That it did. Thank god Apple didn't make one of those influences because Square would be out a billion bucks, and any dev thinking of improving a game mechanic would just not do it.
Sleeping Dogs is a great game that applied existing formulae from around the industry and made it a unique experience.
Sleeping Dogs is a great game that applied existing formulae from around the industry and made it a unique experience.
I'm in love with this game.... Except I have a glitch where I can't do any more martial arts training. I'm stuck in a loop. It's driving me insane as I have 4 statues now to turn in. What's telling is, any other game I'd have returned. I'm still playing. Love this damn game because as you said: the execution of everything is so great.
actually, the blog wasn't too brief and was a great blog!
... while I haven't played Sleeping Dogs (and have no real interest in the game), I do fully agree with the sentiment about making sure a game simply WORKS. You are absolutely right that originality can't carry a game... the execution of the game has to work. Everything should be in sync, and the game should be entertaining/engrossing or just simply fun.
This sometimes seems to get forgotten in the whole quest for art or originality. Execution truly is the key.
... while I haven't played Sleeping Dogs (and have no real interest in the game), I do fully agree with the sentiment about making sure a game simply WORKS. You are absolutely right that originality can't carry a game... the execution of the game has to work. Everything should be in sync, and the game should be entertaining/engrossing or just simply fun.
This sometimes seems to get forgotten in the whole quest for art or originality. Execution truly is the key.
Every mechanic of every game is taken from somewhere else. If you came up with something truly original, your average XBL hooligan probably wouldn't be able to mentally process it. It would be too unfamiliar, too challenging, too new.
So no, that's not even my main issue with SD, obviously. What bores me is the lack of depth. The side quests aren't that interesting and the game as a whole feels empty after completing the initial campaign.
In LA Noire I wanted to go through and solve every random street crime, mostly because I still enjoyed the game world. Everything felt so authentic and real. Sometimes you'd even recognize perps from previous cases. Didn't really get that with Sleeping Dogs. Its optional missions had no sense of character and added nothing more than mere random violence.
Really great game in a strictly action sense, which is exactly what it's intended to be. Just saying, I think I prefer a more immersive approach.
So no, that's not even my main issue with SD, obviously. What bores me is the lack of depth. The side quests aren't that interesting and the game as a whole feels empty after completing the initial campaign.
In LA Noire I wanted to go through and solve every random street crime, mostly because I still enjoyed the game world. Everything felt so authentic and real. Sometimes you'd even recognize perps from previous cases. Didn't really get that with Sleeping Dogs. Its optional missions had no sense of character and added nothing more than mere random violence.
Really great game in a strictly action sense, which is exactly what it's intended to be. Just saying, I think I prefer a more immersive approach.
@Arttemis.
That joke needs to be followed by a comedy drum ba dum da "CRASH SYMBOL"
@SirLegenhead
I've yet to return to an open world game after I'm completed the story. I don't care about 100%, and I play games because it's the best way to tell a story.
That joke needs to be followed by a comedy drum ba dum da "CRASH SYMBOL"
@SirLegenhead
I've yet to return to an open world game after I'm completed the story. I don't care about 100%, and I play games because it's the best way to tell a story.
@Legend - While it might not be LA Noire levels of immersion, I thought it was really great in having a sense of real. There are reoccurring charterers, cameos from story missions, and all revived around your ranking in the organization and their dependence on you. I think the biggest difference was the level of intricacies between the two games. The LA Noire crimes were all hugely scripted, with no dependence on sandbox elements.
Well, I guess just illustrated your point. The completely scripted and hugely detailed nature of LA Noire's missions is immersive, where Sleeping Dogs lays a randomized groundwork for simpler missions that provide a more consistent, but less intense immersion. I think I prefer Sleeping Dog's consistency to the off/on nature of LA.N - and that's basically all I was getting at. Probably a needless comment at this point, but whatever.
I love both games. To make this relevant, I'll point out that they both featured done-before game mechanics.
Well, I guess just illustrated your point. The completely scripted and hugely detailed nature of LA Noire's missions is immersive, where Sleeping Dogs lays a randomized groundwork for simpler missions that provide a more consistent, but less intense immersion. I think I prefer Sleeping Dog's consistency to the off/on nature of LA.N - and that's basically all I was getting at. Probably a needless comment at this point, but whatever.
I love both games. To make this relevant, I'll point out that they both featured done-before game mechanics.
@ PK
The way I see it, an open world doesn't truly succeed unless you want to stay there after the story is over. Best example is New Vegas. I've completed that thing at least half a dozen times and still haven't gotten sick of it.
As far as 100%, I don't care either. I don't even enable my achievement notifications because they're inane.
@ Art
I did most of the side stuff in SD while completing the main story. So by the time I was done, all I had left were the parts I wasn't interested in when they first appeared. Yet I did the same thing in Noire and wound up getting 100% of the street cases, simply because I enjoyed doing them.
Which is weird, because SD should be more fun. You have more moves, better mechanics, etc. The thing is, the throwback to extremely basic aim-and-shoot gameplay works extremely well for a retro game set in the 40's. It's the polar opposite of originality, really, and the game as a whole shines for it.
I just wish they'd do a Jack Webb skin as DLC. Would buy

