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Matewis: Riddick's brutally kickass yes :) And now I regret uninstalling it before I finished it :(
I recently watched Pitch Black again. It's a pity that they wasted the concept's potential with the sequel, but I still have to see the 2013 film tho, so here's hoping...
jadeblackhawk: You're not missing anything with Riddick 3. It's basically Pitch Black remade, and not nearly as awesome. Seen it in the theater. If I had come across the director/producer afterward, they would not have survived >:(
That's a shame, I'll rent the dvd one night then and buy some beers and microwave popcorn to enhance the experience :)
Half Life: Blue Shift

When I heard about it I thought it's going to be awesome. You get to experience the story from a third perspective. I loved the original one. And found the concept of Opposing Force (experiencing the same game but from a different viewpoint) with all its references to the original, new weapons, enemies... etc to be truly great.

Blue Shift was disappointing to say the least. I could understand not adding new weapons, but they actually removed weapons. No new enemies. Overall it was a step back. I liked the fact that you get different armor and can find but not use the old type that Freeman and Shephard used, but that must have been the only tiny original concept.
Post edited December 28, 2014 by ZFR
Arm wrestling seemed like a good idea... until I did not lose my son afterward.

Poor execution.
HiPhish: - Planescape: Torment -
It's not a role-playing game, it's a point&click adventure with tacked-on game mechanics. It would be a nice adventure game, but all the RPG mechanics do is just slow it down with pointless nonsense. Yes, you can play any character you want, but what's the point of it? You just play it for the story and the gameplay is something you want to get over with as quickly as possible so you can get the next part of the story.
Been thinking about that one for some time, actually. I believe that all Planescape needs isn't a genre change, it's just better encouter design - just think on that for a bit, the combat wasn't bad, it was the way setpieces and encounters were constructed and paced which was. Other than that, combat was pretty much copy-paste from Baldur's Gate.

I do, however, believe that it would not at all benefit from a shift to something like an adventure game - even tho shitty, the combat encounters were still an important aspect of the game, and a part of decisionmaking included in just about any situation. So, am I powerful enough to take on these guys? Will they just mop the floor with me? Should I try a peaceful solution instead? That, along with very interesting interactions the game makes between your characters, their stats, and storyline/inventory items, would all be lost if genre was shifted.

And then, of course, there was the fact that you could roleplay a very different characters when your stats were not focused on INT/WIS - yes, PST does actually take the other stats into account quite often as well, you just don't get to see quite as much interesting dialogue with them, but all of it is still differet enough to warrant another playtrough. And then, of course, there are all the aligment changes, but I suppose that could be simulated in an adventure game as well.

So yeah, the only thing which was executed terribly was not the RPG bit, it was the encounter design bit. And yes, that could stand a massive improvement. Otherwise, the game would lose out if it were a different genre than it is.
Post edited December 28, 2014 by Fenixp
etb: In general all the RPG that used D&D rules as base. Sure, Baldur's Gate is a great game, but it could be much better with a sane rule system.

D&D rules already are quite problematic even in pen and paper (at least 1st, 2nd, and 3rd I have no experience with others), but definitely they are not meant for a videogame.
YES! And I really thought that I´m the only person on the planet, that cannot get along with the D&D-Ruleset.
Fenixp: ...
The combat mechanics were taken from Baldur's Gate, but BG had interesting skills, weapons and armour. Icewind Dale was even better. The combat in Torment was just a pointless back and forth until one side dies eventually. If it was my side I would just stand up again and walk back to the encounter. There was no strategy needed, it was just a waste of time.

That's also the reason why you would want to avoid it as much as possible. And to get that choice you needed a character with high intelligence, wisdom and charisma. You could technically play any character, but only one build is actually bearable.

So basically you have shitty combat and no real choices. All the RPG mechanics like hit points, inventory, spells per day, equipment and so on are practically useless and just slow the whole game down.
Firebrand9: - "Die by the Sword" : Independently controlled sword arm with mouse and character with keyboard. Too hard to turn effectively, because analog control is relegated to the mouse for the sword, requiring keyboard for turning on top of other movement.

