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#12 (permalink) |
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Just finished the tutorial and prologue mission. Game looks great on the highest settings and the old vibe does come back. Loved the Ioncannon and the girl in one of those movies is from House, gonna play the second mission tonight along with some skirmishes to criticly start looking at the game. For now I just got overwhelmed with the oldschool feeling that blinded my vision on wether it's a good demo or not.
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#14 (permalink) | |
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is on the 2nd circle: Lust
Join Date: Jan 2006
Posts: 120
Hellbux: 2,313
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Quote:
the hell it is the one with the robots) the intel ops chick... yeh to put it bluntly its like a cnc total conversion for generals, sometimes... like the selection for positions in skirmish, exactly the same gui circles... that was the same with LORT:bfme too wasn't it? more like ra2 than cnc i think, cause of the buildings distinction between normal/'support buildings'... multiple buildings built at once with cranes thing is kool though, but i forsee balance issues... ditto for factorys, more factorys more build queues... noticed one bug, or rather i should say complete bugger up, i see no way of checking how much tiberium storage you have... well thats my 2 cents, sorry for the 3 page blah
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#15 (permalink) | |
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is on the 2nd circle: Lust
Join Date: Jul 2003
Posts: 140
Hellbux: 2,364
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Quote:
There's a few balance issues I think, but nothing that can't be fixed before release. The NOD fanatics seem way overpowered and very cheap for the amount of damage they can do. NOD also seems to get way better special abilities. It's hard to capture the same exact C&C feel in C&C3 because the pace was turned up so fast. Try playing the medium AI and you'll see how rapidly it plays (we're talking building 90 buildings in less than 10 minutes). Though once you figure out how the AI thinks, it's not terribly hard to beat it. The AI has been improved a lot since Generals (from what I'm told the AI ONLY cheats on Brutal Difficulty). I think they've done a good job this time around though. A few elements of the game look like they're out of C&C Generals, but when you play it for a while you see that it's really nothing like Generals. I can't wait to get my hands on the Scrin faction! |
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#16 (permalink) |
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is on the 2nd circle: Lust
Join Date: Jan 2006
Posts: 150
Hellbux: 2,379
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I don't really like it
The explosions look weak (check out the flat bottom on the flames) + I don't like how close the farthest view is & how little map you see with it (who really zooms all the way in anyway) much rather being able to zoom out & see more map. Cut scenes are interesting but the shaky cam is just annoying... feels very American (can't stay in one spot for more than three seconds must keep drone kiddies interested) Oh well, I'm glad I bought Supreme Commander |
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#17 (permalink) |
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is on the 2nd circle: Lust
Join Date: Jul 2003
Posts: 140
Hellbux: 2,364
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You get spoiled with zooms in Supreme Commander. Not very many games have zooms of that scale ;) I think they may be limited with zooms since they are using the same game engine as Generals. I don't mind it so much because that's just not the type of game C&C3 was trying to become and not the type of game C&C ever was.
The visual effects are a bit mixed. Some things look really good while other things look dated (like the shadows). I'm hoping the shadows are something that will be fixed in the full game because I've seen screenshots of the game where the shadows looked to be the most high resolution of any shadow I've seen in an RTS. The shaking camera is annoying, but you can skip it. I like the AI in the game a lot though. It seems a lot more adaptive than the AI in Supreme Commander. Another thing I like over Supreme Commander is that the responsiveness/pathfinding of units seems so much better. All too often units in Supreme Commander would be moving sluggishly and in a confused manner when you have an extremely large group. They sometimes get separated from each other due to the terrain. Issuing waypoints can help this, but not always. One bad thing about the AI/pathfinding in C&C3 is that units seem to never want to retreat when they see an enemy unit. They will totally defy your orders to go sacrifice themselves to fight against a unit from which you want them to run away. The unit stances don't seem to affect this much. |
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#19 (permalink) |
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where are the massive battles and the huge graphical effects i was supposed to see?
bit dissapointed, especially for a demo of 1.2gb... it's still a fun game to play... when i was initializing the attack, it suddenly crashed.. maybe vista has something to do with it :dennis: |
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#20 (permalink) |
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First time a ran the tutorial I was shocked at how it looked, better than I expected, very purdy
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