I’m very busy with E3 this week and didn’t have time to come up with good topics. So we emptied out the mailbag.
Hosts: Paul, Shamus. Episode edited by Issac.
The email is in the header if you’d like to send us more questions.
00:54 Hitmans, and changing your opinion on a game.
That’s a non-question first, since I’ve just listened to episode 211 and since I’m late I have a feel, that a comment under it will be pointless. Sorry for this frivolousness on my part.
Anyway, about Thief vs Thief 2. I do prefer T2, but I saw enough people who preferred the first one, they saw T2 more boring, since it lacked diversity of levels and moods (less horror and tomb raiding). Actually, I thought just like you, and hated these levels. But I replayed a year later and… I loved these levels. They do work, they have their own mood, and sometimes it’s more fun to evade every obstacle by using acrobatics, instead of killing everyone. Thief 2 is still better, but Thief 1 isn’t that much worse. Deadly Shadow’s is enjoyable (I don’t think that game is worthless, even missions other than Shalebridge Cradle are pretty good and worth playing).
I’m surprised with your comment about Hitman and Hitman 2. Hitman 2 is a vastly inferior game, flaws of which were inherited by Absolution. More linear levels (many of which without the targets, you must just pass them through), very easy to get your cover blown (you can’t even run, just slowly walk), very limited choices of dispatching the targets, and removing money system in favor of unlocks (in a game about contract killer!). Codename 47 wasn’t perfect game, very uneven I agree. But highs of C47 were way higher than highs of SA, and lows are relatively equal. Thankfully, IOI made Contracts and Blood Money. May be it’s just me, who views Silent Assassin on par with Absolution.
So… The question is (returning to that Thief question remark)… Were there games, that after replaying them, you drastically change your opinion on them, for better or worse?
Best regards, DeadlyDark
15:16 Choosing Guns in Games
I also started playing Destiny 2 recently, and wanted to get your thoughts on the weapon design.
As I see it, there are three variables that define the overall appeal of a weapon:
Firstly, its raw stats, the things that are directly measured by the in game power level.
Secondly, there is the utility/suitability of the weapon: things that make a weapon better or worse for a given environment or play-style; for example, a higher capacity, lower damage weapon when facing swarms, a shotgun instead of a sniper rifle when in narrow, twisting corridors, or a sight that highlights enemies when in dark areas.
Thirdly is the aesthetics of the weapon: how it looks and feels to use. (There are some definite winners & losers in this category, in my, admittedly biased, opinion)
How much do you care about each aspect? Are you willing to put up with a gun that is statistically more powerful, and well suited to the environment, if it looks or feels bad? Are there weapons that were surpassed in stat power several levels ago, but you still use because it is far better suited to your needs?
I find this problem more notable then in other games (ie borderlands) because swapping weapons around eats ammo, which is most noticeable on the power (purple) weapons, which also happen to be, in my experience, the category which has the most specialized weapons, which need to be changed to fit the situation more often. They also have the lowest ammo stores.
Between that and the relative lack of "safe" spaces to mess around with menus in, picking a well rounded loadout is key, as if something isn’t working, it’s not easy to swap it out.
22:55 Timeless Games
I’ve been wondering, is there any game that you often come back to and it still plays as good and feels as great as when you played it the first time?
For me it’s Half-Life 2, everything just fits together so well… Also what do you think the secret to that kind of game is? IS it a mix of genuinely great game design and nostalgia?
Keep up the good work!
29:24 Controller Complexity
How do you feel about 4 face buttons being a standard for all consoles. I’ve been playing a lot with my old xbox recently and noticed that the black and white buttons are neat for some extra functions. So, now electronics have advanced a lot, why wouldn’t they put on 2 more.
Imagine 4 shoulder buttons and 6 face buttons. Seeing how often games have multi-button presses or tap/hold or multifunctional buttons (search and swap weapon for example) it seems silly not to just give devs a few more facebuttons to work with.
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