Yoy know what? Now that i'm thinking about it, i think that this game would work perfectly with the Wiimote (with Motion+) or the PS Move.
HiPhish: That's also the reason why you would want to avoid it as much as possible. And to get that choice you needed a character with high intelligence, wisdom and charisma. You could technically play any character, but only one build is actually bearable.

So basically you have shitty combat and no real choices. All the RPG mechanics like hit points, inventory, spells per day, equipment and so on are practically useless and just slow the whole game down.
Have we played the same game? Without the choice, storyline would be crap. Its entirety was based around the idea of self-discovery, personal development, discovering different concepts and viewpoints and then seeing their impact on characters and world around you. The whole 'what can change the nature of a man' thing? Meaningless if you're not given a choice in the end, and meaningless if you're not given the chance to try and do so troughout the storyline. The entirety of ending? Meaningless if you're not given a chance to redeem or condemn yourself further. (and if you pull the 'But the ending was almost the same every time!' card - no, it wasn't and yes, the context changed significantly based on your previous actions) RPG stats tie very nicely into the whole game and what it represents - switch to adventure genre and its standards of the time would simplify and streamline the game beyond recognition. And no meaningful inventory interactions? About a third of the most interesting stuff you could find in the game was based around fiddling with random crap you found lying around!

The only real downside of the game was the combat, and ... I still do believe that a lot of it could be fixed by proper encounter design, the foundation was solid. Sure, not quite as varied as the previous games, perhaps the game would need a bit of rebalancing, but solid nonetheless.
KoreaBeat: I think Tegel's Mercenaries could have really been something, a sci-fi Jagged Alliance before there was Jagged Alliance. Too bad it was so buggy that I never got past the second or third mission.
It was also boring.
Wow, I... I almost wonder if Torment isn't being called out just because it's considered to be so "perfect" by so many people?
Anyway, I already posted my disappointment with post-Privateer space-sandboxes, but why not add in a few more distinct disappointments:
The first was an XBOX game whose name I can't remember, but perhaps someone on here will. It was a third-person hack'n'slash RPG-lite, and a highlight of the game was that much of the environment was destructible. I remember the game being hyped that you could "destroy anything", "shape the world to your whims", and that there were multiple endings that were decided purely by your actions. However, it didn't really deliver on any of that. The game was buggy, hit detection was terrible, the controls were atrocious, and there actually ended up being few destructible elements in the environment, and rarely did they offer an actual tactical use.
Next is the Hacker series of games. Each one promises to deliver the feeling of being a hacker, breaking into all manner of protected data, siphoning funds, and controlling the world from your computer. Each game also attempted to deliver this through different sets of mechanics. And each one failed pretty miserable. The games seemed to progress from a game with some promise, seeing as you actually did have to use the keyboard and type commands, to a point-and-click strategy game with a "hacking theme" in the last installment. Ultimately, Uplink did it better. It wasn't perfect, but it was more cerebral, and actually did reward you (AND was a little easier) if you actually knew a little bit about real-world "hacking", which really amounts to just knowing some Linux terminal commands.
Star Trek Online. I REALLY wanted to love this game, but the combat is just too fast. I was really hoping for a game with methodical, tactical, slow-paced "submarine warfare in space", like in Wrath of Khan. I get that slow-paced and MMO don't really go hand in hand, but I really haven't seen a Trek game do this right, at least not in a long time. Yes, I know that battles between ships in more modern Trek media have been portrayed as having a faster pace, like the Borg Cube assault in First Contact, but... that's still not what I think of. If I can't really get into the starship combat, then there's really not much to keep me playing.
Having said that, I should add Starfleet Academy. Don't get me wrong, I still loved the game, but... it's basically Wing Commander III reskinned with Star Trek ships. The ships move more like fighters than big capital vessels. I played the game expecting a simulation of being a Starfleet Captain, and at a time before Trek got all whiz-bang with the fleet battles, when ship confrontations were still at speeds and distances where The Picard Maneuver actually worked. At these speeds? Well... considering the size of the vessels, and the distances they seem to travel, and in the time they travel them... I would estimate 1/2 Impulse to be about twice the speed of light. Who needs Warp Drive?!
This is a bit of a stretch, because it is less about and idea versus execution, and more about a terrible "re-interpretation", but Doom 3:BFG Edition. This game was supposed to be the penultimate version of Doom 3, and it wasn't. Period. About the only advantage was widescreen support out of the box, and allegedly higher resolution textures, with the inclusion of the expansion packs. I did enjoy the expansions, particularly the otherwise unreleased one, but the primary thing that made Doom 3 so enthralling was the shadows, and the need to choose between seeing and shooting. You couldn't hold the flashlight and the gun at the same time. You would find yourself turning a corner, and your flashlight would catch some object and project a distorted shadow on a wall. Next thing you know, you're crapping your pants, and blindly firing your gun in the dark. Meanwhile, an imp has crept up behind you, and proceeds to gnaw your arm off. There's just a LOT missing from the original game in this version. I find myself just wanting to play the original Doom 3 with a widescreen hack and some graphics mods. Truly, the original IS still superior!
When it was announced, I was soooo excited. Not only a new ES game, but it had dragons to fight! It was the most anticipated game in my life. And then it came out and became the biggest disappointment of my gaming life. I'm not even talking about the bugs - such a big game, I expected them. But the UI was horrible for a computer user. Maybe the worst UI I've seen in a computer game. Also, the dragon shouts were not balanced very well. And the quality of the quests were a huge step down from Oblivion. A few were interesting and fun, but overall they were pretty meh.

