Posted: Mon Jul 23, 2007 2:38 pm
A'right. Let's check out your reasons for disliking Red Steel and compare.wormguy wrote:...some examples of console First Person Shooters done right were Goldeneye and Halo. You simply can't dispute that.
.........What?! You seriously list that as an actual reason for disliking the game? That alone calls your entire game-reviewing ability into question...wormguy wrote:First, there is no blood.
I thought they _were_ meant to be somewhat comical at parts. That's not my complaint with the voice acting. If I have one, it's that the enemies don't have too much to say but they say it often. "Stop you bastard!" "Stop you bastard!" "Stop you bastard!"wormguy wrote:Second, the voice acting is pretty annoying. The Japanese accents are horribly overdone so much as to be comical.
I didn't think there was a badly designed level in Red Steel. Name some, please?wormguy wrote:Third, the level design is a mixed bag. Some of the levels are great - most others are boring or poorly designed.
Okay, okay, WHAT?! Are you playing on Easy control mode? I think you are. Set the sensitivity to Expert and you can turn on a dime. Unless you're somehow having trouble using the Wiimote just to turn to the side, that's the only explanation.wormguy wrote:Fourth, the process of aiming is pretty awesome. However, the controls are ultimately muddled by the fact that it takes practically ten minutes just to turn 180 degrees. I'm talking like I could aim my controller to the side, go eat a snack, come back and finally be turned around. I can't even begin to tell you how many times I took major damage because it took so long to turn. It's just completely frustrating.
I'm pretty sure that part's just your fault, because combos are quite easy in Red Steel. Actually, my issue with the lack of challenge is mainly in swordfighting, not gunfighting, simply because it's so easy to land combos of ultimate pain. Being able to draw your sword against a bunch of gunfighters wouldn't really help, and if you do manage to get right next to someone you _can_ slice 'em with your tanto.wormguy wrote:Fifth, the sword controls can be annoying. True, the swordfighting has its moments. But I remember one time in the dojo where I literally spent 10 minutes trying to get a combo to work. I would have greatly enjoyed one-to-one control and the ability to draw my sword whenever I wanted, but oh well.
Yeah, so far the verdict is that it's definitely a combination of you playing on Beginner sensitivity and you just not being good at Red Steel.wormguy wrote:True, the graphics are outstanding. True, the music is great. But ultimately the experience is completely destroyed by the controls. It's unfortunate, because the game is mostly well done. But, if nothing else, a Wii game is made by its controls, and Red Steel's controls sucked.
On to Halo. The controls here really _were_ horrible because it was an X-box game (before the computer version), and the X-box controller is horrible, and because Halo has excessive auto-aim and it's unnecessary anyway since the enemies absolutely suck at dodging. Great graphics don't make a game even though horrible graphics can sometimes break it. Challenge? Nonexistent. Balance for multiplayer? The same. Pluses: sound (voice acting and music). And, err.....and...........yeah.
Yes.wormguy wrote:Also, did you seriously just knock Majora's Mask for its horrible atmosphere and easy difficulty?
Yes.wormguy wrote:Have you even played Majora's Mask?
As with Twilght Princess, I've had too many Majora's Mask discussions to count, and most people say the same things as you. I have no idea why anyone would find Majora's Mask difficult in comparison to any other Zelda games; it is in my opinion the easiest I've ever played, even more so than Link's Awakening (which is the only Zelda game I dislike more), in terms of puzzles, and combatively it's PATHETICALLY easy due to the crapload of overpowered masks Link gets.wormguy wrote:It's the only Zelda game I haven't beaten, because it's too damn frustrating for me. It's widely regarded as the hardest Zelda game ever. The atmosphere in Majora's Mask was what made the freakin' game! Seeing the moon get closer and closer to the earth as time went on was awesome, and the sense of looming doom that pervaded the game was what gave it its unique stamp among Zelda games.
Most Zelda games have a sense of urgency due to the storyline, as Ganon/Ganondorf/Vaati/Zant/etc comes closer to returning to power / increases in power / is going to kill Zelda or some other well-developed character / etc. Majora's Mask's atmosphere suffered primarily from the introduction of the Goddess of Time. How is the game supposed to convey any sense of urgency when Link has near-total control of the flow of time? What's so frightening about the descent of the moon when a few notes on the Ocarina can revert it to its original position with ease? Nigh-omnipotent protagonists do _not_ make a dark atmosphere, which was what was attempted in Majora's Mask. It made Majora's Mask lack in any sort of challenge for Link in the storyline even more than it lacked in gameplay challenges for the player.
That omnipotence factor, both in the ridiculous power of the masks and in, of course, the excessive personal assistance of a deity, removed any darkness possible in the atmosphere of MM. Of course, the fact that Link's fallen from challenging the Dark Lord Ganon to fighting a frickin' Skull Kid didn't help matters.