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/vr/ - Retro Games

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>> No.2835379 [View]

>>2830821
Play them in order, the first game is a timeless classic and the second one is just more of the same with larger levels.

>> No.2738962 [View]
File: 19 KB, 288x336, XCOM_TERROR.jpg [View same] [iqdb] [saucenao] [google]
2738962

The most obvious answer that comes to mind.

>> No.2709907 [View]

>>2709693
I once did a wrench+psionics playthrough with no other weapons, on normal difficulty.

If you're good with the wrench, it'll get you through most enemies; if you know where to get psi hypos cost-efficiently, projected cryokinesis and pyrokinesis become spammable and can replace your need for firearms. I liked being able to forgo maintenance entirely. Robotic enemies can be a pain in the ass however, since psionic projectiles are much less effective than bullets against them. In fact, I recall dying many times against cyborg assassins.

It was fun, I recommend going for it if you've already played through the game normally. The challenge probably ramps up significantly on higher difficulty levels, since you get less modules to play around with and can afford much fewer psi hypos from replicators.

>> No.2709754 [View]
File: 19 KB, 400x355, ftappoii_l2.jpg [View same] [iqdb] [saucenao] [google]
2709754

Finland had a fantastic indie scene in the 90's. Countless hours were spent playing games like Triplane Turmoil, Wings and Wham!, Tappo 2, Liero, Molez, Areena series and many others. New derivatives were always popping up. The scene even carried over to non-retro 2000's. I especially enjoyed IVAN and Notrium.

I don't think the games were generally overhyped at all, the best ones got the attention they deserved. We had some excellent local magazines that did a great job promoting domestic and other freeware and shareware games by featuring them on their websites daily, and collecting the cream of the crop into annual CDs for subscribers.

>> No.2702946 [View]

I never knew anyone who did that. Maybe some of my friends might've done it, but I never heard about it. I, my brother and my cousins always kept our game boxes. I suppose it helps that my parents and my uncle are all collectors and don't like throwing things away.

I do wish I could've kept my boxes in better condition. Living in a crowded house with a bunch of siblings, many of the boxes got flattened, destroyed or lost over the years.

>> No.2678660 [View]

>>2666906
I've only played Super Metroid but I couldn't get into it either. The gameplay feels too sluggish.

If I feel like playing an SNES platform shooter I'd much rather play Megaman X or Contra III. For exploration, I much prefer the more organic way A Link to the Past does it over finding weapon upgrades to open colour-coded doors from one hallway to another.

Overall SM didn't seem to have much going for it, except for the atmosphere, which is supposedly reminiscent of the movie Alien.

>> No.2637659 [View]

As much fun as I had with cheat codes when I was a kid, when I think about making a game now, I probably wouldn't add cheat codes into it. I wouldn't see the point.

Because of the internet, it'd be impossible to keep the cheats a secret for any time at all, so might as well make it something the player has to unlock through skillful gameplay. Something like a DK mode would be a nice and fun reward, I think. On the other hand I wouldn't want to add in cheat codes like invulnerability that ruin the challenge; if the player can't beat my game without cheats then he needs to learn.

>> No.2585935 [View]

Bump.

>> No.2583102 [View]

>>2583093
I hate the very beginning of Interloper, but it gets better once you're inside the factory and there's more walls and obstructions to hide behind to avoid enemy attacks. Shooting floating aliens with the hivehand is also pretty fun.

>> No.2583001 [View]
File: 105 KB, 972x748, stars.jpg [View same] [iqdb] [saucenao] [google]
2583001

>>2582941
And the same map in-game.

>> No.2582941 [View]
File: 492 KB, 2281x2710, 01.jpg [View same] [iqdb] [saucenao] [google]
2582941

>> No.2552317 [View]

>>2552089
>he's only partially correct

Nah, I think he just jumped into the conversation to throw in a confusing remark without even checking what the conversation was about. It was established at the beginning that destroying the command consoles destroys the base; my question was specifically about getting the loot.

Thanks for giving a clear answer, though.

>> No.2551876 [View]

>>2551241
I just checked UFOpaedia, and what you said seems like bullshit.

>>2551282
This also sounds fishy. Are we at that point again where you start bumping the thread with misinformation just to keep it alive, hoping someone would correct you?

>> No.2551627 [View]

>>2551241
So you actually get all the elerium, alien artefacts etc. on the map just by destroying the command center and then aborting the mission with at least one guy in the exit zone, and none of your people go MIA? Sounds like base assaults would be almost too easy that way.

Does that work in TFTD as well?

>> No.2549105 [View]

>>2548192
I've never heard of there being differences in alien stats between different versions (aside from the bug), but you could always make sure by using a mind probe on a chryssalid or some other alien and seeing their stats match up with what's listed on UFOpaedia.

>> No.2548145 [View]

>>2547945
You might be suffering from the difficulty bug. There's a bug in unpatched versions of the game that resets the difficulty to Beginner for the rest of the game after the first mission, regardless of what you chose at the beginning.

All aliens have improved stats on higher difficulties, making them harder to kill.

>> No.2543397 [View]

>>2543325
I've never done that. You lose all potential loot that way, except for whatever you carry to the exit zone, right? What would be the point?

>> No.2540547 [View]

>>2540469
Finnish voice is great. It's funny, and it just such an anomaly that any game has Finnish voice acting.

>> No.2538983 [View]
File: 172 KB, 1024x768, AT6Xhwl.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>2538941
Yup, Stukov comes back as the leader of an infested Terran force. He helps Kerrigan assault Duran/Narud's fortification and kill him, thus avenging his own tragic "death" in BW. It's like poetry.

>> No.2538827 [View]

>>2538798
It's hard to say how the writing responsibilites were shared exactly since there were other writers as well, but he was certainly present for all those. He drew some pretty cool art for the old manuals too.

My guess is that it's a combination of attachment to old characters and thus refusal to let them kill one another off (even fucking Stukov makes a comeback in HotS), and an attempt to appeal to a broader audience by making Kerrigan more "relatable" through a redemption arc.

>> No.2538792 [View]

>>2538280
SC2 introduces Nova as a new female villain anyway, so it's probably the latter. Also this: >>2538354

To be clear, we're talking about Chris Metzen here, the man primarily in charge of all Blizzard lore, including Diablo and Warcraft. He's also behind the quote in >>2535842

Though I wouldn't call him a new author since he did write scripts for SC1 and WC2 as well, he just seems to have lost his edge over the years.

>>2536835
https://youtu.be/UqJ2wfT4E9o?t=3m4s
Skip to 3:04 if the video didn't start at the right time.

>> No.2537172 [View]

>>2536856
That greentext is missing the point. In SC2 they made it so that Kerrigan herself isn't actually to blame; when she killed all those people she was part of the "corrupted" Zerg and acting under Amon's influence, which came to an end when they purified her with the Xel'Naga macguffin at the end of WoL. Really, it was Amon all along who should be punished, and Mengsk, for subjecting Kerrigan to evil corrupted Zerg influence.

Still a very disappointing development that completely shits on SC1 and BW.

>> No.2533725 [View]

>>2533523
Yeah, and it's mentioned in the OP

>> No.2532980 [View]

>>2532884
>UFO Enemy Unknown
>not TFTD

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