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Post by anayo on Apr 14, 2021 15:21:16 GMT -5
2c) Warcraft II: Beyond The Dark Portal (human campaign) 26) The Operative: No One Lives Forever
Video coming soon. Detailed thoughts and impressions coming soon. The Operative: No One Lives Forever (NOLF) is a computer game from the year 2000 about to two pop culture trends that were hot back then: espionage and 60’s nostalgia. It reminded me a lot of Soldier of Fortune - a PC title from the same year - because each mission takes you to a different exotic locale where you kill bad guys. The graphics are mouth-watering for the year 2000. There’s no way you could experience anything like this on N64 or Playstation. Despite its qualities, I started to wish NOLF would just end halfway through. I think this is because NOLF is not fundamentally a kinetic action game. Its ambition is to be a cinematic experience. It has elements of both, but it phones in the former and tries nobly in the latter while delivering according to video game standards from 20 years ago. Unless it’s a Valve game we’re talking about, video game cinematic pretensions don’t seem to age as gracefully for me. The creators were clearly proud of NOLF’s spy gadgets because each one gets an elaborate introduction reminiscent of James Bond’s visits to Q’s lab. I barely used any of them. A few are mandatory because you can’t break open a door unless you first melt a lock, or can’t climb a tower unless you grapple hook up it. But I never used the robot dog that was supposed to make real dogs lust after it. They seemed to spend a lot of time introducing that gadget like it was going to make an impact during gameplay. But like so many of NOLF’s gadgets it just seemed like a solution looking for a problem. I did enjoy some of the stealth parts, although it felt weird that sneaking around and avoiding detection was so optional. Frequently the game would make me think I’d have to be really careful and not alert anyone, when in fact I could just charge in with reckless abandon and slaughter everybody. I’m not sure if mandatory stealth all the time is the answer because that would be too restrictive. Maybe if the game did more to reward stealth and incentivize it (i.e. you can only obtain this item or this ending if you’re stealthy), that would have added some depth. It’s also possible they actually did this and I just never found out. The only times I had to think critically or dig deep to overcome a challenge was during deadlocks with solutions I would never have guessed in a million years. The game does that thing I don’t really like where it doesn’t seem to establish what you can and can’t interact with. So levels tended to range from dead-obvious to absolute stumpers I couldn’t unravel without watching somebody play through the stage on YouTube. The creators seem to have a thing for secret levers, especially in the form of common objects such as a pen on someone’s desk. They probably thought it was cute, but parts like this really drained my resolve. In my book NOLF gets away with a lot because it doesn’t take itself that seriously. However the humor tends to get “dad-joke-y”, especially some of the NPC banter, and the main dialog tends to go on and on, long after dispensing the necessary plot points. I wonder if the writers knew about brevity. On the bright side I never felt NOLF’s script was written by committee or corporate focus grouping. It’s amateurish in parts but at least it has the flavor of something written by creative people enjoying themselves. NOLF is an outstanding showcase of what PC gaming had to offer in the year 2000, far exceeding most console offerings from then. If I had any nostalgia for it I’d probably be praising it to high heaven right now. So far my ranking of Windows 98-era 3D accelerated FPS games looks like this: 1) Half Life Opposing Force 2) Soldier of Fortune 3) No One Lives Forever 4) Quake 2 5) Unreal
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Post by Ex on Apr 14, 2021 20:55:17 GMT -5
anayo I'm glad to read you enjoyed this game. Well I haven't played The Operative: No One Lives Forever since beating it back in 2006. However, I remember enjoying the experience, and being surprised as such, because it's a Monolith Productions game, and I tend to find their work overrated and underwhelming. But TO:NOLF was neither for me, rather I found it quite fun and charming. The cinematic cutscenes were very amusing because of how deadpan all the characters faces were. (This may have been unintentional due to limited facial animation technology at the time.) I enjoyed the gun play and level designs as well. However, I agree with you that the gadgets were superfluous in general. I understand conceptually why they were included, but as you explained most of them weren't all that useful. Yet I'd still give this game an 8/10 from what I remember of it. Unfortunately, I couldn't stand this game's sequel, No One Lives Forever 2: A Spy in H.A.R.M.'s Way, and can't recommend it. I haven't bothered trying Contract J.A.C.K. as a result.
