WereKitten said:
Please explain me how exactly being able to customize running speed and turning speed is different in an FPS or in a platformer. I'm not talking about remapping buttons here- as I said myself in my previous post. I'm talking about customization that deeply affect the way the game plays and what the player is capable of doing. Being faster or more accurate in turning to fire against an enemy is in no way less important that changing the rate of fire of the weapons. As to "wanting to enjoy a game", how again that would not apply to customizing SMG so that controlling Mario is easier for you if you're not used to inertia? My answer would be: if you want to enjoy SMG, learn to play SMG. And if you want to play KZ2 with its slower turning and inertia than other FPSs, learn to play KZ2. You on the other hand seem to have different answers depending on the game genre, simply because originating on PC we're used to have deep control customization in FPS games. Storytelling and art style? I do agree with all my heart about their importance, but I don't think the Conduit has them in spades. And many Wii stalwart defenders attacked me several times when I named them, saying that the only thing that counts is gameplay. "Games are toys, and nothing more" and "if you want story read a book" come to mind as deep pearls of wisdom. Well, though I like good stories in some of my games, here I'm only talking about that inner pure kernel of gameplay, and I think that a game that doesn't offer much more should offer it in a refined form and with some identity. Like SMG does with its feel and controls and not a single slider in sight. |
There is no "accuracy" slider in the game: when you increase your turning speed or bounding box, you, in turn, sacrifice accuracy, as with quicker motions comes more difficult aiming, and vice versa. Changing the running speed in a Mario game, however would change the gameplay, as, while Mario would be more difficult to control, a lot of objectives in the game are time based, and any open paths would outweigh the disadvantage (and, again vice versa).
As for storytelling, for me I am often unimpressed by most game plots, and, usually, characters and scripts gag me. So I would find this heavy criticism of The Conduit 's plot and story inconsistent with most of what reviewers usually say about other games.
Okami
To lavish praise upon this title, the assumption of a common plateau between player and game must be made. I won't open my unworthy mouth.