The way I see it, an open world doesn't truly succeed unless you want to stay there after the story is over. Best example is New Vegas. I've completed that thing at least half a dozen times and still haven't gotten sick of it.
As far as 100%, I don't care either. I don't even enable my achievement notifications because they're inane.
@ Art
I did most of the side stuff in SD while completing the main story. So by the time I was done, all I had left were the parts I wasn't interested in when they first appeared. Yet I did the same thing in Noire and wound up getting 100% of the street cases, simply because I enjoyed doing them.
Which is weird, because SD should be more fun. You have more moves, better mechanics, etc. The thing is, the throwback to extremely basic aim-and-shoot gameplay works extremely well for a retro game set in the 40's. It's the polar opposite of originality, really, and the game as a whole shines for it.
I just wish they'd do a Jack Webb skin as DLC. Would buy

@SirLegendhead
That's a good way of looking at it, but I find it's more the story that entices me to keep visiting. It's like once you've finished a book, and the writer just kept writing about the mundane life ahead of the protagonist. Sure, I can pay a visit now and again, but I just don't have a good enough reason to visit again.
That's a good way of looking at it, but I find it's more the story that entices me to keep visiting. It's like once you've finished a book, and the writer just kept writing about the mundane life ahead of the protagonist. Sure, I can pay a visit now and again, but I just don't have a good enough reason to visit again.
@ PK493
Most of the time I agree, but at the same time I wouldn't think of stopping robberies and chasing down suspects as "mundane". Mainly I like the worldview of LA Noire. SD lets Wei murder the shit out of innocents, while still treating him as a hero. Phelps on the other hand, holds himself accountable to a higher measure of right and wrong, even when he can't measure up to it.
Come to think of it, it's kind of funny how this preference of mine fits with the original intent of your blog. Not too long ago the concept of an antihero seemed outrageous, daring and original. Now it's like we've come full circle. A genuine "good guy" is what it takes to breathe new life into the sandbox genre, with its tired cliches of violent sociopaths and the like.
Kinda sucks their studio closed down. I'd buy a Kelso sequel in a heartbeat.
Most of the time I agree, but at the same time I wouldn't think of stopping robberies and chasing down suspects as "mundane". Mainly I like the worldview of LA Noire. SD lets Wei murder the shit out of innocents, while still treating him as a hero. Phelps on the other hand, holds himself accountable to a higher measure of right and wrong, even when he can't measure up to it.
Come to think of it, it's kind of funny how this preference of mine fits with the original intent of your blog. Not too long ago the concept of an antihero seemed outrageous, daring and original. Now it's like we've come full circle. A genuine "good guy" is what it takes to breathe new life into the sandbox genre, with its tired cliches of violent sociopaths and the like.
Kinda sucks their studio closed down. I'd buy a Kelso sequel in a heartbeat.

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