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#1061 | |
Blu-ray Ninja
![]() Jul 2007
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Last edited by Icemage; 06-17-2011 at 08:58 PM. |
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#1063 |
Blu-ray Ninja
![]() Jul 2007
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#1065 | |
Blu-ray Samurai
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For this example, create a second Group, Group 1. Then create two civilians and Edit them. Switch both Civilian's Action to "Idle" and switch one Tag to "Group 1". Scripting: 1. Monitor : Condition "Mission Starts" ; If "Always" => Object Modifier : Modify "Object" ; Who/What "Group 1" ; Action "Remove From the World" 2. Monitor : Condition "Mission Starts" ; If "Always" => Show Brief : Caption "shoot dude" ; Type "Pop up" ; Time "3 seconds" => Switch => Timer : Time "3 seconds" => Fail Mission 2. Switch <= Monitor : Condition "Wounded" ; Combination "All" ; Who/What "Default Group" 3. Monitor : Condition "Wounded" ; Combination "All" ; Who/What "Default Group" => Splitter => Object Modifier : Modify "Object" ; Who/What "Group 1" ; Action "Add to the World" 3. Splitter => Brief (exactly the same as 2., however, replacing "Default Group" with "Group 1") 4. Monitor : Condition "Wounded" ; Combination "All" ; Who/What "Group 1" => Mission Success Last edited by tarvis; 06-17-2011 at 09:46 PM. |
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#1067 | |
Moderator
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Oh, and thanks Tarvis. I'll have to give that a try. |
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#1068 | |
Blu-ray Guru
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#1069 | ||
Moderator
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#1070 |
Blu-ray Samurai
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Or not :( . I've put enough time into the editor to know how much you can't do thanks to the way Cole interacts with the environment.
An example is in one of Sucker Punch's own missions; magic carpet, I believe it's called. After you jump onto a pallet that will begin to fly through the air, attempting to move forwards will often prompt Cole to instead run backwards. Best I can figure is because Cole's AI thinks it's falling off the building he was standing on, so the game rips control away in an effort to grab onto the ledge which he is no longer anywhere near. Seems counter intuitive to have that mechanic remain when you literally provide building blocks to the end user to, well, build things. Another funny example is building an archway. If the archway is on an incline, the small fall will cause Cole to hop and grab onto it rather than simply running through it. It's put a real damper on my desire to keep fiddling with it. And I do not want to make a mission that involves grinding on electric wires or shooting dudes. Sad emoticon.... :( |
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#1071 |
Blu-ray Samurai
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I have been holding off buying a PS3 because I have the other system but today I was at bestbuy looking for couples retreat on Bluray and seen a demo for InFamous 2. I cant believe how great it looked I just wanted to do a impulse buy and grab the system. ohh well
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#1072 | |
Member
Feb 2011
Austin, Texas
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#1073 |
Banned
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Man, I didn't even think of this. Crap, now what? I'm say about 34% through the game. Should I continue and play it on hard again, or start over now and play on hard? Choices.
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#1074 |
Blu-ray Champion
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Platinum is mine
![]() Also there is another bug in the mission editor. You can create a blank mission, play it and then when you are playing it you can purchase powerups and when you quit your mission you will still have those power ups you picked up without having spent any XP. The only catch is that you can only buy the power that you can actually "afford" with the XP you have. It works and it doesn't affect the trophies as I did it by accident on my evil play through and still got the trophies. Neither does the fast travel using the mission editor. You can skip cut scenes no problem but I wouldn't skip the credits as I have heard people have had their trophies not pop up when they skipped the cut scenes. Last edited by silversnake; 06-19-2011 at 10:09 PM. |
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#1075 |
Blu-ray Knight
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Anyone know who performs the last song as the credits are rolling? I really like it but the credits scroll by too fast for me to try to see who sings it.
