Halcyon, on Jul 26 2006, 06:06 PM, said:
Hm, I didn't feel very involved in Fear's storyline and thought it was pretty boring.
It's still the most complex in any game. I've been explained the story around 4 times already and I keep forgetting some of the items of the storyline
Halcyon, on Jul 26 2006, 06:06 PM, said:
In Prey though, I liked the way the main character's attitude changed throughout the storyline (there was virtually no character development in games like Fear or HL2). I also think it was indeed emotionally very absorbing in which directions the story went at the end.
There was character development in Prey, but it was nothing special to me. I found his attitude at the beginning very annoying, and unrealistic (After he discovered the spiritwalking helps him out greatly, he starts insulting his grandfather AGAIN next time he's called? that's such nonsense).
I don't think there was anything emotional about this game's storyline. Not even the part we are all currently thinking of, it horribly failed. The most emotional moment in the game for me was in Facing the Enemy at the beginning (right after the aliens invaded the land of the ancients). Where Tommy screamed "die! die!" at everyone.
It's not a problem with the extend storylines affect me in games. Because after all, Prince of Persia could do it for me.
Halcyon, on Jul 26 2006, 06:06 PM, said:
Regarding the level design, I can understand if you didn't like it that much. But I loved the scenery and for me, portals and wallwalk enhanced the game in a great way. I generally enjoy games (e.g. System Shock 2) in spaceships or something similar.
I generally like such art direction as well (Doom 3, System Shock 2, Quake 2, Sin's sewer levels), but Prey doesn't do it for me. It has something to do with the colors I think, Quake 4 had the same problem for me, but it's not as bad as Prey.
I like the wallwalks too, and the portals, but it's just so disappointing those 2 features were never used in another way than getting from point A to B. No puzzles like we were promised. It's such wasted potential.
Halcyon, on Jul 26 2006, 06:06 PM, said:
Out of curiosity, what did you like more in Fear than in Prey, regarding the level design?
The fact there are little holes everywhere, where you collect such permanent +5 armor or reflex duration upgrades. I loved how they hid such goodies as well in Doom 3. In a dark corner, behind a pipe, in a ventilation shaft, behind crates, ...
Also the way dynamic lighting is used in the levels. It's part of the atmosphere in Doom 3 & FEAR. Not in Prey and Quake 4, there it's just a nice extra.
Halcyon, on Jul 26 2006, 06:06 PM, said:
Sorry to hear that you didn't like the game though, but tastes differ.
I can see why anyone likes the game so much though. The game is just nothing like we were promised. I 99% agree with the Gamespot review.
Halcyon, on Jul 26 2006, 06:06 PM, said:
I also think you misinterpreted my last point. Of course, 6:30 isn't very long. What I was trying to say is that I never got the feeling that the game is short. Even now, looking back, I still feel very satisfied.
<{POST_SNAPBACK}>
That doesn't explain why you can't understand how anyone can find this game too short though. Especially considering you clearly state yourself 6:30 is very short.
I remember how Doom 3 took me 2 weeks. It took me near 25 hours to beat. Most satisfying experience I've had in a very long time. And if the progress of the length of games towards the future is any indication, it's going to be one of the last...