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#127 Jun 05 2011 at 7:35 AM Rating: Good
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I already own inFamous, so I grabbed LBP and Dead Nation for PS3 and KZ:Liberation and Modnation Racers for PSP.
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#128 Jun 05 2011 at 1:08 PM Rating: Good
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I'm having a ton of fun with Dead Nation. Good ol' fashioned arcade stuff...kinda like Gauntlet.

Infamous...a little less so. It's enjoyable enough, but I'm not really seeing how it earned the scores that it did. The aiming is annoying me...it requires precision, but the aiming controls seem off. It's hard to hone in on a target, let alone line up a headshot. You also can't hit visible targets that are a certain distance away. When freerunning, Cole also has an annoying tendency to "cling" to nearby objects when you don't want him to. It's definitely not as good a system as Assassin's Creed's.

Also, the karma system is poorly implemented. Abilities are only given for going towards one of the poles, good or evil, so there's no incentive to consider the situation whenever you need to make a decision. You simply make your choice based on whichever way you decided to go at the game's onset. I decided to be evil, so now I just pick the evil option no matter what, in order to get the associated abilities.

I don't think it's a bad game, just...so-so. I'd give it a C+ so far. Happy to have it for free, but I think I probably should have gone with LBP.

PS: What's with the rental movies they offered? Bad Boys, FF: The Spirits Within, and Ghostbusters?? Who actually watched any of them? Smiley: confused

Edited, Jun 5th 2011 3:11pm by Eske
#129 Jun 05 2011 at 1:52 PM Rating: Good
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I haven't had any aiming problems so far, and I'm getting way more headshots than I would in most games. And the range issue just sounds to me like... well... not an issue. It seems perfectly fair that just because an enemy is in visible range doesn't mean that they are in range of your attacks.

But I agree on the karma. Especially since I don't like the fact that killing a downed enemy is neutral but absorbing their energy is evil. End result is the same, and I don't feel like the parasitic choice is any more "evil" than the other.

Not to mention the fact that binding them and then leaving them to exposure is just as bad...

But I AM enjoying the game. I also have some issues with the platforming, but it's still fun. I went good, which kinda sucks because the evil abilities look way better.
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#130 Jun 05 2011 at 2:00 PM Rating: Good
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Eske Esquire wrote:
PS: What's with the rental movies they offered? Bad Boys, FF: The Spirits Within, and Ghostbusters?? Who actually watched any of them? Smiley: confused
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#131 Jun 05 2011 at 2:47 PM Rating: Good
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Eske Esquire wrote:
PS: What's with the rental movies they offered? Bad Boys, FF: The Spirits Within, and Ghostbusters?? Who actually watched any of them? Smiley: confused
I think we own all three of those in my household. In fact, I think we have three copies of FF: TSW between us.

So really, that's my only complaint.
#132 Jun 05 2011 at 2:54 PM Rating: Good
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Eske Esquire wrote:
When freerunning, Cole also has an annoying tendency to "cling" to nearby objects when you don't want him to. It's definitely not as good a system as Assassin's Creed's.


Funny enough I had that same issue with AC, and not problems with InFamous.
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#133 Jun 05 2011 at 8:53 PM Rating: Good
Ghostbusters is one of the best movies from my childhood.
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#134 Jun 05 2011 at 10:48 PM Rating: Good
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Sandinmygum the Stupendous wrote:
Ghostbusters is one of the best movies from my childhood.


Oh, it's a good movie. I even liked Bad Boys, too (FF:TSW, not so much). It's just that those two are both pretty goddamned old movies. You could probably own both of them for about $2.50 if you wanted. And to me, FF:TSW was more of a tech demo than a movie.

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Funny enough I had that same issue with AC, and not problems with InFamous.


That's...strange. Objectively, it happens more in InFamous. There are more "cling-able" objects, and there's a serious "drift" effect on Cole to suck him towards those objects, which, if it's even in AC, is much more subtle. It's really not even close.