Anyway, I love this game. In the first one I only played the good side and played a couple of missions on the evil. This time I completed both and really enjoyed playing both sides, plus getting all the powers at the end! That should be fun. I thought the ending to the evil side was much tougher than the good ending though. Hmm, just thought of something that might have made it easier if I had thought to try it. I don't think I'll be able to get a platinum trophy in this one even though I've only got to get two more trophies. I really don't think I'd be able to complete it on hard. |
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#1076 |
Blu-ray Champion
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It's not as bad as I originally thought, especially after playing it on normal once. The key is not to be afraid to fall back and take cover. Also, I find that you are more powerful on evil.
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#1077 | |
Blu-ray Ninja
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Also, best side mission ever= [Show spoiler] . I could do that on hard difficulty! ![]() |
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#1078 |
Blu-ray Samurai
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Having finished the Good ending, I'm now playing through as an Evil character. However, once again, I'm flummoxed by games with black and white story progression. It's narratively inconsistent, and, I feel, ultimately insulting. In turn, using indecisiveness as a narrative mechanic is contrived and incredibly lazy. Why Good Cole doesn't outright dismiss intentional and avoidable collateral damage is asinine.
Further, it makes no sense why anyone continues to work with Cole. He's a sociopath. It's impossible to rationalize why Zeke is Cole's friend or Kou, an overtly altruistic character, hasn't decided she'd be better off without Cole's supposed help. It would be one thing if there were some ambiguity about Cole's true intentions and Zeke and Kou were being misled. It's another when murder is expected and even incentivized via trophy and Karma meter. It seems as if the throw away line by Zeke towards the beginning is meant to explain this inconsistency. The one about things tending to blow up around Cole, or something to that effect. But, no. The game has me, as the character Cole, intentionally murdering people to make my little Karma meter move. Otherwise the only non-narrative karmic shift would come in the form of murdering, as opposed to incapacitating, militia. Although, it certainly stands to debate if binding someone to the ground and leaving them there is any different than outright killing them. Did Cole tell the police the secret to removing those binds when I wasn't paying attention? If a Good and Evil path are open to the player in a game, it only stands to reason that they should be locked in at the beginning for a more fleshed out character arch and to allow for a far greater impact on the story itself. If not simply creating wholly separate story lines. As simple as, say, one where you stop The Beast and another where you are, in fact, The Beast. I suppose it doesn't help that I just don't find wanton destruction terribly fun. I've never, for example, been a fan of GTA. Oddly enough, the only game where I found civilian casualties amusing was L.A. Noire. The reason being the reaction by both Cole's partner as well as himself were so deadpan as to be absurd. How completely irritated Cole would be that anyone would dare be in his way after intentionally plowing into them as well as lines like "Could you try not killing the people that pay our salaries?" spoken by the actor without any hint of irony. |
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#1079 |
Blu-ray Ninja
![]() Jul 2007
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I think you're overthinking things, tarvis. No one is forcing you to play the evil campaign, and if it bothers you THAT much, you shouldn't do it. End of story.
If the best response you can come up with is "but I want trophies!", you should maybe stop for a moment and consider that trophies don't mean anything. If playing one facet of the game isn't fun for you, don't play it that way, and move on with your life. The rationale for the evil campaign works fine for me. Zeke sticks around because they're friends. Kou sticks around because Kessler clued her and John White in from the beginning that he was important. She may not like his methods, but leaving him to his own devices is obviously a worse choice, and she's not nearly strong enough to take him down in any case. |
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#1080 |
Blu-ray Samurai
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It doesn't bother me. It confuses and saddens me. It's poor story telling. I wish they would have done a better job at telling the story of an evil character. I never implied anyone is making me play the game. I'm playing it because I paid for it and want to. But that doesn't mean that I shouldn't be able to criticize it no more than I shouldn't be able to criticize a film I sat through but did not enjoy.
And I find it impossible to believe anyone would be friends with a mass murderer if they themselves weren't also morally bankrupt. I didn't mean to say I was playing Evil for trophies, but that mass murder was obviously an intention of the developers themselves because they included a trophy for it. |
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Tags |
cole macgrath, infamous 2, sucker punch |
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