10 minutes if you want.

      Also looks like a good story...too bad the game play was so horrendous I had to re download the demo to prove to myself it was that annoying to play.

      We need more Demos like Too Human and less games like Too Human

      --
      "Some things have to be believed to be seen." - Ralph Hodgson
  13. Makes it bland by eddy · · Score: 3, Insightful

    Autoscaling is to games as loudness war is to music.

    --
    Belief is the currency of delusion.
  14. Try it for yourself by Admodieus · · Score: 3, Interesting

    There's a demo on Marketplace that allows you to play as every class (through an easter egg, intentionally left in by Silicon Knights). I think a lot of reviewers expected the world from this game. I expected a dungeon crawler/action RPG similar to Phantasy Star Online and Diablo. I'm very happy with the end product. Personally, I'd give te game an 8.2, or in letter grading terms, a B-. It has some problems - namely, the length, some camera issues, and a weak story - but the core gameplay is FUN. And that's what's important to me.

    --
    "It's a reverse vampire...they....they crave the sun!"
    1. Re:Try it for yourself by DeathPooky · · Score: 1

      I'd second the call to download the demo. The game has problems, but I have no idea why reviewers focused entirely on the problems without admitting the fact that the game is still a ton of fun. If you like the demo at all and like Diablo/PSO style loot-collectors, you'll love this game. The combat is enjoyable and surprisingly deep, and the character customization is top-notch.

      I've been playing a lot this last week and have loved it for the most part. I think the high expectations and antagonistic relationship SK has had with the press has garnered hyper-critical reviews of what at its core is a good game.

  15. Re:Bad grammar by MobileTatsu-NJG · · Score: 1

    The titles imply that that the reviews itself are mediocre. English isn't my native tongue but this was easy to spot.

    I wish I was so smart that I couldn't make sense of something like that until somebody corrected it.

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  16. Reviews aren't everything by abigsmurf · · Score: 1, Interesting

    Didn't Eternal Darkness get pretty average reviews when it was released? It's pretty fondly looked at now, being the best example of Lovecraftian style horror on consoles (the gold factory and everything after in Call of C'thulhu stops that being the best)

    1. Re:Reviews aren't everything by Doctor_Jest · · Score: 1

      The video review I saw of Too Human nitpicked over the death sequence (which is the loading sequence hidden by a cutscene... I thought it was clever), and it had trouble with the "story" because the reviewer wasn't familiar with Norse Mythology. Whatever... there is nothing in the story that requires you to have intimate knowledge of the Aesir/Vanir and the interpersonal relationships among the various stories in Norse Mythology. It makes the game much more interesting when you see how they molded a technological skin around Viking lore, but it doesn't take away from the story or the game if you think Baldr is a game from Wizards of the Coast. :)

      --
      It's the Stay-Puft Marshmallow Man.
    2. Re:Reviews aren't everything by Stunn · · Score: 3, Insightful

      Eternal Darkness was well-liked for as long as I can remember. When it was released, I remember it being one of the best reviewed Gamecube games and it was getting all around praise from players. It just never had any commercial success, but it was always looked fondly upon.

    3. Re:Reviews aren't everything by KDR_11k · · Score: 1

      Well, it isn't a particularly good game. It tells a nice story and such but as a game it's a mindless hack&slash.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  17. Is that on a logarithmic scale? by Anonymous Coward · · Score: 0

    8.2 on a scale from 0 to 10 would be a "B+" (1% away from an "A-"), not a "B-".

    A "B-" would be something between 6.7 and 7.3.

    Personally I give any (wannabe) RPG with auto-levelling an F ("Completely failed to understand the fundamental concept of the genre"). This game is a nice-looking shooter, but that's all it is; it shoots itself in the foot in every other aspect.

    1. Re:Is that on a logarithmic scale? by Your.Master · · Score: 1

      Where do people get the idea that letter-grading is some universal law?

      Where I come from, in percent:

      80-100 = A
      70-79.9 = B
      60-69.9 = C
      50-59.9 = D
      <50 = F

      Elementary school fails at D, high school fails at F, bachelor's post-secondary fails you in a course at F and in a diploma/degree if you get too many D's, and grad school fails at C.

      The more you know.

