moosecommander
MooseCommander
moosecommander

I totally agree, the key thing is balance. And Resident Evil 6 feels entirely like a cash-in, a stupid attempt to appeal to too many people at once. It feels like a game made entirely by a marketing team rather than by designers who want to a game that is actually...fun.

I had fun playing RE5 co-op as well, but if you ever try to play it by yourself...it is terrible. The AI companion is just so bad it is almost unplayable.

"It's unfanthomable how blind some people really are. Resident Evil One, Two and Three are lost in the past as the gems they are, time has moved on, and this action-orientated gameplay has blazed over as the norm. And Capcom's doing what appeals to the masses wether you like it or not."

So if it was in a more relaxed pose, you'd believe Steve Jobs was back from the dead?

I wonder if they chose to use Frostbite, or if EA forced it on them.

I think it's going to be much harder for Facebook to become irrelevant than similar platforms like MySpace. The reason being that so many services - Gawker network included - have Facebook integration. The idea that we have to authenticate certain pages with our Facebook profiles to get access. I think it becoming

Well, to be completely reasonable, they're not going to show people who knew that it was just a 4S. I bet they ran into quite a few people who were more tech savvy who could point out the difference. I know if they had showed it to me I would have immediately noticed the difference in screen size.

I guess they're hoping that Bayonetta maybe has a big enough pull to have those who played the original to buy a brand new console for the sequel. I'm sure some are getting the Wii U anyway, but it does seem like a weird decision. I wonder just how successful it will be.

I completely agree, you gave my argument some eloquence.

Just a simple typo. I don't mind, I just was typing too fast and I didn't proofread. Thanks!

I'm not talking about a refund if the game is bad - obviously that's a situation where, hey, you backed a project and it just sucked. I agree there.

I am being serious. And I think you're right about what the vast majority of difficulty mode changes are, and they're frankly disappointing and lazily put together.

I agree about the sense of fulfillment that comes with harder difficulty modes. I too almost always play on the hardest difficulty available to me right off the bat. I don't mind dying a few more times than I would normally expect, but there are points in a game where obviously certain things aren't balanced

I totally agree. It's the job of the designer to figure out how to properly balance your gameplay mechanics with your difficulty levels, in order to assure that pacing is consistent despite difficulty changes. If you have a cover-based game, and the player is ignoring the cover aspect because they aren't taken

I actually wrote an essay on this for a journalism course I took over the summer.

You make some great points. I really hope the industry starts creating fully-fledged nonviolent gameplay options. The dialogue system in Mass Effect is cool, but it really doesn't have the depth it should have...and it never really grew over the series, even though the other features did. While it is great to make

I think it is wrong to say that games are ruined by having an "Easy" mode, but I also think that Hutchinson makes a great point. If a primary game mechanic in your game simply becomes a nonessential one just by changing the difficulty, that's a major design flaw.

I believe it. It doesn't take 6 months to build a playable demo like this. Programming in these sorts of complex systems isn't something that takes a short amount of time.

If by irreparable damage you mean making record profit, sure.

That's pretty ridiculous. I can get the Retina Display MBP for $300 less than this unit. Almost the same graphics card, better screen resolution, 256 GB SSD, etc.