Posted June 07, 2013
I looked back at my notes when I played Unreal 2 the first time. I remember thinking, right off the bat, the "scale" of the game was off. That is, your virtual head was too close to the floor or something. Like you walk up to a door and it's like the door is 4x taller than you are? Maybe they were giants on this planet? It just didn't feel right.
I also remember this was one of the first FPS games to have, what I called, "doped-up hyped-up hyper-active super-jumping monkey monsters". Attacking from all directions, they head straight for you and LUNGE at you from like 200 feet away and now they're in your face. I hate that! I hate games with enemies that basically don't have the common sense of self-preservation. Which these days seems to be most of them. Bioshock 1 & 2 come to mind. That is just sooo lazy. Don't bother to give the enemy an AI, just put them on auto-pilot and drive them straight into your face at 300mph. Ugh. And LOTS of them, from all directions, so you can't escape.
I played most of U2 with godmode turned on, because... after awhile I just didn't care. Here's a direct quote from my notes in 2003... "So. Lame. So. Lame. Must. Chew. Off. Own. Head. (sigh) "
I also remember this was one of the first FPS games to have, what I called, "doped-up hyped-up hyper-active super-jumping monkey monsters". Attacking from all directions, they head straight for you and LUNGE at you from like 200 feet away and now they're in your face. I hate that! I hate games with enemies that basically don't have the common sense of self-preservation. Which these days seems to be most of them. Bioshock 1 & 2 come to mind. That is just sooo lazy. Don't bother to give the enemy an AI, just put them on auto-pilot and drive them straight into your face at 300mph. Ugh. And LOTS of them, from all directions, so you can't escape.
I played most of U2 with godmode turned on, because... after awhile I just didn't care. Here's a direct quote from my notes in 2003... "So. Lame. So. Lame. Must. Chew. Off. Own. Head. (sigh) "