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Post by Deleted on Apr 18, 2021 13:55:56 GMT -5
A couple of months ago I finished Takeshi's Challenge for the Famicom. A lot of save states were used. And a guide. Takeshi's Challenge is a ridiculous game that shits on the player every possible chance it gets. Takeshi's Challenge is designed by entertainer Takeshi Kitano. With the exception of his works as a film director, he's known almost exclusively by the stage name Beat Takeshi. In the west, Takeshi is perhaps most recognized for Takeshi's Castle, where he acts as a count and sets up difficult challenges for a volunteer army to prevent them from taking his castle. Takeshi's Challenge was originally planned as a Famicom version of Takeshi's Castle, before Takeshi contacted the game designers about ideas for a new game. The game's plot is introduced as having been created by Takeshi while he was drunk at a bar. However, Takeshi himself explains that it was solely the result of an hourlong talk at a café near his production company. Many of Takeshi's ideas were rejected; either as a result of the limitations of the Famicom or because the content was not suitable for young children. In Takeshi's Challenge, Takeshi Kitano is going through a typical day in his life. He's had it with his job and wife, and is going to become a treasure hunter. Even though the graphics are decent and the game controls fine (the music, however, is excruciating), the unreasonable gameplay requirements makes it difficult to clear Takeshi's Challenge without foresight, and is the biggest reason the game is hated.
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Post by Sarge on Apr 18, 2021 14:28:02 GMT -5
Oh, yeah, I remember seeing something about Takeshi's Challenge, and how it's basically a troll game.
I'll write something up soon, but I managed to finish off The Granstream Saga. I don't think my opinion of it changed at all going through, maintaining a consistent "very good" ranking in my head.
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Post by anayo on Apr 18, 2021 21:11:36 GMT -5
A couple of months ago I finished Takeshi's Challenge for the Famicom. A lot of save states were used. And a guide. Takeshi's Challenge is a ridiculous game that shits on the player every possible chance it gets. Takeshi's Challenge is designed by entertainer Takeshi Kitano. With the exception of his works as a film director, he's known almost exclusively by the stage name Beat Takeshi. In the west, Takeshi is perhaps most recognized for Takeshi's Castle, where he acts as a count and sets up difficult challenges for a volunteer army to prevent them from taking his castle. Takeshi's Challenge was originally planned as a Famicom version of Takeshi's Castle, before Takeshi contacted the game designers about ideas for a new game. The game's plot is introduced as having been created by Takeshi while he was drunk at a bar. However, Takeshi himself explains that it was solely the result of an hourlong talk at a café near his production company. Many of Takeshi's ideas were rejected; either as a result of the limitations of the Famicom or because the content was not suitable for young children. In Takeshi's Challenge, Takeshi Kitano is going through a typical day in his life. He's had it with his job and wife, and is going to become a treasure hunter. Even though the graphics are decent and the game controls fine (the music, however, is excruciating), the unreasonable gameplay requirements makes it difficult to clear Takeshi's Challenge without foresight, and is the biggest reason the game is hated.
I can handle NES hard but Takeshi's challenge looks like too much even for me. Action stuff from that era is still really appealing but when they would try more elaborate, almost quasi-role playing elements, the NES era got a little weird for me.
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Post by Sarge on Apr 18, 2021 21:42:02 GMT -5
Okay, I better talk about The Granstream Saga before I forget it all.
So it's not something immediately apparent at a cursory glance, but it is at least in spirit part of the Quintet lineup of games for SNES. Of course, the shift to 3D changes much in how the game plays, despite mostly being a 2D game at heart. Speaking of 3D, though, one thing I didn't know about the game until recently is that it is the first action-RPG on PlayStation to be fully rendered in 3D. No static backdrops with polygonal characters, instead it's all in 3D. The engine used here is... interesting. I can't say it looks all that great at all, but I also don't think it looks awful. One of the more annoying things is that the camera view is directly overhead, and also feels a touch too zoomed in. I have my suspicions that this is for technical reasons - there are some real quirks at play here.
First of all, in most cases, the game runs at a silky smooth 60 FPS. But there are times it chugs pretty hard, often during cutscenes, which tells me there's some culling going on with the direct overhead view. (This doesn't always happen, however, and the game will sometimes maintain full speed.) What's really strange, however, is that the game stays smooth if you are rotated in the cardinal directions, but rotating on the diagonal makes the game super choppy. Basically, don't leave your camera in that position. It's a very strange thing, and again, I suspect it's something engine/culling related. (I'm almost positive it wasn't the emulator; I used PCSX ReARMed on PS Classic, but also tested the diagonal scrolling on real hardware at the beginning of the game.)
So the technicals aren't super great. Character models are extremely simple, and don't even use textured faces. It makes for an odd stylistic choice, but you eventually get used to it. Still, one place where it doesn't suffer is in the most important aspect: the combat. That's the real draw of this game, in my opinion. The unique one-on-one fighting had me originally thinking a sort of duck-and-counter Punch-Out!! comparison, but it's in actuality probably closer to what Zelda II tried to achieve and what Ocarina of Time would also try to achieve in a 3D space. Fights are genuinely rewarding, even if there aren't a ton of enemy types - much like that boxing analogy, you get to learn their tells and how to take advantage when they whiff.
