I agree about JD. I mean if I've got a roket, a helicopter and one of those
Disablers coming after me all at once I tink it's pretty self-explanatory
which one I should go after first since the rocket and chopper will only
damage my base.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 04, 2012 3:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News
You have my complete agreement. I remember trying to beat Sodom... that
was a nightmare. Not being able to see I pretty much had to guess my
position all the time. Took me ages. lol. And yes, I do agree that audio
games in general tend to be so much more see it and hit it than using your
wits. Though I will say that in games like Judgement day and Alien Outback
at least you do have to gage where everything is, break down the kinds of
enemy coming at you, etc. I find myself asking these questions all the
time... should I go after that plane first, or do I take out that
helicopter and let that rocket hit my base? But I do agree that games need
to be made more complex, which is why, again, I'm glad of the direction
that Tom is taking.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 04, 2012 2:33 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News
Hi clemment.
No complaints from me, side scrollers like final fight are generally
considdered 2D too, just in a different sense from games like mega man or
mario. However my point is that games like Superliam and Q9 are stil
lacking that vertical movement element which was so crytical to the
gameplay of games like final fight, double dragon or streets of rage.
with those games though, simple as they were, position was everything.
for instance, soddom on final fight would slash you with his swords at
long range unless you remained vertically below him and attempted to walk
into him from above or below.
Get too far to one side and he'd either slash you if you were on the same
horizontal row as him, or do a diagonal charge. Guy is fast enough to
dodge the charge and grab him from behind, but the other two weren't so
you had to avoid him using it.
Thus, the games required intensive tactics, indeed if you look on
gamefaqs there is a 200 k guide for streets of rage two that goes into
incredibly deep detail, and one 100 k one for the game golden axe with
additions even by yours truly.
Yes, battle zone you can get a machine gun and moe people down, but there
is no stratogy, no position, and litle really beyond hit them before they
hit you type gameplay.
this is really I think the heart of where audio games are behind
mainstream ones.
Even in a game like space invaders, when you can see the invaders and
their position, you need to judge exactly and precisely the speed of the
falling bullits, how long it'll take you to duck behind the shields,
where the invaders move etc.
In most audio variets, it's a case of here it, hit it, here it, hit it!
this is really the area I think audio games need to work on, whether 2D
or 3D or whatever, having action games that actually engage a players
judgement of a given situation and it's factors and require practice,
rather than just reaction speed.
Beware the grue!
Dark.
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