Finally got to act 2 of MGS4 (games)
What the hell, Kojima.
What the hell, Kojima.
The big problem with it stems from that it uses BMI's ridiculous classification system (which is good for a casual statistical clustering of body types but is not in and of itself a useful diagnostic tool), and that it disregards progress and only tells you how you're doing based on where you are in the BMI.
On the other hand, people have already been reporting success with it, so maybe this time will work out better for me too.
It seemed like a lot of fun.
It's a bit distressing that buying things makes me feel better.
Of course it's annoying that the game shipped in a less-than-optimal capacity, BUT it had been delayed quite a lot as it is, and I'm glad we got to start playing it a few months ago instead of having to wait until now.
First gripe: It doesn't say which buttons to push to continue on the initial startup screens. The A button doesn't work. Turns out you have to press +. Weird. Actually a lot of the stuff in the UI is pretty whack.
Second gripe: Too many friends codes. I really must do something about that. Anyway, mine is 1032-0942-8357.
Portal is a lot of fun. Half-Life 2 is also pretty good though it's making me a bit motion sick. The controls are definitely the best console FPS controls I've ever had... unlike, say, The Darkness, the controls on this actually feel natural and responsive. Not quite as good as keyboard+mouse, of course, but they did a good job of at least making moving and aiming feel somewhat natural.
HL-2 suffers from feeling very linear but also very "find the one little tiny clue needed to go forward" which is a bit annoying. Hopefully it'll get better soon. (I'm only to the part where you're trying to escape the city after the transporter fails to work right.)
Unfortunately, I have to go to bed early for an all-day "cultural training" thing down in San Jose tomorrow. Ugh.
It's not like I want it to be trivially-simple or anything, but fucking HELL at least make it POSSIBLE. STOP MAKING ME THROW MY CONTROLLER. (Especially since on the Wii you have to go to a pretty big effort to throw it down in disgust, what with the wrist strap and so forth.)
Some of the non-mainline gameplay bits are a bit fiddly and obnoxious (like, the Starfox-esque rails-shooter segments could be a bit better), but so far I'm very impressed with this game. I totally recommend getting it, and a PS3 to play it on if you don't already have one. (Which you probably don't.)
Apparently, when goldfish get all seven Chaos Emeralds, they are rewarded with electric guitars. Their electric guitars are tiny and hard to play and have built-in cheap reverbs which you can't turn off.
Even if you insist on having controls which are basically a direct port of WASD and a mouse to two analog sticks, please don't make the tutorial impossibly difficult. Good games ramp you up in difficulty, especially when the controls are a bit tricky. Tutorial segments in particular should be fairly easy to get through, since the whole point to them is to learn the controls. Additionally, tutorial segments more than any other should be free of sequence bugs (like being able to fall off an elevator which you can't recall), and if you're going to make deaths restart at the most recent checkpoint, it sure would be nice if there were checkpoints other than the very beginning of the tutorial.
While you're at it, if you're going to put such a focus on dialog and close shots on characters' faces while they're talking, you should try to make their mouths move at least remotely convincingly. It would also be nice if the characters had motions other than "talk while gesticulating wildly" and "die." (For bonus points, learn to write dialog which is intense without relying on every other word being a profanity. Yes, I realize they're mobsters, but I'm not exactly Miss Manners but pretty much every line in the intro made me blush. Consider the concept of dynamic range.)
I was really looking forward to your game but now I'm thinking I wasted $60.
Love,
fluffy
Also, Midna is totally cute-hot.
The actual gameplay could use more game and less exploration leading to cutscenes, though. Really it just feels like they took The Thousand Year Door and replaced the battle stage with the quasi-battles in exploration mode. Of course I'm also playing Yoshi's Island in parallel (on GBA) and that's the diametric opposite, with a lot of fast-paced dexterity challenges, which Super Paper Mario definitely is not.