Yeah I remembered that from the controls menu, but do they explain prone in the tutorial as well or no? Because for something fully animated and implemented it seems like it has a rather arbitrary way to execute it.
I don’t think it did, but then I rarely pay much attention in the movement section of tutorial levels.
“Hmm, for being Unreal difficulty, this guy isn’t too difficul-”
“…Oh”
You’re really going to town with those gifs.
Wargame is going to make me pull my hair out. The enemy just destroys me at it and I know I’m not very good but it just seems like they have an unlimited reserve to pull units from and that their units are so much more accurate than mine are.
Yeah, I’ve been going a little .gif crazy lately now that I have an external HDD that lets me record gameplay for more then 5 seconds without fucking my computer up.
More Unreal 2. I discovered the longer load times I get when I maxed everything out can be reduced to almost nothing by putting the game in a window before I load my save.
I’ve never even heard of this before, but somehow they fucked something up where it seems to be the higher the resolution the longer the load.
Still, it’s nice to be able to play this game without waiting for every load now.
Gears 1 was great. FEAR 1 was great.
Gears 2 was shit. Fear 2 was mehmehmeh
Gears 3 was everything Gears 2 should have fucking been. FEAR 3 is everything FEAR should not ever be.
I really don’t know how they did it, half the time I swear I’m playing a game from at least 2004-5.
Especially the facial animation, I never actually noticed how good it is in Unreal 2, even comparable to more modern examples.
Tomb Raider.
God damnit, Crystal Dynamics have ripped my body apart and taken my soul because of that game.
Got to a mission in Unreal 2 where the planet is called Acheron where the company stationed there is terraforming the planet.
hmm.
Doom and Half-Life. Even today, they’re still amazing games.
I started Metroid: Zero Mission for GBA today. It seems it’s a whole lot shorter than the original NES Metroid as I’ve already beaten Kraid. I remember it taking me forever just to even find him.
Of course it’s mainly due to the game being far more accessible than the original, which is a plus in my book. I just got done with Blaster Master, and I was dreading a repeat experience.
I’m glad Zero Mission is more it’s own game, rather than simply Metroid with a shiny coat of paint, and makes playing through this all the more enjoyable. As a reimagining of the original story, I’m loving it, and it’s games like these that remind me why I love to game so much.
A god of the underworld? Am I missing something there?
Since when is Acheron the God of the Underworld? Am I missing a piece of real life or gaming history here?
Ooh. Yeah, that’d be a reference then.
It’s one of the rivers that separates the real world from the underworld in Greek mythology. I had it partially confused with Charon.
So I was playing this mission and the music came on and I was thinking “holy shit, this sounds like Unreal 1” and lo and behold, this track is one of the tracks that was actually composed by the guy who did the Unreal 1/UT99 music.
I’m really liking this game so far, which is weird because I used to give it so much shit when I first played it, and then I just never beat it. Even the parts fighting humans, which when I started, in my head I was like “shit this is why it sucks” but then actually playing them I’m still really having a lot of fun - especially using the flamer and incendiary grenades on them.
IDK, maybe I was just so annoyed by the fact that it had so little to do with the first game my first time around. I think I’ll actually play through the game this time.
Ironically, it was considered short when it came out, but compared to more recent games it actually feels like a fairly large campaign.
Could you maybe be more specific there?
Alexander Brandon, the main composer
Interesting, apparently he also did the music for Deus Ex, a bunch of other games, and… he was the voice actor for Ancano and Amaund Motierre?
How about that.