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So far I'm not at all impressed.....with the weight, only took me about 5 minutes to get home, in that short space of time I had to keep swapping arms that I was carrying the bag in because they were aching so much. Thank god the shops are only a few minutes from my house, i'd have had to get a taxi otherwise. What really made me laugh was the girl behind the till put the console in a bag and as she was passing it to me, the handles broke.
Anyway I got Halo (of course) MGS2: Substance and Jet Set Radio Future. So far from what i've played of Halo it's gonna be a bloody brilliant game, excellent mass battle type things and most of the guns rock my socks. ONe thing I don't like is the bit on the 2nd level where you have to drive the Warthog, those things handle terribly, i just wanted to get out and shoot stuff normally. Small gripe though because the rest of the stuff i've done rocked.
JSR: future from what i've played is gonna be just as good as the 1st game if not better, not particuarly enthralled by the new graffiti method or the lamp post climbing but i'll get used to it.
Haven't bothered with MGS2 yet.
So far so good then, first product i've ever owned from Microsoft that i've been completly satisfied with.
> And most importantly, it may reflect the real world, but they've
> managed to retain the fun value, something which I find rarely
> happens.
I found Ghost Recon did that well. Having trouble clearing the bank? Hit it with a rocket launcher. Woah! Desert storm has a good balance. RTCW too. Medal of honour fails on both accounts.
>
> Don't agree with the outside areas though, have you never played a FPS
> set outside before? I'd like to know why you think it does it
> differently.
Everything's very nicely rounded. Not many (any?) straight lines, plus these levels are HUGE. Even RTCW had slightly odd hills. Halo has the smoothest outside levels I have seen.
>
> Only when you stress about how repetitive it is and how it's one
> corridor yadda yadda yadda.
> If you're going to proffer opinion on what makes a good level design,
> then provide an example.
>
> Anyone can slam something, it's not hard
Fine.
Splinter Cell is an example of good level design. It's mostly set inside, and yet I never felt like I was walking through the same room twice. The wall textures are good, the way the shape and size of the corridors and rooms differ truly reflects how the inside of a real complex or office building would look.
It feels like each and every room has been created and kitted out individually, because most of them have.
> How about a proper reply for a change, rather than yet another 'grown
> up' remark.
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Still waiting for you to provide an example of what you think constitutes a good level design.
You seem to know what makes a bad one, so tell me what's good.
> Whitestripes DX wrote:
>
> I would say Halo is 'very good but does not break new ground'.
>
> I would say the vehicles break new ground. The use of outside areas is
> also different than other FPS games I have played.
The vehicles I agree with actually, it's been done before but Halo has perfected it and finally used a control system that works.
Don't agree with the outside areas though, have you never played a FPS set outside before? I'd like to know why you think it does it differently.
Like you said, 'anyone can slam'. And that's all you ever do.
I disagree with something, so you decided that in your little 'rant' you will put me down by saying I'm trying to force my opinion on everyone else, despite there being no evidence of that at all.
Snuggly comes out with 'this is the best and you have to agree' and you say nothing.
How about a proper reply for a change, rather than yet another 'grown up' remark.
> I would say Halo is 'very good but does not break new ground'.
I would say the vehicles break new ground. The use of outside areas is also different than other FPS games I have played.
> Goatboy will have to tell you off for that, but of course he won't.
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*pick up toy from floor*
Here, you threw this out