About Me

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Cardiff, Wales, United Kingdom
I am Ollie Elliott. I studied BA Computer Games Design and got a 2.1 with honours at Newport University. I'm from sunny Somerset. This is my blog. It's about different things. Go away.
Showing posts with label realisations. Show all posts
Showing posts with label realisations. Show all posts

Sunday, 3 October 2010

JUGGERNAUT!!!

You should only be able to equip Juggernaut/Painkiller online in Call of Duty up to a certain level (15/20 maybe).
This is because it's for people who aren't very good and they won't get better if they keep it on.

Monday, 16 August 2010

Just realised...

I ought to be putting key word labels on my posts.
bye

Friday, 13 August 2010

Day 4 (Favourite Place) + picture update + scandal

Like a lot of the favourites, when put on the spot I couldn't think of my favourite place, not sure if I even have one, so here's one of the places I like. Not really sure how readable it is so if you're having difficulty seeing what it is tell me and I might explain.
My picture of Emma Watson is coming along nicely but slowly. Here's an update:
The black outlines won't be in the final piece hopefully, I've just left them on as I haven't done the detail on her face yet and it looks like a stupid blob without them. Pretty pleased with how it's coming along but it is a slow process.

Finally I'd like to make an apology. Here at the Enormous Blogodile offices we have received hundreds of written complaints about the alleged "100th blog post". Eagle-eyed readers and expert mathematicians noticed that what was supposed to be the 100th post was, in fact, the 96th.
Anyway we've had our quality control and continuity staff working around the clock to find the cause of this premature celebration and it was discovered this afternoon that four of the blog posts counted were actually just drafts.
On behalf of everyone here at EBHQ I offer my sincerest apologies to anyone who felt in any way offended, troubled or cheated as a result of this mistake. I am sorry.

Goodbye and thank you for reading.

Wednesday, 4 August 2010

5 things Call of Duty should have sorted by World at War but didn't

 Once again I have felt the need to play through a Call of Duty game on its hardest setting, Veteran, and, as usual, various sections of the game have proven to be so excruciatingly difficult that they have angered and frustrated me into thinking about the game's most significant gameplay problems, some more obvious than others, and also into feeling the need to tell you all about them.
 This time the game is World at War. I've recently bought it on PS3 but have completed it before on Veteran  on the 360.
Apparently a lot of COD fans aren't at all keen on WaW, apart from Nazi Zombies obviously, judging by internet chatter but they're wrong and can fuck off because I like it.
 Anywayz here are the five things, some of which were sorted in Modern Warfare 2, with brief descriptions:

1) Grenades - Ridiculous. The cause of the majority of my deaths on Veteran. Combined with number 2 turns any open ground into an endlessly replenishing minefield.

2) Infinitely spawning enemies - A problem that Infinity Ward explicitly addressed for MW2. Combined with numbers 3 and 4 and some bottlenecking level design makes advancing in some cases virtually impossible and only possible with a lot of luck on your side.

3) It's always down to you to push forward - Another common one for the COD games and closely tied to number 4. Without this problem most of the others would be a lot less significant and frustrating as pushing forward is a key element in a lot of the series' big battles.
Leaving pushing forward completely to your AI allies is a cop out so perhaps they could push on slowly and your input is to speed the process up if you can...

4) AI - As lovable as they are your AI team is shit when it comes to killing baddies. Of course they have to leave the fun to you but they really do seem to be there just for show.
 This is made a lot more obvious when the enemy AI enter the equation. They shoot you, and only you. Surrounded by other targets they will take you out through a 5p hole in the rubble from a mile away.
 Now World at War gets bonus points for its super-retarded enemy AI that seemingly came out of nowhere, although, amidst the frustration, it can be quite funny imagining the thoughts of the Nazi soldier who decides enough is enough and a jog over to the Russian and back would do him the world at war of good.

5) Checkpoints - Perhaps the least obvious 'thing' that becomes very obvious on a Veteran playthrough is the   frequently flawed placement of checkpoints. The game is made up of action sequences broken up with brief rest periods, often used for dialogue or plot progression.
 What becomes apparent is that the checkpoints are almost always placed at the end of an action sequence and at the start of a rest period. So what could start off as a simple walk up a hill or ten second chat turns into a complete pace breaker on your fortieth respawn. The checkpoint should be at the start of an action sequence.
 Of course they're not all like this but pfffff.

Anyway fuck it nobody cares, hopefully Black Ops will be good BYE

Update: It's just occurred to me that I think the problem I have with the Veteran playthrough of WaW is that it's hard to roleplay as a Russian soldier when your comrades are running headlong into the enemy and you're cowering behind a sandbag every five seconds waiting for your health to regenerate...

Sunday, 9 May 2010

Ninja Gaiden Sigma 2

I like how this game has included 3 playable, half-naked female characters with controllable jiggly boobs purely because the big boys accused the original of being a homo. What's so gay about following around a buff young asian man with an arse vacuum-sealed in black leather?

Thursday, 8 April 2010

You know what really grinds my gears?

Rhetorical question. Rhetorical answer = AI support characters who take credit for shit you've done. Alyx did it in Half Life 2 and it's one of the only things I can think of that I didn't like about that game.
It just happened in Uncharted 2, in the monastery level. I had to move this statue thing to climb up it to get through this gap in the wall but I had to wait for Elena to help me. When we pushed it in place a very short cut-scene showed Elena climbing up it and saying to Drake: "Look we can climb up it. Come on!"

A) I fucking know. It was my idea.
and
B) Please shut the fuck up. I'd be up there now if the cut-scene didn't lock the fucking controls.

In contrast Benson (I think his name is) the Filipino(?) tracker(?) is perfect. He helps you out as much as you do him and, although he talks quite a bit, he doesn't speak English so it doesn't matter. And I can't tell if he's taking the credit or not.

In other news:
I've been trying to play shooting games, Uncharted 2 included, using only the shotguns (where they're available).
Firstly to see if it's possible i.e. have the developers put this gun in to give me more choices in tackling a situation or are they just conforming to the traditional selection of weapons for the sake of it?
Secondly, following on from this, does the traditional weapon set have a place in contemporary games?
And thirdly do you give a shit? No?BYE

Monday, 25 January 2010

Sunday, 10 January 2010

Hmmmmm...

Looking at Rich's puzzle scene I started wondering why Melvin never turns human on his adventures, so I thought perhaps he can only turn back into a human when he's in the house. That would explain why he wants to stay at home and why he's never human when he leaves.

I also just realised that our game's win condition is the bad ending and the lose condition is the good. Crazy.

At some point I will explain the game's story to hopefully tie all this information into making sense.