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E3 2008 - Discuss!

Hmm, I've gotta wonder how horrible this will be.

A Wii version of Dead Rising? :lol:

Not only will they need to dial back the graphics, but also the number of zombies on screen I'll wager. Probably gonna be a pretty rubbish port.

I got bored of the 360 version pretty quickly anyway.
Same here. Mowing down zombies is only fun for a little while. The games is fun, but there's a load of problems with it. The save points, hell the saves system in general, are horrible.
 
I also hated how the gun aiming was put on the left stick, and couldn't be inverted. Basically made firearms fucking useless to me.

I'm all for a challenge, but having 2 extended "fuck up and you die" sequences between save points is just bad design.
 
I also hated how the gun aiming was put on the left stick, and couldn't be inverted. Basically made firearms fucking useless to me.

I'm all for a challenge, but having 2 extended "fuck up and you die" sequences between save points is just bad design.
Yeah, I suppose the aiming is something the Wii could actually improve on. But I doubt it'll do anything to improve the game in general.
 
Sony conference was kinda flat, not uneven like MS's, or boring like Nintendo's, but there weren't any surprises and certainly no "OMG!" moments, unless you count MAG, which a lot of folks knew about.

However, HOLY SMOKES, Killzone 2 online looks unbelievable. On consoles I think KZ2 and Gears 2 are pretty much untouchable at this point (Rage will most likely humble both, but that's a while away).

eqqouo.jpg
 
can't see Dead rising on the wii working, I really liked the game on the 360 (despite the faults) how many times would you have swing the remote to kill zombies!

Killzone 2 looks nice but the developers have terrible track record for past games
 
Wouldn't Dead Rising on the Wii just be Resident Evil in a mall considering how scaled down it will be? Of all the systems to put that game on, I don't know why Capcom didn't pick the PS3 which can actually handle it.

I LOVED Dead Rising, flaws and all, which is funny considering I thought the early Resident Evils were crap with horrid controls (press up to move left on the screen...WTF).
 
Meech's reactions to E3 2008!

-$399 80 gig PS3: Hey, Sony's making a really fantastic move. They're... wait, uh, hold on here, maybe they, uh... they're making it with the same capabilities as the 40 gig. That means they're either removing backwards compatibility, or they're loading the 80 gig models half full of fucking awesome content, and you can only use 40 gigs for your own storage.

I'm betting on option number one.

-Ratchet & Clank PSP bundle: Fuck you, Sony. You announce this after I buy the God of War bundle? God damn it. I love that bundle, but you're releasing the only package I would have bought instead. Fuck you guys.

-Lego Batman PS2 bundle: GOD DAMN IT. Are you trying to kill me, Sony? Are you? A knife is quicker. I want a PS2 now. Screw you. Why are you still selling that system? You have a new one.

Oh, right.

To kill me.

-Kirby Super Star Ultra: Okay, this was announced a while ago, and there's almost no reason to mention it. I just want it.

-GTA Chinatown Wars on DS: Even if this game is garbage, which I have a feeling it will be, I will probably still spend at least thirty hours with it. Also, "winter" as the release date? I think you mean "two weeks before Christmas".
 
People need to quit bashing Dead Rising. Definitely one of the highlights of this generation so far. I do think it's kind of pointless to port it to Wii though. I just don't think the system can generate enough zombies to do it right!

I also hated how the gun aiming was put on the left stick, and couldn't be inverted. Basically made firearms fucking useless to me.
It's kind of pointless to complain about the lack of inverted controls. Seriously, in the old Quake 1 days I was inverted all the way, but one or two games didn't have inverted controls so I adjusted. It's not that hard, at this point you're just being stubborn.
I'm all for a challenge, but having 2 extended "fuck up and you die" sequences between save points is just bad design.
The save system was curious, with only getting a single save at a time.

Not sure what sequences you're referring to though, there were a lot of save points. I guess it's just too rare these days for a game to demand a level of skill to succeed at it.

I don't know, I played through it the first time realizing my character was pretty weak and I wasn't so great at the game, so I focused on the main quests saving the few people I could on the way. Then for subsequent playthroughs with a stronger character and a better grasp of how to succeed at the game I went for various achievements. After a few playthroughs I had gotten 1000/1000 achievement points and had fun the entire way.

To me, the way they designed the game gave pure value. I would take the Dead Rising system over say something like the Bioshock Vita-Chambers any day.
 
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I love the vita chambers. Maybe I'm old, but a game shouldn't punish you for failing. BF:BC and Too Human use the same "respawn" system which keeps the world exactly the same as it was before you died.