    2. Re:Is that on a logarithmic scale? by KDR_11k · · Score: 1

      I'd give a game with levels and autolevelling an F for including a feature and negating it. All that does is add confusion, especially if it's possible to level incorrectly, making the enemies grow faster than yourself which means the player has to go munchkin or end up with an unplayable savegame.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Is that on a logarithmic scale? by Austerity+Empowers · · Score: 1

      Where I come from A = 90-100, B=80-89, C=70-79, D=65-69, and anything else is an F. The +/-'s break up pretty evenly in that range, so this is a B-. I went to school all over the US.

      I'm sure across the world it varies...but I call it a B-.

  18. Re:Bad grammar by Anonymous Coward · · Score: 5, Funny

    Meet is slightly problematic, though.

    Meet is used all the time in English! Superbowl teams meet victory! I go to the grocery to meet food! Transplant patient meets new kidney!

    It's a perfectly cromulent word in this situation.

  19. It's so innovative, I mean, come on, by Logicalmoron · · Score: 2, Funny

    It's a game that is not for gamers. Brilliant!!!! Game of the year!

  20. Did anyone honestly think this would be good? by Talgrath · · Score: 0

    This game has been in development for something like seven years, on an off; the last major bit of news we heard about it before its release is that they were suing the makers of the engine they were using. I said at the time that this was a desperation move by Silicon Knights to excuse their own failings and it looks like I was right, funny that. I like the concept of a viking setting in a futuristic world, but an interesting concept, badly executed, makes for a bad game.

    1. Re:Did anyone honestly think this would be good? by ozphx · · Score: 1

      Overrated? This is a damn good and accurate call.

      --
      3laws: No freebies, no backsies, GTFO.
  21. Good games are gettable! by Sockatume · · Score: 1

    If you're failing to get your clever ideas across to the audience in an enjoyable way, then that's a failure on your part. It's possible for games, or any other medium, to be daring and clever without turning audiences off (see House of Leaves for an example of something clever but enjoyable), and it's part of your job to do that if you want to be "smart".

    --
    No kidding!!! What do you say at this point?
  22. A decade? by Yvan256 · · Score: 1

    How can this game have been in development for a decade, the Xbox 360 isn't even nearly that old (including the dev kits)?

    1. Re:A decade? by LilBlackDemon · · Score: 5, Informative

      It's changed significantly since it was announced. Also, it's been on (in order), the PS1, GameCube, and now X360. It also started out as futuristic Sci-Fi, and now it's Gothic Norse.

  23. Mediocre Grammar by Sentry21 · · Score: 1, Offtopic

    English not being your native tongue would explain why you mistakenly assumed that the meaning-as-written of this sentence should follow logically from the meaning-as-written of other sentences written similarly.

    English is oftentimes by its very nature ambiguous, but the problem is made worse by the fact that it's not always consistently ambiguous.

    For example, to rephrase the title to mean what you thought it sounded like it meant, one would probably say 'Too Human Meets Reviews Which Are Mediocre'.

    To phrase the title to mean what it actually means unambiguously, one could probably write 'Too Human Meets Indifferent Reviews' (as opposed to positive or negative reviews). Phrasing the title to refer to tone (a quality of the reviews) rather than quality (a quality of the review OR of the game) indicates better the intended meaning of the title.

    English is frustrating, in that even when all the words are present in a grammatically correct sentence, the phrasing can be ambiguous; contrast this to Japanese, where you can exclude huge swaths of the sentence-as-intended as long as those parts removed can be inferred from context.

  24. Re:Bad grammar by Sentry21 · · Score: 2, Insightful

    The key here, I think, is 'native speaker'. My ex-girlfriend, born in Russia, raised francophone in Quebec, speaks English well enough that you'd never know she wasn't anglophone. There's a slight accent if you listen for it, but it's subtle enough that you don't notice it after a day or two.

    She frequently used to ask me how to say something, or why something means something, or ask me to check over her writing. Frequently, I'd find mistakes which I would consider 'elementary', in the sense that they are the basic mistakes which everyone makes. She would often get frustrated, because she'd want to know what the rule was in that situation, how one was supposed to know how to write or say something in particular.

    The best I could usually tell her was 'Well... experience. You just have to know from experience how things are supposed to sound or be said or written, and eventually something will just feel right, or it won't.' I don't think she ever actually liked that answer, but I didn't feel like getting into a 'It's usually this but about half the time it's this except for two thirds of that half of the time when you're also saying this....'