The game isn't bad, I still played it for a while. And now that mods are out to improve the experience (and hopefully fix the UI) I plan to play again, but it will make me sad thinking of how awesome it could have been.
By my own experience, Singularity. I feel the game idea and concept is very good! And interesting, even to create a franchise. And who would think the contrary with a introduction like this!?

Sadly, the gameplay and the way the history develops makes you get bored. Is like the game need something more to bright among others FPS.
jadeblackhawk: Elder Scrolls Online
darthspudius: Deus Ex. Great story etc but really shit game play.
Totally agree with you, guys. Is sad what turns in TES Online. Could be better Skyrim with online mod so people can complete quest together; kinda like Diablo.

About Deus Ex, i didn't play first games, I just played the last one and damn, how boring it was. Nevertheless, I want to try the first game since has been told it is the better.

HiPhish: - Planescape: Torment -
It's not a role-playing game, it's a point&click adventure with tacked-on game mechanics. It would be a nice adventure game, but all the RPG mechanics do is just slow it down with pointless nonsense.

- Hitman - (1 & 2 at least)
In Thief you want to remain undetected and slip past enemies, but in Hitman you often have to put on a disguise and hide in plain sight.
Mmmm, I haven't played PST, but hope those elements you pointed did not make the game boring because i was thinking to get it :(

About Hitman hahahaha, yeah I understand you. First Hitman series, even Contracts, the sthealth mode was so rudimentary, hard to escape like a true Silent Assassin even if you own that rep in the game; there was always something that does not fit well with the stealth mode. Thanks too all divinities it gets better with Bloodmoney and finally Absolution.

ZFR: Half Life: Blue Shift
Yeah, no words needed about it; kinda breaks the joy of HL and Opposing Force. By the way, I found Opposing Force and UpLink demo like the most immerse atmosphere on first saga; lots of action!
Post edited December 29, 2014 by montcer9012
I love the setting and story but I couldn't stand the game play; it just didn't feel right being a horror fps game where your shooting pretty much everything that moved. I wanted to explore rapture more! :(
Post edited December 29, 2014 by comradegarry

Played on Sega Dreamcast T_T
rogue legacy pointlessly hard and the random generated levels just means lacks well made hand crafted levels.