Disagree about the platforming the variety of moves you have, quality of the animations, and good level design made it really good. Light years ahead of a modern game that tries to do something similar like Star Wars Jedi Survivor.
People tend to like the platforming or story so much that they can overlook the insanely basic and repetitive combat.
>Disagree about the platforming the variety of moves you have
You see that flat wall to your left with the pole opposite of it? Yeah, better get used to it because there's only one answer to this problem. Wall running and jumping part way thru, don't need to be too precise, the game will autocorrect for it.
The problem is the solutions are always obvious and lock and key. Only one solution. There's no playground it's a matter of remembering you can run up a wall and jump away. It's too simple.
The combat can not be overlooked.
9 months ago
Anonymous
So your problem is linear platforming in general? Sounds like a problem that could be applied to most of the genre. >The combat can not be overlooked.
Trust me I’m not overlooking it, it drops the game like 2 points for me. But plenty of people do have a higher tolerance for it.
9 months ago
Anonymous
Linearity isn't the problem, it's the lack of making options interesting. There's no cost/benefit, there's nothing to PLAY with. What if there's an easier, slow way that relies on the more automated wall jump and mid-way jump and a more difficult but quicker way that can be pulled off with a smart use of spacing and a long jump? It can be riskier, already feels less safe, but the game does not give you the possibility space to do this.
That's what all video games are about, all good ones anyway.
9 months ago
Anonymous
Countless games are designed around small movesets, having autistic mechanical depth wouldn’t benefit a game like Sands of Time at all. Levels were designed with these limitations in mind which makes progression feel satisfying.
9 months ago
Anonymous
Sands of Time already has a big enough move set, the design is the problem. The progression is overly reliant on having one and only one solution to progression which is obvious from the very beginning until the very end.
Then there's the shitty combat.
9 months ago
Anonymous
I really don’t know where you got the idea that platformers are supposed to be like immersive sims. They’re usually extremely linear games, not big sandboxes where you can climb around on everything.
9 months ago
Anonymous
Did you have to take an illiteracy test for this post? Nobody is saying this.
9 months ago
Anonymous
You’re crying about the game being linear and not having a dozen different ways to progress down a hallway, you sound like an immersive sim gay to me.
9 months ago
Anonymous
Nobody is saying this. Is this the intelligence of prince of persia gays? The game plays itself, is there really that much to be attached to?
9 months ago
Anonymous
Work on phrasing your arguments better because that’s exactly what you sound like.
I don’t care for your autistic game design critiques, the platforming is good. So good that it’s what the game is known and praised for above anything else.
9 months ago
Anonymous
My arguments are phrased clearly and with mechanical details from the games, you somehow extrapolated "make more than one solution to every problem" to "make it an immersive sim." Your whole angle is moronic. Now go play it yourself and realize how wrong you are and how moronic you've been, my illiterate friend.
9 months ago
Anonymous
Sigh, I guess if you insist I will TORTURE myself with fun platforming gameplay. Pray for me.
I only played Sands for the first time last year btw. I’m not influenced by nostalgia.
>insanely basic and repetitive combat.
It's not that bad, let's be honest. The game even gives you a few sand powers that are never actually explained in-game (afaik). Having to thrust the dagger so they won't resuscitate was an interesting concept.
9 months ago
Anonymous
It wouldn’t be so bad if every encounter didn’t have like 10 waves of enemies teleport in every time.
The optimal strategy is to spam the poke instakill move over and over, anything else is just a waste of time.
It was a fairly disappointing year for video games honestly. The age of disappointing sequels like Deus Ex Invisible War because MS was pushing for PC&Xbox multiplatform games despite the Xbox having the RAM of a 1998 PC.
I guess there NFS Underground at least.
google you piece of shit
google
https://en.wikipedia.org/wiki/2003_in_video_games
there's more games worth playing there than in the last 20 years of gaming
well i dont remember what the frick was released in 2003 and while i dont trust AI to give real answers, i'm sure its better than the memory of most of us
oh wow, thanks, wow
Yeah i know, gonna be 20 years old myself this year
Go back to bed Timmy
>kids who are younger than Ganker can post here
Could be worse. I'm so old that I was never able to be underage b& in the first place.
>Asterix & Obelix: Kick Buttix
Scythe
Unreal Tournament 2003
UT 2003 was released in 2002, you absolute donkey.
2004 or bust
>I WILL SWALLOW YOUR SOUL
Touhou 7, my favourite Touhou
I dislike the stages from 1 to 4 so despite the rest of the game being on par with touhou 6 and 8, the other two games end up being overall better.
whatever happened to yearly birthday art
>Prince of Persia The Sands of Time
>Zone of the Enders 2nd Runner
>Jak 2
>Ratchet and Clank Going Commando
>Silent Hill 3
>Fatal Frame 2
>KOTOR
of Persia The Sands of Time
This game is really bad, I wonder why everyone fell over backwards for it at the time.
Everything about it is great besides the combat.
The platforming basically solves itself and combat is the majority of the game. That's the problem.
Disagree about the platforming the variety of moves you have, quality of the animations, and good level design made it really good. Light years ahead of a modern game that tries to do something similar like Star Wars Jedi Survivor.