    It's pretty ugly.

  25. Are reviewers on crack? by Hektor_Troy · · Score: 1

    Are reviewers on crack? Or is it just the readers?

    Gamespot weighed in with a 5.5/10, while IGN gave it a slightly more favorable 7.8.

    Why the hell is a 40% increase in score (5.5 * 1.4 = 7.7) only "slightly more"? I think if I were given a 40% raise I'd consider it more than just "a slight raise". What would it take to be "more" favorable? 60%? "Much more" would be 80% and "they downright liked it" would be a 100% increase?

    Whatever happened to the olden days of reviews when kids weren't on my lawn, 5.5 was above average, 7.8 was "buy if you even like the genre slightly" and 9+ was "go buy now!"?

    I can't help but wonder what the actual mean (or median for that matter) is in game reviews these days. That'd be an interesting experiment, wouldn't it? I mean, if the mean score is 8.9 on a scale from 1 to 10, then aparently you need to adjust the scale for it to make sense.

    --
    We do not live in the 21st century. We live in the 20 second century.
    1. Re:Are reviewers on crack? by retchdog · · Score: 1

      It seems like everyone but you has already taken account of, and compensated for, the change in scale caused by score inflation which is, after all, blindingly obvious. So, it wouldn't be a very interesting experiment. It would be a baking-soda-and-vinegar-volcano sort of "experiment."

      --
      "They were pure niggers." – Noam Chomsky
    2. Re:Are reviewers on crack? by Talgrath · · Score: 1

      That's in the words of the individual who wrote the summary, not in the words of those reviewing the game. Chances are good that they (along with myself) would say that 7.8 is significantly better than 5.5.

    3. Re:Are reviewers on crack? by Spatial · · Score: 1

      Are reviewers on crack?

      In a manner of speaking, yes. Remember what happened to that Gamespot reviewer because he gave Kane and Lynch a bad review? They depend on income from the people whose product they're reviewing. If they badmouth it too much, they stand to lose money in future.

      I find it difficult to give much credence to reviews on commercial sites, especially if they're reviews of heavily advertised games. Most of the reviews I've read about GTA4 and MGS4 were so glowing it was basically hype and nothing else. Just advertising. You'd get maybe ten words of criticism from them, heavily downplayed, and then later on you hear what the game is actually like from people posting on game forums.

  26. players didn't yet "get it" ? by DragonTHC · · Score: 2, Insightful

    I'd call that a failure.

    If players don't get your game, maybe it's not them, maybe it's the game.

    and to say it's "so innovative that we have put some people off." Yes, I think that's it. Too Human must be too good. Way to toot your own horn Dyack.

    This thing stinks of robotic frogs all over. But I'm going to try the demo anyway. Maybe I'm wrong.

    --
    They're using their grammar skills there.
  27. Back at ya by Anonymous Coward · · Score: 0

    Sure, but if you developed them today, the problems that would prevent Halo kiddies from "getting it" would probably be gone (i.e. graphical/audio update, aesthetics update)

    1. Re:Back at ya by Das+Modell · · Score: 1

      Grim Fandango has boring things like dialogue and story, nobody wants to see that shit. Let's blow something up! And Fallout? Simply way too hard and complicated.

  28. Re:Bad grammar by mobby_6kl · · Score: 1, Insightful

    I'm not a native speaker either, but it actually took me a while to recognize what the OP was complaining about. While I'm not an expert on all the world's languages, in the few that I'm fluent in, one can say something like "bad marks", "poor evaluations", and even "mediocre reviews" and it will mean exactly what it means in this headline, and not that there's something wrong with the reviews.

  29. Re:Bad grammar by im_thatoneguy · · Score: 1

    The "Review" in this instance is refering to the rating not the justification (essay/article/review). I can receive "Good reviews" and "Bad Reviews". But very rarely will an english speaker pass judgement on the quality of a review. Only agreeability. Substitute the word Review with Opinion or Ratings and it will function in most cases.

  30. Not all Mediocre by SlappingOysters · · Score: 1

    I remember gameplayer doing an article called Is Too Human the X360's Haze? following hands-on preview of the game.

