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Everything posted by Taylor
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Half Life 2 dissapointed me because of it's repetitiveness. The enemies were the same throughout the entire game, and the setting didn't change significantly or affect the gameplay at all- the strategy never changed to me, and I don't think they developed the plot well at all. Right now, Aftermath is looking to be the same thing. I'm seeing the same settings with the same enemies, and it is bummin' me out- who cares if an ant lion is in the city this time? What I wanted more from Half Life is a cinematic experience, like the immersion the first game provided. All of the gameplay in Half Life shifted as marines were introduced and different enemies and settings. The plot played out interestingly and sensibly, and I felt it was a much better game. Hopefully Aftermath will take the player to much different places and deliver different experiences than the run-and-gun Half Life 2. EDIT: Just watched the trailer- I do like the dialogue and the way the characters seem to be playing out, as well as fightint alongside Alyx. My hopes are a little up!
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The plastic on DVD boxes is never actually sealing what's in it. Here's my MSPaint cover:
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This game was, and is, insanely awesome. For those of you that never played The Incredible Machine 1 or 2, you are given a task to complete on the 2d stationary screen (usually involving getting certain things in baskets, turning things on, or lighting fuses) which is covered with gizmos that work like a big puzzle- but pieces are missing. You are given an inventory with limited amounts of pieces that you use to fill in the spots (it could get really difficult) until it works correctly. Tons of friggin' fun. The game also had a sandbox mode that let you make whatever you want any way. The game's devices went from things like gears and balls, to cats (that chase mice and yarn) and fireworks and lasers and laser-activated switchs and crazy stuff like that.
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Fedoras? Tsk. Cavedog! Nival! As far as manufacturers go www.modernica.net makes sweet chairs and stuff...
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DOOOOO YOOU SMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELL what the rock is cookin.
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Just played it before seeing this thread- I was extremely impressed. The ninjas are a bit intense, but I loved all the time I spent playing in. I was really dissapointed with Alien Hominid. Where games like Metal Slug introduce bosses with weaknesses and opportunities to avoid deaths, Alien Hominid's were really difficult- not because it takes skill to beat them, but they just didn't have recognizable weak spots. What made me angriest about the game as a huge MS fan was that you can't distinguish your own fire from the enemies! For most of the deaths I racked up playing AH I had no idea who or what killed me.
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Vin Diesel does not fit that character at all.
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I'd give ALL my hypothetical children for a copy of that game again.
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I was refering to stick figures (bad movies) in my simile as the end product, not the structure. Sallgood. I can see a horrible movie as a pretty good interpretation of Doom 3. I was pretty dissapointed with the game- how little the plot was developed or the gameplay changed. I think THE ROCK fits the Sargeant's character pretty well, seeing how he just shoots stuff.
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I know, I'm saying the cliches and pulp aren't what give it artistic value.
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I KNOW you wish you had that voice. I sure do.
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Tarantino's films actually hold recognizable characters and good storylines, whereas this Doom movie has the Rock and alien blastin'. Tarantino's films are definatly "shiny," but Pulp Fiction was definatly a great movie. What set that and Resevoir Dogs out form the crowd was the realisticly blunt and outright dialogue and actions when the characters were thrown into very extreme situations. As far as Kill Bill goes- didn't like the first, thought the second was pretty good because it built on the characters and the storyline.
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Uh... EDIT: WE POSTED AT THE EXACT SOME TIME OMG OMG OMG OMG OMG
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As a student planning on majoring in film sfter High School, I really don't see how anyone can become a film maker and want to make those kinds of movies. It is like going into fine art to draw stick figures.
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Hahaha, I did that too! I really need to find this game and a way to run it...
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I know dude! I remember my sister getting me gatorade to drink when I was struggling through the later really really hard levels.
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Sorry to revive dying an old thread, but I LOVE Silent Storm. The TB game mechanic was something I hadn't really played in a game before, and coupled up with the destructible terrain gave me some of my favorite gaming moments when my traps and ambushes carried out just as I had planned, or other times when things went horribly horribly wrong. The game definatly had flaws, but most of those flaws came from things outside the gameplay mechanics, like music, dialogue, story, and soforth. The stealth ability was always argued over in the Nival forums I posted in before the game was released in Russia or the US, but it has apparently been reworked for the games sequel (not Sentinals, but H&S), which is already out in Russia. I didn't think the game got impossible. Although it definatly got very difficult, I thought it was extremely fun trying different ways to go about the objectives. I remember that mission where the base explodes in 3 turns, and thought it was a lot of fun blowing an escape route to make it within the allotted time, or trying different ways to attack the base. What I didn't like about the game was the repition of the maps. Regardless of the territory, many of the maps had the same layouts and buildings, which got very old. What brought me to Silent Storm first was the demo, which had two incredible maps- one was a dark, wrecked city in Germany, and the other was an assault on a train bridge, with the locomotive stalled on the tracks. It was a lot of fun.
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Totally seconded.