M.S. Smith
  • Last Login: August 9, 2009 6:45:10 PM
  • Joined: June 18, 2009 11:18:05 PM
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  • Hearts of Iron III

    August 9, 2009 6:45:42 PM

    I'm optimistic about this one. Its been awhile since I've played a true wargame, and I think this might be the game to get me back into it.

  • Prototype

    June 22, 2009 12:26:51 AM

    @JasonMcMaster:

  • Prototype

    June 18, 2009 11:31:31 PM

    Yes...I just discovered that the posts show up at the top of the comments instead of the bottom. Noob mistake.

  • Prototype

    June 18, 2009 11:30:24 PM

    I can understand not seeing the point. Prototype at not time gives the player a strong reason to become attached to any one thing. And from a certain perspective, that's a problem. But the fact that Alex is so powerful, and can go on such a rampage, quickly becomes the point. This is very much a sandbox, with only a few attractions pointing in some general directions.

    But that leads to surprises. I could be just trying blow up a Hive, get the Blackwatch angry at me, and next thing I know I'm on an epic chase through the city streets, playing cat-and-mouse with Apache choppers.

    The "toys" add to this. If I want to elbow-drop a tank, I can do that. If I want to hijack it instead, okay. If I want to just run away, fine. If I want to throw cars at it, awesome. If I want to pick up a missile launcher and shoot at it, cool. If I want to run up a skyscraper and elbow-drop it, well I can do that too.

    Its havoc for havoc's sake, with plenty of different avenues for flushing out some pent-up rage, and there is nothing wrong with that.

    Come to think of it, perhaps that is the fundamental misunderstanding between Tom and Prototype. Perhaps Prototype isn't much of a game, but it is a great toy. I certainly think that the good time I've had with it so far trend more towards its use as a toy I could play with rather than a game in which I tried to complete certain goals.

  • Prototype

    June 18, 2009 11:30:23 PM

    I can understand not seeing the point. Prototype at not time gives the player a strong reason to become attached to any one thing. And from a certain perspective, that's a problem. But the fact that Alex is so powerful, and can go on such a rampage, quickly becomes the point. This is very much a sandbox, with only a few attractions pointing in some general directions.

    But that leads to surprises. I could be just trying blow up a Hive, get the Blackwatch angry at me, and next thing I know I'm on an epic chase through the city streets, playing cat-and-mouse with Apache choppers.

    The "toys" add to this. If I want to elbow-drop a tank, I can do that. If I want to hijack it instead, okay. If I want to just run away, fine. If I want to throw cars at it, awesome. If I want to pick up a missile launcher and shoot at it, cool. If I want to run up a skyscraper and elbow-drop it, well I can do that too.

    Its havoc for havoc's sake, with plenty of different avenues for flushing out some pent-up rage, and there is nothing wrong with that.

    Come to think of it, perhaps that is the fundamental misunderstanding between Tom and Prototype. Perhaps Prototype isn't much of a game, but it is a great toy. I certainly think that the good time I've had with it so far trend more towards its use as a toy I could play with rather than a game in which I tried to complete certain goals.

  • Prototype

    June 18, 2009 11:18:05 PM

    @TomChick:

    So what if they're

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The Games That Time Forgot

The Games That Time Forgot


The games we're pulling together in this feature won't appear on any of those best-of lists and get confused looks when you mention them in conversation. Just because time has forgotten these titles, though, doesn't mean you should forget them, too.

» Read On

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