You get three primary weapon types: quick dagger, balanced swords, and powerful axes. They're what you'd expect, but each new weapon you find (actually procured through finding "pieces of metal" that your armlet restores) can also teach Street Fighter-style command moves. Some of these are good, some not so much, but it adds a dash to the proceedings. As well as an actual dash (good for breaking the enemy guard) and dodges. It really is unlike any other ARPG of the time. There are also magic spells to use, but I tended to save all my precious MP for healing spells and not much else.
I brought up the armlet, and it plays a large role in the story. Eon has it to start with (apparently since he was taken in), and it has the mysterious power to restore broken things. Incredibly convenient from a plot perspective, but also an interesting way to change up how you perceive obtaining new equipment and items. Functionally it isn't any different than finding them, but it still seems a bit neater done this way.
Exploration takes the form of pretty much any other ARPG you've played. I don't think it really stands out in this regard, but it's also not bad. I appreciated that areas felt constrained enough that my mental map of them wasn't particularly taxed - or maybe that's just my understanding of the way these sorts of spaces are constructed in most ARPGs with an additional 20+ years under my belt.
I like a lot of the soundtrack in the game. It does a good job setting the mood in a lot of places, and I can't think of any tracks that are egregiously bad. It's good that it has that for mood, because the translation sometimes suffers pretty badly. While not the worst I've seen, there are quite a few typos and dry spots, and I feel that the story they tried to tell here maybe lost some of its import in the process. I also think there's something of a reveal towards the end that felt like it needed a bit more development and some bread crumbs hinting it to the player, but to me it felt dropped in very last-minute. But who knows, maybe I missed all the signs along the way. It's happened before!
The one thing you'll see as a thread through the entire story, though, is sacrifice. It happens a lot. A lot. They really wanted to drive that home, methinks. Hopefully this doesn't spoil too much, but even at the end, you are forced to make a difficult choice that actually leads to two separate endings. (Of course I did both.)
On balance, I think the decent exploration, passable (and potentially more interesting with a bit more work) story, and really fun one-on-one combat combine for me to rate this one a 7.5/10. It's so, so close to achieving greatness, but I feel it needed a little something extra to push it into the pantheon of greats. For a game that often gets ripped a lot, though, I think it holds up surprisingly well. No idea how much time I spent on the game (12-ish hours?), but each of my play sessions felt fun, so it was definitely doing something right.
EDIT: Oh, dang, I forgot to mention the anime cutscenes, which in contrast with the main game graphics are very well done. Definitely fun whenever they come up, with Production I.G. doing the work.
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Post by toei on Apr 18, 2021 21:51:11 GMT -5
It seems like "liking" Takeshi's Challenge is besides the point. It's a complete outsider videogame designed by a comedian with a taste for somewhat cruel humor. Its value lies in the fact that it exists. I've come across so many blurbs and articles about it through the years, but I never even considered playing it. That game is a retro gamer's anecdote.
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Post by Ex on Apr 18, 2021 22:36:18 GMT -5
one thing I didn't know about the game until recently is that it is the first action-RPG on PlayStation to be fully rendered in 3D I guess that depends on what one considers an "action-RPG". The original King's Field predates The Granstream Saga, and it is entirely 3D. In KF1 you do fight monsters, gain experience, level up, converse with NPCs, change your equipment load out, many action-RPG tropes are present. However, KF is not an action- JRPG in the same vein as the Quintet games are. So it's a matter of discernment. I remember that stuff bothering me too. I assumed it was to maximum framerates by showing less polygons on screen. I'd wager it's an engine issue, wherein the engine isn't optimized for skewed views. Drawing diagonally projecting polygons uses more complex math than orthogonally projecting polygons. I'm glad to see you finished this one, and you enjoyed it. It's on my list to beat sooner rather than later. I've got the game loaded on my Retroid Pocket 2 at least.
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Post by Sarge on Apr 19, 2021 10:50:11 GMT -5
one thing I didn't know about the game until recently is that it is the first action-RPG on PlayStation to be fully rendered in 3D I guess that depends on what one considers an "action-RPG". The original King's Field predates The Granstream Saga, and it is entirely 3D. In KF1 you do fight monsters, gain experience, level up, converse with NPCs, change your equipment load out, many action-RPG tropes are present. However, KF is not an action- JRPG in the same vein as the Quintet games are. So it's a matter of discernment. You're right. I consider KF an ARPG. Wonder why other sources don't? It may indeed be the JRPG component, but still.
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Post by Ex on Apr 19, 2021 11:31:37 GMT -5
I consider KF an ARPG. Wonder why other sources don't? Ignorance would be my guess.
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