Imagine if you had to watch a David Lynch movie and if you even got a little confused, the movie stopped and forced you to rewatch the same scene over and over again until you understood exactly what was going on. Yuck.
 
Not sure what sequences you're referring to though, there were a lot of save points. I guess it's just too rare these days for a game to demand a level of skill to succeed at it.

So if someone complains about a save system it must be because they are bad at games?

That's totally completely wrong. I want to play a game the way I want to play it and games that restrict saving simply make it less fun. I want to stop playing whenever I want to stop playing and not have to worry about the fact that I'm 10 minutes away from the nearest bathroom. Save system's is one of my pet peeves in games... especially when it's obvious that they're set up in such a way as to artificially lengthen the game by forcing you to replay things.

On the flip side, something like the Vita-Chambers in Bioshock were great because you didn't have to use them (and that's ignoring the fact that the chambers are not even a save system!). First time I played Bioshock, every time I died I loaded a game. That was my choice. Second time I played through I didn't and continued out of the chamber. That was also my choice. Dead Rising does not give me that choice.

Don't get me wrong, I certainly enjoyed the game... but calling it a highlight of this generation and dismissing valid critisizm of the game is a bit too far.
 
Part of the problem with Dead Rising's save system (which I had ZERO problem with, BTW) was that today's gamers (most of whom are too young to remember the 8- and 16-bit generations when games were SHOCKINGLY more difficult than they are today) expect to go through games and get 100% on the first try, something that's pretty much impossible with Dead Rising. That game needs multiple playthroughs to get the most out of it.

Only having one save point and only being able to save in selected spots (restrooms and the main office) worked wonders for heightening the tension. The game was designed to play out like a movie, not Streets of Rage/Double Dragon. Where's the fun in running around the mall, hacking away at zombies, getting killed, and being reincarnated an endless number of times with zero consequences and unlimited continues? The save system as it was implemented made you play carefully and consider your actions rather than just being another hack and slash with zombies.

Okay, I take back part of what I said above--a zombie hack and slash would be fantastic, but that's not what Dead Rising is. :)
 
Not sure what sequences you're referring to though, there were a lot of save points. I guess it's just too rare these days for a game to demand a level of skill to succeed at it.

So if someone complains about a save system it must be because they are bad at games?
Well, I'm trying to think of what sequences he's talking about. Maybe it was at the very end? I don't know, it just doesn't seem to me that the save points were that hard to get to, or that you were forced to play a long sequence without an opportunity to save.
That's totally completely wrong. I want to play a game the way I want to play it and games that restrict saving simply make it less fun. I want to stop playing whenever I want to stop playing and not have to worry about the fact that I'm 10 minutes away from the nearest bathroom. Save system's is one of my pet peeves in games... especially when it's obvious that they're set up in such a way as to artificially lengthen the game by forcing you to replay things.
I don't know about that, surely there's some middle ground here. Are you going to tell me that playing an NES game on an emulator and abusing quick state saves doesn't break the game? I think they made a valid design decision for the game they were making.

On the flip side, something like the Vita-Chambers in Bioshock were great because you didn't have to use them (and that's ignoring the fact that the chambers are not even a save system!). First time I played Bioshock, every time I died I loaded a game. That was my choice. Second time I played through I didn't and continued out of the chamber. That was also my choice. Dead Rising does not give me that choice.
I don't think the choice to forgo developing skill is all that wonderful. There's winning and losing, and without losing winning means nothing! And with Vita-Chambers the game doesn't enforce any sort of penalty for failing. The fact that you felt compelled to institute your own less retarded penalty system to me just confirms that the Vita-Chamber system was broken to begin with!
Don't get me wrong, I certainly enjoyed the game... but calling it a highlight of this generation and dismissing valid critisizm of the game is a bit too far.
I got more out of Dead Rising than a lot of the overhyped supergames of the generation (like BioShock), so I'll stand by it.
 
Well, except now you can turn off the chambers and there's the achievement for beating the game on hard and not dying. You can play it that way if you want.

But then again, I'm a huge fan of Alone in the Dark's "chapter skip" system. If there's bad or annoying gameplay, just skip it. Too bad AitD is apparently garbage. :p

I don't know. I've stopped playing single player games for challenge now. Yes, I don't want it to be stupidly easy, but giving enemies more hitpoints and giving you less hitpoints isn't my idea of testing my skill. Arbitrary save systems, in which you can basically fuck yourself over if you save at the wrong time and therefore miss a deadline which ruins your ENTIRE game, aren't what I'm looking for when it comes to a "challenge" either.
 
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