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child of Thor
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exactly - when i see those on a box, especialy these days, i have to sigh a little bit. They tell me the type of cliche fun that i've got to look forward to in that particular game.
As games 'dumb down' we will see more cliche, rather than less - simpler games require a recognised continuity for players, so i'm sure exploding barrels et all are here to stay.
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Minodrin
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Finland
Dec 2001 time: 05:34
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Ah rats. But when you read a fantasy novel, who can forget all the memorable scenes of young adventurers. I still remeber the Lord of the Rings 1 came as a movie, we saw Frodo attacking a squirrel with his sword (and losing, he starts at level 1 when the film begins). That's why he came on the cart with Gandalf, healing spells.
Also, why do FPS heroes eat bullets easily but they have the acrobatical ability of a chicken. "Oh my, this box is 50cm. high. I cannot climb this. I shall need to kill those 20 people and run 1 km to get the jetpack so I can fly over it."
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Sandman
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Sinister Penguin
Aug 2001 time: 05:34
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I was just thinking about this thread, actually. Well done for resurrecting it.
Pyramids: The Great Pyramid of Cheops has about half a dozen rooms. In games, it's slightly different. When I come to a pyramid in a game, I immediately think "Yay! Trap-filled maze ahead!" Complete with 'Egyptian-style' enemies (mummies, scarabs, scorpions, etc) and a sand-related colour scheme.
Ludicrous Barriers to Exploration: As well as Minodrin's 50cm high impassable boxes, there's loads more. Ultra-dense shrubbery that's more impervious than plate armor. Unclimbable short stone walls. Generic 'blocks'. Gentle slopes that are slippery as ice rinks. Knee-high cliffs. Knee-deep water. 'Road under construction' signs.
Elemental Magic/Weapons: I'm sure that this was a good idea when it first appeared, aeons ago. A pity it's in almost every game with magic, and plenty of games without it. Fire works against water, water works against... sigh... fire, etc. And each element typically has its own oh-so-generic 'themed' level. As well as the standard four elements, there's usually additional elements - like 'nature' or 'death'. Well done to the games designers for being so daring.
Two-weapon fighting: Never mind that few, if any cultures, have seriously employed two-weapon fighting. As far as games are concerned, holding a weapon in each hand is by far the most efficient combat style around. After all, a fighter that holds two weapons can hit twice as often, right? Plus, dual wielding is sew kewl.
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