People tend to like the platforming or story so much that they can overlook the insanely basic and repetitive combat.
>Disagree about the platforming the variety of moves you have
You see that flat wall to your left with the pole opposite of it? Yeah, better get used to it because there's only one answer to this problem. Wall running and jumping part way thru, don't need to be too precise, the game will autocorrect for it.
The problem is the solutions are always obvious and lock and key. Only one solution. There's no playground it's a matter of remembering you can run up a wall and jump away. It's too simple.
The combat can not be overlooked.
So your problem is linear platforming in general? Sounds like a problem that could be applied to most of the genre.
>The combat can not be overlooked.
Trust me I’m not overlooking it, it drops the game like 2 points for me. But plenty of people do have a higher tolerance for it.
Linearity isn't the problem, it's the lack of making options interesting. There's no cost/benefit, there's nothing to PLAY with. What if there's an easier, slow way that relies on the more automated wall jump and mid-way jump and a more difficult but quicker way that can be pulled off with a smart use of spacing and a long jump? It can be riskier, already feels less safe, but the game does not give you the possibility space to do this.
That's what all video games are about, all good ones anyway.
Countless games are designed around small movesets, having autistic mechanical depth wouldn’t benefit a game like Sands of Time at all. Levels were designed with these limitations in mind which makes progression feel satisfying.
Sands of Time already has a big enough move set, the design is the problem. The progression is overly reliant on having one and only one solution to progression which is obvious from the very beginning until the very end.
Then there's the shitty combat.
I really don’t know where you got the idea that platformers are supposed to be like immersive sims. They’re usually extremely linear games, not big sandboxes where you can climb around on everything.
Did you have to take an illiteracy test for this post? Nobody is saying this.
You’re crying about the game being linear and not having a dozen different ways to progress down a hallway, you sound like an immersive sim gay to me.
Nobody is saying this. Is this the intelligence of prince of persia gays? The game plays itself, is there really that much to be attached to?
Work on phrasing your arguments better because that’s exactly what you sound like.
I don’t care for your autistic game design critiques, the platforming is good. So good that it’s what the game is known and praised for above anything else.
My arguments are phrased clearly and with mechanical details from the games, you somehow extrapolated "make more than one solution to every problem" to "make it an immersive sim." Your whole angle is moronic. Now go play it yourself and realize how wrong you are and how moronic you've been, my illiterate friend.
Sigh, I guess if you insist I will TORTURE myself with fun platforming gameplay. Pray for me.
I only played Sands for the first time last year btw. I’m not influenced by nostalgia.
>insanely basic and repetitive combat.
It's not that bad, let's be honest. The game even gives you a few sand powers that are never actually explained in-game (afaik). Having to thrust the dagger so they won't resuscitate was an interesting concept.
It wouldn’t be so bad if every encounter didn’t have like 10 waves of enemies teleport in every time.
The optimal strategy is to spam the poke instakill move over and over, anything else is just a waste of time.
>hey guiz what are some heckin' great boomer games
Go back to /vr/
>not liking old games
Y?
It was a fairly disappointing year for video games honestly. The age of disappointing sequels like Deus Ex Invisible War because MS was pushing for PC&Xbox multiplatform games despite the Xbox having the RAM of a 1998 PC.
I guess there NFS Underground at least.
Seventeenth post best post, Aria of Sorrow is pure soul
Pretty sure I played diablo 2 and wc3 back then. But I could be wrong
google you piece of shit
google
https://en.wikipedia.org/wiki/2003_in_video_games
there's more games worth playing there than in the last 20 years of gaming
>google
lol thats like asking AI anon
talk to real people
well i dont remember what the frick was released in 2003 and while i dont trust AI to give real answers, i'm sure its better than the memory of most of us
>Pokemon Ruby/Sapphire released
Ah, my second favorite pokemon game (very good contender for first) and best pokegirl
I’m concerned you’re naive enough to not see the actual topic of this thread.
>offtopic image
shitposting like always
>he hasn't played Ganker before
2003 was before i discovered my diaper fetish. an innocent time...
I hate this curse and I hate that I can't tell anyone about it
Apparently Pokemon Ruby/Sapphire and Wind Waker were released in 2003. Those were pretty good I'd say.
pokemon ruby and sapphire
Jankino...
post yfw you're winner
>NTR smile
>2003 was 20 years ago,
Yeah but that was Ganker.net. you have to wait until next year to celebrate Ganker 20th anniversary.
>2003 was 20 years ago, by the way.
the king that year
>moot is 35 years old
Do we have any info about info about him after he left Google?
Kirby Air Ride
F-Zero GX
You never need another racing game. These two teamed up to perfect the genre forever.
Majority of Ganker users today weren't even born yet in 2003.
Outstanding? Not too many to be honest.
Some pretty good games though:
>Silent Hill 3
>Max Payne 2
>FFX-2
>Call Of Duty 1
>Jak 2
>Warcraft 3's TFT expansion
>Postal 2 Manhunt
>Enter the Matrix
>Beyond Good & Evil
>SOCOM 2
>Soul Calibur 2
>Zelda: Wind Waker + Zelda Collection
Wind Breaker is pure garbage
It's one of the best LoZ games released in the past 40 years.