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I haven't had any aiming problems so far, and I'm getting way more headshots than I would in most games. And the range issue just sounds to me like... well... not an issue. It seems perfectly fair that just because an enemy is in visible range doesn't mean that they are in range of your attacks.


I'm a pretty hardcore FPS'er, and I'm having quite a few problems with it. Perhaps there's a sensitivity adjuster somewhere in the menus that could help things for me. I also don't like the crosshair, which is just a circle. Personally, I'd prefer something that touched on the very small dot in the center of that where all your attacks land. As far as the attack distance goes, it annoys me for a few reasons. First, the distance from which your attacks do nothing is just a fraction of the way in from the game's actual draw distance. To me, it's counterintuitive. At X distance, you can't see the enemy. A couple steps forward, and he comes into view but doesn't see you, but you can't attack him. A couple more steps, and you can attack him. When the windows are that close together, why not make it so that if you can see it, you can hit it? It's an annoyance for me, albeit a minor one.

I'm enjoying the game well enough. It has its strengths. It's just that the 'shooting' aspects aren't one of them.

#135 Jun 05 2011 at 11:51 PM Rating: Good
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I forgot to add, your blast range increases the further you get into the game. I guess it's to show that you (Cole) are getting stronger from your combat experience and power ups.
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#136 Jun 06 2011 at 6:18 AM Rating: Good
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So a few things about the range...

For one, as you go further in the game, the ability to strike at a target that is inside blast range but outside aggro range is going to get very useful, because fights turn into clusterf*cks and being able to take out the guy with the rocket launcher before the fight is going to help a lot.

Also, you will eventually get a sniping power, which literally is visible=dead. But it'll actually cost you energy to use (unlike the normal lightning, which returns energy when it hits and costs nothing). When sniping, your cross-hairs is still a circle, but a much smaller one. And you zoom way in.
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#137 Jun 06 2011 at 7:23 AM Rating: Good
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idiggory wrote:
Also, you will eventually get a sniping power, which literally is visible=dead. But it'll actually cost you energy to use (unlike the normal lightning, which returns energy when it hits and costs nothing). When sniping, your cross-hairs is still a circle, but a much smaller one. And you zoom way in.


Ah, awesomesauce. Looking forward to it.
#138 Jun 06 2011 at 8:09 AM Rating: Good
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Eske Esquire wrote:


Infamous...a little less so. It's enjoyable enough, but I'm not really seeing how it earned the scores that it did.


Agreed. I'd give it a 7/10.
#139 Jun 06 2011 at 8:32 AM Rating: Good
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I think a 7 is unfair. I'd give it at least an 8. Less than a 9 though.
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#140 Jun 06 2011 at 9:26 AM Rating: Good
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I thought Prototype was a significantly better 'made' game. The way it handled felt a lot more fluid to me, not to mention it seemed way cooler. But it got a lower metacritic score.

Don't get me wrong I will give inFamous a fair chance. Ive only played a few hours of it so far, since my karma choice was not one my kid could watch haha.

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#141 Jun 06 2011 at 9:35 AM Rating: Good
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lol

I tried Prototype and couldn't get into it. I think it's because you are forced to be evil (iirc?), and I don't generally do evil playthroughs in game except to get achieves, lol.
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#142 Jun 10 2011 at 9:18 AM Rating: Good
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It has begun.
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#143 Jun 11 2011 at 12:16 AM Rating: Good
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idiggory wrote:
lol

I tried Prototype and couldn't get into it. I think it's because you are forced to be evil (iirc?), and I don't generally do evil playthroughs in game except to get achieves, lol.


I'm generally this way for rpgs or games with npcs that seem more lifelike. I have troubles playing evil characters in the fallout games, for example, but Prototype and GTA style games I don't have a problem with (as far as that is concerned, anyway).

My problem with prototype was the difficulty curve consisted of "You start off powerful and are sort of capable of dying. Now you are stronger and there are enemies that knock you around. Now you are even stronger and there are just more people that knock you down. Now you are basically invincible, but good luck standing up."
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