[quote]Whether we've seen them yet or not, Bithell thinks that a heap of games will clone the system as a way to breathe life into NPCs. Hopefully the main reason we haven't seen any Nemesis-like systems yet is simply the lengthy period of time games take to develop. Shadow of Mordor launched two years ago—that's not really enough time for a completely new game to be developed. (After all, Shadow of Mordor's sequel is still yet to be officially announced.) [/quote]
This is probably the best guess. It's a really good system, as basic as it is. It definitely made the game more immersive.
Another contributing factor is probably also that most story driven games nowadays, even open world ones, tend to end the game if you die. You don't continue on with just a loss of money or time, you just flat out have to reload a save and try again.
Because it didn't add anything to the narrative, and wasn't authentic. You could cut a dude's head of and he'd come back later.
[QUOTE=cwook;51526011]Because it didn't add anything to the narrative, and wasn't authentic. You could cut a dude's head of and he'd come back later.[/QUOTE]
Wasn't the thing that would guarantee an orc never came back beheading? And in-universe, they're supposed to be hardy bastards, so it was kinda cool to see that represented by running across some scarred-up riveted-together captain you left for dead who hates your guts and can do nothing but scream incoherently with uncontrollable rage.
The nemesis thing felt like a more fleshed-out version of what Mercenaries did with the Deck of 52; I just wish it had served a practical purpose. Much of the manipulation of the system you could pull off felt artificial and self-serving. I'd like to see a game implement a similar system where when you killed a lieutenant, it had obvious in-game consequences and visibly weakened the enemy's forces.
[QUOTE=Pitchfork;51526601]Wasn't the thing that would guarantee an orc never came back beheading? And in-universe, they're supposed to be hardy bastards, so it was kinda cool to see that represented by running across some scarred-up riveted-together captain you left for dead who hates your guts and can do nothing but scream incoherently with uncontrollable rage.[/QUOTE]
Well I killed an Orc by beheading and he still came. I've seen more testimonies that beheading them is supposed to kill them permamently but I'm guessing that's just a bug then.
I liked Shadow of Mordor a lot but I wasn't a big fan of the protagonist feeling kinda generic. Felt like each of the Nemesis … es? felt more unique and that just feels a bit awkward.
It is cool, though, having a hierarchy for the villains that benefit from your failures even if it's not a huge aspect of the game; and it's nice that it gives the enemies an identity. A game like Assassin's Creed could implement a similar system with Templars growing in rank and becoming stronger.
[quote]Middle Earth: Shadow of Mordor was a surprising sandbox action game from Monolith, who arguably hadn't delivered a hit since F.E.A.R. way back in 2005.[/quote]
Literally one month after F.E.A.R. they released
[img]https://upload.wikimedia.org/wikipedia/en/c/c6/Condemned_Criminal_Origins.jpg[/img]
"arguably" is right because I'm going to argue the fuck out of this
[QUOTE=gk99;51529677]Literally one month after F.E.A.R. they released
[img]https://upload.wikimedia.org/wikipedia/en/c/c6/Condemned_Criminal_Origins.jpg[/img]
"arguably" is right because I'm going to argue the fuck out of this[/QUOTE]
Condemned was a fantastic game, the second felt a little strange but I liked it, too bad it wasn't on PC.
[QUOTE=gk99;51529677]Literally one month after F.E.A.R. they released
[img]https://upload.wikimedia.org/wikipedia/en/c/c6/Condemned_Criminal_Origins.jpg[/img]
"arguably" is right because I'm going to argue the fuck out of this[/QUOTE]
God damn, I never played this game but I remember the demo being the tightest shit
[QUOTE=gk99;51529677]Literally one month after F.E.A.R. they released
[IMG]https://upload.wikimedia.org/wikipedia/en/c/c6/Condemned_Criminal_Origins.jpg[/IMG]
"arguably" is right because I'm going to argue the fuck out of this[/QUOTE]
I personally don't think Condemned aged so great, the big thing it has going for it is the claustrophobic sort of industrial horror "worst part of town" atmosphere but it felt pretty clunky when I played it a few years back.
People still point at FEAR as being a fucking stellar shooter to this day.
[QUOTE=Lijitsu;51525688]This is probably the best guess. It's a really good system, as basic as it is. It definitely made the game more immersive.
Another contributing factor is probably also that most story driven games nowadays, even open world ones, tend to end the game if you die. You don't continue on with just a loss of money or time, you just flat out have to reload a save and try again.[/QUOTE]
I could see it working in something like the next Dynasty Warriors Empires and that's about it.
[QUOTE=Simplemac3;51532874]I personally don't think Condemned aged so great, the big thing it has going for it is the claustrophobic sort of industrial horror "worst part of town" atmosphere but it felt pretty clunky when I played it a few years back.
People still point at FEAR as being a fucking stellar shooter to this day.[/QUOTE]
I've been playing through it at school when I've got downtime and it feels fine to me. It's not supposed to be a shooter in the first place really, it's more of a melee game. If you do happen to get a gun, you check the ammo, and that three shots in that shotgun you just picked up is all you've got so you'd better not miss unless you want to bash their skull in with the butt of the gun.
[editline]a[/editline]
They're two very different styles of games. Condemned was an Xbox-exclusive slow horror game, F.E.A.R. was a PC-exclusive quicker action-horror game.
Sorry, you need to Log In to post a reply to this thread.