Ash
Arcane
- Joined
- Oct 16, 2015
- Messages
- 6,469
Is (your) Deus Ex an example of much better level design?
Uh, yes? The original Deus Ex is one of the finest examples of 3D level design. Are you confusing level design with art direction?
Is (your) Deus Ex an example of much better level design?
IIRC I had 80ish exotic when I ran out of the others. Necropsy is the first perk I took though, and I didn't backtrack to store clutter to recycle for the others.
Is (your) Deus Ex an example of much better level design?
Uh, yes? The original Deus Ex is one of the finest examples of 3D level design. Are you confusing level design with art direction?
IIRC I had 80ish exotic when I ran out of the others. Necropsy is the first perk I took though, and I didn't backtrack to store clutter to recycle for the others.
it's like we're playing different games... what are you crafting? Are you collecting and recycling extra weapons?
Ye, seems like my fuckup was pretending this game was an FPS, so I basically just shot everything I ran into. It's lead into dry, dry guns.
I never backtracked to a recycling machine
It is wasteful,just recycle them.i'm p sure i kept shooting everything to deff ever since stumbling into psychotronix and i've never been any close to running out of ammo until the end of the game
Maybe learn to miss more?
If you're having too much ammo in your inventory, try shooting the walls, floors, ceilings pointlessly. No reason you can't write your name in bullet-holes, either!
Is (your) Deus Ex an example of much better level design?
Uh, yes? The original Deus Ex is one of the finest examples of 3D level design. Are you confusing level design with art direction?
What makes it so much better than Arkane's stuff? You have a link to a rant or similar?
I played GMDX a bit after Prey and never really thought to myself "this level design is SOOO much better". DX felt more linear, if anything.
they've also neglected to do much with the relative openness and verticality of the environments as compared with Shock's corridors when it comes to enemy encounters.
Felt this a bit like this as well. The anti-grav areas were a nightmare, because I went Gordon Freeman through most of the game, spec'd Engineering to get turret defence to max, and used pistols - but they never fixed the placement/fortification direction of them when suspended in gravity, very frustrating. Had to bull rush through a lot of that. Turrets were a fun combat unit otherwise.Prey has affordances to choose multiple paths through nearly every part of the station, but it fails to populate those paths with meaningful choice and challenge past the first half.
Is there any way to turn off the odd font blurring? It looks like you need one of the old blue/red 3D glasses to read.
u r ded to me m8I'm one of the insane fucks who likes chromatic aberration
I'm putting everything into shotgun, shotgun ammo and weapons.
This sort of information should't outright be stated to player. It ruins the idea behind the consequences of player's actions.Oh noes useless weakling turrets are gonna attack me if I take super op magic skills, game fucking unplayable.