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I'm still interested. Object highlighting has never been a problem for me, and hell, some of the alternate paths in the original DX were in plain sight if you looked enough.

Regenerating health does bug me but I'll just pretend I have the regen augmentation permanently enabled and it doesn't drain bioelectric energy ;)
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JudasIscariot: Have you heard about the highlighting system in the game? It highlights all the potential paths you can take to achieve your objective. Have people become that lazy that they cannot look for themselves for different paths to the same goal anymore?

One of the things I loved about the original DX was the fact that nothing was given freely. It was only through trial and error that I found many different ways to victory. Allowing the player to do everything themselves heightens, in my opinion, the effect of achieving something truly kick-ass instead of just watching an animation that comes to the player at the press of a button.
You realize some quest designs are practically impossible to play successfully without this? I'm not arguing whether it's good or bad but if your Golden Trail glitches in Fable 3 during a relationship quest, you're likely boned.
Post edited March 21, 2011 by orcishgamer
Regarding regenerating health: it can work well if done right. Even good games don't often implement it right however, which is why so many people have such a bad opinion of it. Pretty much, if regenerating health results in you spending some time in combat waiting for your health to pop back again then it's been done wrong. Of course I don't know how it would be implemented successfully, I'm not a games designer, but perhaps limiting health regen to out of combat only (so during combat your health won't pop back again until everyone's dead) would work better?
If you put in health regen then your strategy will change dramatically. Since now you do not have to search for health packs or other stuff. Now you can fast rush through the game. This is not good in a game which claims to be open....
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orcishgamer: You realize some quest designs are practically impossible to play successfully without this? I'm not arguing whether it's good or bad but if your Golden Trail glitches in Fable 3 during a relationship quest, you're likely boned.
Personally I call that very poor quest design, you should be able to know/discover what to do on you own without needing an artificial helper holding you hand.
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FlintlockJazz: Regarding regenerating health: it can work well if done right. Even good games don't often implement it right however, which is why so many people have such a bad opinion of it. Pretty much, if regenerating health results in you spending some time in combat waiting for your health to pop back again then it's been done wrong. Of course I don't know how it would be implemented successfully, I'm not a games designer, but perhaps limiting health regen to out of combat only (so during combat your health won't pop back again until everyone's dead) would work better?
I agree that health regen may not be such a bad thing if done right. Far Cry 2 and Riddick are two good examples, to name a few. A fine mix would be to go with the concept of these 2 games, splitting up health into blocks, and still necessitating the need to find more health packs.
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slash11: If you put in health regen then your strategy will change dramatically. Since now you do not have to search for health packs or other stuff. Now you can fast rush through the game. This is not good in a game which claims to be open....
What I find silly is that, based on some preview, you need energy for nearly everything else, you can't do a basic melee attack if you are out of energy, but yet on the other side your health always regenerate.

You body is able to regenerate rapidly on it's own without any help but you can't even slap the enemy in the face (even though you have metallic limbs which don't need super human strength to knock down somebody) without energy.... kind of hurt the "immersion".
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FlintlockJazz: Regarding regenerating health: it can work well if done right. Even good games don't often implement it right however, which is why so many people have such a bad opinion of it. Pretty much, if regenerating health results in you spending some time in combat waiting for your health to pop back again then it's been done wrong. Of course I don't know how it would be implemented successfully, I'm not a games designer, but perhaps limiting health regen to out of combat only (so during combat your health won't pop back again until everyone's dead) would work better?
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lowyhong: I agree that health regen may not be such a bad thing if done right. Far Cry 2 and Riddick are two good examples, to name a few. A fine mix would be to go with the concept of these 2 games, splitting up health into blocks, and still necessitating the need to find more health packs.
Well Far Cry 2 is a perfect example of a pathetic game. Far Cry 2 is so much different from Far Cry 1 that this looks like a rip off. I have not played Far Cry 2 but there is not much gameplay except driving around with a jeep through the savanna. The shooter part is pathetic and poorly done. Riddick i have seen 2 gameplay videos. Not bad but nothing special what has not been done before. Only the Char is cool but that's it and the shooter part is well....not so good.
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slash11: Well Far Cry 2 is a perfect example of a pathetic game. Far Cry 2 is so much different from Far Cry 1 that this looks like a rip off. I have not played Far Cry 2 but there is not much gameplay except driving around with a jeep through the savanna. The shooter part is pathetic and poorly done. Riddick i have seen 2 gameplay videos. Not bad but nothing special what has not been done before. Only the Char is cool but that's it and the shooter part is well....not so good.
2 things here: firstly, you should reserve your judgment until you've played either game; secondly, I never mentioned anything about the quality of both games (though Riddick's one of my favourite games) - I only said that they had a good mix of health regen and old school find-the-healthpack mechanics.
Possible hope for the PC?

http://www.pcgamer.com/2011/03/24/eidos-montreal-outsources-deus-ex/
Gamebanshee has uploaded a trailer showing off the stealth/aggressive mechanics of the game
That is a good trailer.. but it has to much of a console look to it. It is not fluid like a PC mouse and keyboard.

The game looks like it will have a good story. not to sound bad.. but 2 noob friendly? and very much a console game.

I'm just hoping the PC does not get the shaft on a port.
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lowyhong: I agree that health regen may not be such a bad thing if done right. Far Cry 2 and Riddick are two good examples, to name a few. A fine mix would be to go with the concept of these 2 games, splitting up health into blocks, and still necessitating the need to find more health packs.
Yeah, I never played either of those games but I do remember playing one game where they did something similar with the health divided up into boxes that regenerate unless they get completely depleted and moving onto the next box. Can't remember what game that was now, that's gonna annoy me now! :D
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orcishgamer: You realize some quest designs are practically impossible to play successfully without this? I'm not arguing whether it's good or bad but if your Golden Trail glitches in Fable 3 during a relationship quest, you're likely boned.
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Gersen: Personally I call that very poor quest design, you should be able to know/discover what to do on you own without needing an artificial helper holding you hand.
It's a dynamically generated fetch or delivery quest. I call fetch quests poor game design, the dynamic generation of such makes it no more so, imo.
That's a good trailer, if that isn't just polish one one section that is unlike most of the rest of the game, DE3 could shape up really well.
Post edited March 25, 2011 by orcishgamer
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orcishgamer: That's a good trailer, if that isn't just polish one one section that is unlike most of the rest of the game, DE3 could shape up really well.
My only concern is that the map may be too small. I like how in DX there was a lot of tension because you didn't quite know what was coming; at the same time, the level designers managed to not make every empty corridor feel redundant. Everything was there for a purpose. I hope they maintain this in HR.