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Forums - Sony - Reviewers "trolled" by Yamauchi's damage test!

Unlocking something as fundamental as damage in a "sim" is stupid and the game deserves to lose points for that.  It's the same as unlocking characters in a fighter to play online - a waste of everyone's time.

First impressions matter a lot.  Nobody should be expected to grind through subpar gameplay to unlock something that should have been a menu option, especially in a "sim".  If a game doesn't impress in the first 5 minutes, it deserves to go in the trash cause reviewers and player's aren't going to waste their time, no matter what the fanboys or devs promise.  Luckily most gaming companies understand this.



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scottie said:

Ahh, so many response, not gonna reply to each individually.

 

If reviewers gave each game the proper time it deserved, they would not still be in business.

 

1. Reviews are commercial advice to consumers. They are not designed as some sort of penis measuring competition, they are so that people who are on the fence can decide whether or not to buy GT5.

2. Consequently, a late review does not help these people, they will either have bought the game or forgotten about it  (internet forum dwellers obviously excluded).

 

3. Reviewers did not get GT5 all that far ahead of time, and they have many games to review. Sinking a hundred hour into it is impossible.And to claim that GT5 is special just shows that you would not be happy with anything other than a perfect review for the game. It is no longer than many, many games this generation, and no more special than many too.

 

4. You criticise IGN for focusing on money, not credability - it is a business, and profitability must be the top priority. To demand any else is to demand too much

1. As commercial advice I expect them to play a significant proportion of the game and test all the features that will be used. One user may not use feature x but may use feature y, but all features will at some point be utilised. A reviewer is obliged to test all features to gove the best possible impression for consumers. To do otherwise is giving a false impression.

2. A review does not have to be released within the day of release. Many publications will review a game a month after release to give a good review. Many are holding off on GT5 reviews even now to ensure a decent review.

3. It's perfectly acceptable to expect them to delve hours into a game, it's their job! I read a review of the original Baldurs Gate back when it was released; 200 hours to completion and the reviewer managed to play through the whole game. This is before Bioware made it big so it was just another game release. It is not an unreasonable expectation that a truly professional reviewer will play a substantial proportion of the game. Over 100 hours is a bare minimum for a content rich game like GT5. 

4. Short-term thinking. Short-term profitability vs long-term credibility which if continued, will eventually equate to lower long-term revenue.



youarebadatgames said:

Unlocking something as fundamental as damage in a "sim" is stupid and the game deserves to lose points for that.  It's the same as unlocking characters in a fighter to play online - a waste of everyone's time.

First impressions matter a lot.  Nobody should be expected to grind through subpar gameplay to unlock something that should have been a menu option, especially in a "sim".  If a game doesn't impress in the first 5 minutes, it deserves to go in the trash cause reviewers and player's aren't going to waste their time, no matter what the fanboys or devs promise.  Luckily most gaming companies understand this.


Gran Turismo has always been about unlocking. What were the licenses for anyway?



LOL???? Unlock every thing at the beggining just to amuse the casual plug and play players within their 5 min playing the game? HELL TO THE NO.



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youarebadatgames said:

Unlocking something as fundamental as damage in a "sim" is stupid and the game deserves to lose points for that.  It's the same as unlocking characters in a fighter to play online - a waste of everyone's time.

First impressions matter a lot.  Nobody should be expected to grind through subpar gameplay to unlock something that should have been a menu option, especially in a "sim".  If a game doesn't impress in the first 5 minutes, it deserves to go in the trash cause reviewers and player's aren't going to waste their time, no matter what the fanboys or devs promise.  Luckily most gaming companies understand this.

The difference here is that damage has a major influence on the gameplay. Unlocking a character in a fighting is frustating, I know, but it's not essential.

The damage model actually changes the the whole driving aspect. For a beginner it would be incredibly frustrating to loose the race because of the damage. That's why more damage get's unlocked the better you get, or in other words, the higher your level is.



updated: 14.01.2012

playing right now: Xenoblade Chronicles

Hype-o-meter, from least to most hyped:  the Last Story, Twisted Metal, Mass Effect 3, Final Fantasy XIII-2, Final Fantasy Versus XIII, Playstation ViTA

bet with Mordred11 that Rage will look better on Xbox 360.

Sounds like a pretty stupid system to me. You could just turn damage on and off, couldn't you? Does PD ever heard about option for different difficulty settings?

