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Post Posted: 01 Dec 2014, 13:56
Post Posted: 01 Dec 2014, 22:02
Post Posted: 02 Dec 2014, 21:17
Post Posted: 03 Dec 2014, 18:46
Post Posted: 03 Dec 2014, 18:51
Post Posted: 04 Dec 2014, 05:04
Post Posted: 04 Dec 2014, 18:09
Mister_Prophet wrote:I enjoyed the enemy rush sequence at the summit, a fair nod to Gala's Peak in a lowly path leading above a great abyss with that sense of foreboding. I always relish the opportunity for more combat centric situations with Unreal enemies and enemy rush (or boss rush) is always an element I deem worthy of veteran players. Some gamers out there tend to loop these kinds of gameplay entanglements into a term that I really hate hearing nowadays called "arbitrary difficulty," and I hate it because people who tend to say it often do so with little regard to what is imposed on the player or what the game/level designer is trying to ask of them. The internet has given knaves and children of knaves a forum to scrutinize everything they do not understand. But I think Unreal is spared this dismissal in sequences like the one seen in Entrance to the Fifth Vortex because a good enemy rush is presented to a player that ought to be able to handle it, has to means to do so, and can engage the enemy in a setting and situation that sidesteps AI limitations and instead gives the player more options than it takes away. Some might feel that rush modes in games should be optional. I think deciding to play a mappack for a game that is 15 years old you should consider these scenarios not only fair game, but meaningful methods of keeping the game going for those sticking around.
Post Posted: 04 Dec 2014, 18:40
Post Posted: 04 Dec 2014, 19:22
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