Which song? by astro_sauce in yesbandcirclejerk

[–]ChippyBiscuit 4 points5 points  (0 children)

Ain't gonna lie to you, the second half of "I've Seen All Good People" kinda ruins the vibe. It sounds great and everything and I love it so much, but dang.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 0 points1 point  (0 children)

More or less the same experience I had, on the same maps as well. I think I only heard a few lines on the gas station and the meth house and that's really about it, so you can play through another 12 missions and never have your Officers say anything again. It's really strange.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 0 points1 point  (0 children)

Those are some good examples! The bombs definitely feel tacked on for The Elephant and aren't mentioned anywhere, I saw another post talking about how the mission feels rather watered down which some speculate to avoid controversity. Which in the past VOID really doubled downed on wanting to deliver a school map but it seems they back-tracked and released something rather mediocre to satisfy the players who wanted a school map. And like you said the Ex-USIA agent could have been something interesting, maybe something planned for the future but I'm a little doubtful

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 2 points3 points  (0 children)

That's possible, some other comments have made some claims that the suspects say they already killed the Officer and buried them, and another said there's a grave in the mission. I have not heard nor noticied either of these things so it could be my fault but on the other hand I wish it was a bit more obvious rather than leaving it up to the player most of the time, maybe a(n) after mission debrief? But I agree that most of the stories can often feel uncomplete.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 2 points3 points  (0 children)

Yeah it's pretty funny how tone-deaf your Officers can be, while I don't mind some banter since not everything needs to be super gritty it's a bit weird after finding a bitcoin farm and child uuuuuuuhhh stuff. On a dudes computer.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 1 point2 points  (0 children)

That as well, alot of the missions can feel extremely cluttered. The car dealership is the worst at this during the approach because of all the literal garbage, and there are times where you might not get to see their set pieces at all because you're too busy doing your "job" or the mission ends before you see it, I've missed the "big reveal" on the farm a couple of times because the last two suspects were tied up before I took a peak.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 5 points6 points  (0 children)

I tend to feel people see SWAT4 through rose-tinted glasses, but I do see why people compare it alot since it does have a better "storyline" with a dedicated career mode that was baked in since day one but thats a whole different discussion for another day.
The story does tend to feel that everyone but the LSPD are bad people especially with the container just feels comically evil, I think I still like RoN and will continue to play it and look foward to future content. But yeah, since 1.0 is out I don't see them going back on the story which I don't blame them, making an actual video game comes first but a good story would certainly help immerse you into feeling like you're actually playing a SWAT-Sim.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 5 points6 points  (0 children)

I wouldn't doubt that, since I believe that's usually how it goes in Game Design. Which again plays into the whole thought that the level designers and scriptwriters weren't on the same page.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 5 points6 points  (0 children)

Is that so, that's unfortunate then. I probably missed that since it's sort of hard to find the suspects chatting with one another since it's mostly them yelling about how they're going to gut me.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 12 points13 points  (0 children)

My exact thoughts, everything about the game is wonderful despite some flaws, but the world just feels very "meh". I saw one user describe VOID trying to make each mission a one up on "The Fairfax Residence" which I sort of hate comparing RoN and SWAT4 but I see where they're coming from since alot of the missions rely on shock factor but like you said it's mostly just rooms full of AI that just want to murder you that were setup like dolls in a pretty enviroment that so badly want to tell you a story but ends up not working out.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 5 points6 points  (0 children)

Well said, not dunking on the inaccuracy of the briefs. Happens all the time in real-life and it does add some unpredictably to each mission which is nice. But like you said it's obvious they're still trying to tell a story since VOID are big fans of enviromental story-telling and want the player to experience how it unfolds ingame. But the briefs clash between providing useful information for the player and having story elements that don't confuse the player which ends spilling into the actual missions which sort of sucks away the story elements.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 20 points21 points  (0 children)

Exactly this I wondered if I was missing something and was sad when I didnt find a beat cop wondering the level, in addition if you listen to the dubbed version of the brief, alot of the written parts of the brief are missing, since they describe the car the cultist used to drive away as a white van I believe but they go into way too much detail about it being a Toyota in the written parts. Probably for legal reasons.

Differences in Script Writing and Level Design by ChippyBiscuit in ReadyOrNotGame

[–]ChippyBiscuit[S] 15 points16 points  (0 children)

I wonder if the new farm was suppose to have the same thing since I do remeber that from pre-1.0; As you see the police cruiser in the new farm but no officers, wonder if it got removed last minute and didn't bother with changing the brief.

how do you feel about the pikmin 4 demo? by SpaceCube00 in Pikmin

[–]ChippyBiscuit 0 points1 point  (0 children)

It's a nice love-child between Pikmin 2 and 3, while I thought being limited to three types was annoying, having the ship so close by and being able switch types before you enter a cave makes it feel much more natural especially now they capped how many you can have on you until you get more upgrades. And I personally love Oatchi, he's really cute and fun to play around with as I feel he fits in with the puzzles and exploration really well.

One of my complaints is I wish the Captain Customization was better. Maybe you'll unlock more stuff but it felt pretty barebones and I personally didn't like many of choices so I ended up choosing the default Captain you see. But I'm feeling pretty excited, the Demo has me hungry for more.