Plus in GT you have to play through ten thousand driving tests before actually going into a real good race, and in the driving tests you'll have failed long before doing anything to damage the car. And if these tests doesn't work as a leaning curve then nothing will.

Should developers go this way and Call of Duties won't come with the option of turning off aim assistance, since you need to be good to play it that way. No option to turn off gambits in FFXII, no manual assignment of points in Mass Effect because you aren't ready yet for it. Better yet! You won't be able to die anymore on hard games unless you beat them, for it could frustrate players!

What surprises me the most is the way fans are actually buying the excuses of this guy without second thoughts. Everything he says or does is deserving of applauses now or what?



 

 

 

 

 

scottie said:

For the 2nd time this week (and the second time in my life) I feel the need to defend IGN.

Reviewers CANNOT play games in their entirety. Well, some games they can - those that last about 6 hours. The majority of reviews are done to make money, which we cannot blame them for - everyone needs to eat. How long would you guess it would take to full experience every facet of GT5? It's just impractical to expect a reviewer to sink that much time into a game, especially when they need to get the review out as soon as they can, in order for it to actually be useful to anyone.

 

When reading reviews (and I do hope you read reviews in their entirity) you must always be aware that the reviewer did not play the game as much as you will over your  life.

Oh dear. This is wrong in so many ways.



haxxiy said:

Sounds like a pretty stupid system to me. You could just turn damage on and off, couldn't you?

Plus in GT you have to play through ten thousand driving tests before actually going into a real good race, and in the driving tests you'll have failed long before doing anything to damage the car. And if these tests doesn't work as a leaning curve then nothing will.

Should developers go this way and Call of Duties won't come with the option of turning off aim assistance, since you need to be good to play it that way. No option to turn off gambits in FFXII, no manual assignment of points in Mass Effect because you aren't ready yet for it. Better yet! You won't be able to die anymore on hard games unless you beat them, for it could frustrate players!

What surprises me the most is the way fas are actually buying the excuses of this guy without second thoughts. Everything he says or does is deserving of applauses now or what?


I agree with you on the on/off.  I guess it's a bit of my old PC bias, but if there's one pet hate of mine on consoles it's the fear of having a detailed options screen and the belief the developer should decide for the player.

I think the leveling system makes sense to allow for gamers who want progression that way, but I think you should have an option to enable full damage right away if you're confident in your driving (which I am) or even better, if the damage is tiered then matching options to pick the level you want.

Seriously, if the option exists in the game give it to the player, whatever it is (with the exception of say online leveling that the game is built around, like unlocking more powerful guns or the like).

Off topic - my main example of this is the skip cutscene option I have to select for every cutscene if I don't want to watch them (I do actually normally watch them, but it's the principle).  Why not give me a setting in the option screen that enables me to just once note that I always want to skip cutscenes?

Please, console orientated developers - trust us with options.

I can always tell a developer with a lot of PC background as they will tend to give a lot more options in the menus than developers with strong console backgrounds.



Try to be reasonable... its easier than you think...

Slimebeast said:
libellule said:
Slimebeast said:
libellule said:

sorry to all

NOTHING from what is said is really proven at this point
as was saying someone at GTplanet :

http://www.gtplanet.net/forum/showthread.php?t=132933&page=43

The worst u can get is when u get "sandwtiched" by others cars and it is acutally ulgy and unrealistic

Thanks for setting this straight.



lol

the worst is that, outside you, I have the feeling have seen my post ...

Yeah. Everyone still believes in the info of the OP.

Do you have the game yet and tried the damage for yourself yet, libellule? I'm gonna try to damage all my cars at level 1 when I'm getting GT5 next week.

yeah, on arcade mode, before any patch. F40 on the wall, I succeed relatively quickly to make the "front side" hanging over after 2 contact on the wall at mid speed. It was not bad, but nothing spectacular.

I have also seen some damage on nascar, special event. I was simply behind a car, just pushed it a little and the "back side" had a little deformation. This was really a little push.

So far, my honda "prelude" Honda BALLADE SPORTS CR-X 1.5i ‘83 (edited) that i m playing in the GT mode is a standard car and doesnt seem to have any damage (level 13 so far)

Also, I have noted fropm GTplanet screenshot etc ... that car/car long duration contact seem to induce more damage that a car/wall low duration heavy contact. Back, before GT5 release, some screenshot showing damage were obtain by pushing a lamborghini vs a wall during a long period (side by side "sliding move) while, from others videos, I didnt see big damage by any direct big wall car crash 



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