    But they changed their view with the review stating that it wasn't as bad as first thought. Still not a stellar score, but not terrible.

  31. Re:Bad grammar by electricbern · · Score: 1

    I thought it was something called "Too Human Meets Mediocre" and it was reviewing something or being reviewed by someone. Actually, not really.

    --
    alias possession='chmod 666 satan && ls /dev > il && tail daemon.log'
  32. I've played it and it's got potential by Trojan35 · · Score: 2, Informative

    The problem is it isn't finished.

    The Good:
    Most amazing armors I've ever seen.
    Great new combat controls. Yes, they did get it right for the most part.
    The levels are truly beautiful. The main city is ridiculously awesome.
    Norse mythology translates pretty damn well to a futuristic world. Great backdrop.
    The gameplays and levels are all very finished.

    Every single asset in this game is awesome... but why is it getting sub-par reviews?

    The Bad:
    Only 4 types of enemies. Seriously?
    Only 2 player co-op makes many class abilities lame.
    All that great gear, and the gear interface is slow and cludgy.
    Most of the classes play pretty much the same.
    Co-op strategy isn't really necessary, although it makes the game much more fun.
    Plays a lot like PSO. You walk into a room, the same bad guys spawn as the last room, repeat.
    Death is a major problem. The death mechanic in the game take all of the sense of accomplishment out of boss fights. Wasting my time is a very bad game mechanic as a "death" punishment.
    There isn't nearly enough story for an "epic trilogy". Seriously, I got that much story in one mission in Oblivion.

    So here's the thing. All the assets are there, they just need to work on making them more accessible and more inviting. Also, they need split screen or shared screen co-op. That would make this a killer game.

    1. Re:I've played it and it's got potential by Icarium · · Score: 1

      Pretty graphics, No Gameplay, Lame

      There, fixed that for you.

  33. Reviewers Full of Shit by immcintosh · · Score: 1

    Owning the game myself--despite the reviews; it just interested me--and having sunk some hours into it, I can say that, despite its flaws, it is really quite enjoyable. I can see some immediate problems reviewers might have, since it takes a while to get used to the way the unconventional controls and camera work. Now that I'm comfortable with it, though, it's really just a fun dungeon crawl. It has its challenges, and its fun little secret zones, and it really does the "loot whore" thing very well.

    Honestly, I'm pretty comfortable saying that all of these horrendously bad reviews are just people who simply decided they weren't going to like it, and weren't going to try to learn to play it. I, for one, am hoping people look past the imbeciles who decided they'd give it a 55% review just because they didn't like the way it looked at them, because I, for one, would enjoy a second installment.

    P.S. Protip: Switch the camera to "Strategic" mode IMMEDIATELY. The default camera mode is horrendous.

  34. I felt it ranged between mediocre and awful by Chunky+Kibbles · · Score: 1

    For the first time ever, I bothered to even write some comments about a negative game. That's how awful it was. Short version:
    1) The camera *is* a deal breaker. It has no redeeming qualities. One interview mentioned people need to "stop fighting it". I don't need to "stop fighting it", I need "one that isn't actively counterproductive and vomit-inducing".
    2) Co-op. Stop claiming it has "co-op", and start specifying it as "co-op only over xbox live". I bought the game to play with my SO, and I can't, because we sit in the same room to play games together. Too Human isn't the only guilty party here, but they're sure as hell a big contender.
    3) Mediocre story. You have a whole universe of potential awesome there, and you churned out something seriously devoid of depth or breadth, that doesn't really hold much real reference to the actual mythology it's based on
    4) Crappy combat. Look, I know they love to claim it's good, but it's not. It's massively limited. Your core attack is "hold the thumbstick in the direction of the enemy", and your character sits there and just does it. The "advanced attacks" screen contains six pieces of information. Even using all of them, the combat is still limited and dull.

    There was a bunch of other stuff, but that was the core of my complaints - abysmal camera, dull story, crappy combat, and couldn't play co-op. Three of those were the reasons I bought the game, and the other was just something that made a crappy game worse.

    Gary (-;

  35. Re:Bad grammar by Skrapion · · Score: 2, Informative

    Blame Nietzsche. It's a reference to his book Human, All Too Human.

    --
    The details are trivial and useless; The reasons, as always, purely human ones.