Apr 14th 2011 1:39PM I liked it, for a while. But the mission system is counterintuitive and weird. You'd beat a level and then it would automatically throw you into the next level with the same team, even if that team now consisted of heroes ill-suited to fight the enemies on that new level. I would literally sit there and tell you that your team was screwed, but give you no way to actually do anything about it.
The only way I could find to switch around your team was to then "abort" the mission, change around your team and then restart the mission. But then, inexplicably, I would have to redo a level over again that I'd already beaten.
Not only that, but at least once this seemed to break my "kill chain" or whatever it's called, meaning I wouldn't get a special reward for beating several levels in a row without failure. No explanation regarding any of it. That killed my fun real quick.
Jul 25th 2010 11:32PM I didn't really care for this article. #6 is easily the simplest and most plausible explanation and gets the least play, and that almost condescendingly.
And some of the comments are so completely ridiculous they don't warrant discussion.
We first assume that the train in Japan is reality. Otherwise all bets are off. Fortunately and contrary to what most people here seem to think, Nolan gives us no more reason to assume this is a dream than reality. Nothing prior or subsequent gives us any absolute answers, but look at it like this: if the train scene isn't reality, there's no way to know if ANYTHING we're told throughout the entire movie is the truth and we're hosed as far as answers, so I'm going to opt for the more rational, copacetic scenario and assume the train scene is reality. From there, this is the way I see it:
1. How do Cobb and Mal escape limbo? Do they simply kill themselves or is there something else involved?
2. How do Cobb and Saito escape limbo at the end, if they do?
The answer to 1 tells us the answer to 2. We have to assume that Cobb and Mal used a sedative to get into limbo in the first place, because the chemist says "you need a sedative" to go that deep. Under such a sedative, dreamers drop into limbo when they die. The article asks what happens when you die in limbo. The answer: you stay in limbo. Pay attention to the end, Mal stabs Cobb. He PROBABLY dies at some point soon afterwards, and washes up again on the "shore of his subconscious," and is found by Saito's guard.
So obviously Mal and Cobb can't escape limbo by simply killing themselves. They had to wait until their sedative wore off. That took roughly 50 years in limbo, but there's no way that we can be absolutely sure of the passage of time in limbo because the dialogue indicates it could be variable. My guess is that Cobb had some idea of how long the sedative would last and convinced Mal to lay on the train tracks with him after the point it would have worn off, and that was their escape.
We know that the chemist designed the sedative to work for about 10 hours and wear off about 20 minutes before the plane landed in LA. Saito preceded Cobb in limbo by only a few minutes in the third level, but due to the unpredictable nature of limbo, many years had passed for him by the time Cobb found him. Cobb, at that point, probably knew the sedative had worn off and convinced Saito to kill him and himself with the gun. That was their escape.
Meaning if Cobb was in reality on the train, he's probably in reality at the end. Not too complicated.
May 21st 2010 5:42PM Default aiming is crap. The whole lock-on aspect plus deadeye makes it way too easy. Nothing feels dangerous. Turn it off, it's much tougher but at least there's a chance you could die once in a while. You get used to the "slippery"-feeling aiming controls after a while. I've heard multiplayer forces everyone into the default aiming mode. Boo.
Rest of the game: A+
Jan 18th 2010 5:00PM I played in the beta as of about a month or two ago. I don't even remember if there was an NDA. Even if there was, I don't think I'm breaking it by saying there was very little in the game. It really should have been called an alpha. Extremely buggy, hardly anything was in working order, and really very little functionality to speak of apart from rudimentary gathering/crafting and an extremely simplistic click-and-watch combat model.
That's not to say the game couldn't become something great. It could. The potential is there. Just that it's a loooooooooooong way from completion. I would imagine the beta I played will be nothing like the final product, whenever it does come out.
Nov 17th 2009 5:34PM yeah. i noticed the doucheocity. on my second playthrough i made my guy look like Fenton from That 70s Show. endless hilarity.
Nov 17th 2009 5:25PM mmmm... ghostbusters sigourney?
Nov 17th 2009 5:09PM sigourney weaver and julia stiles made sweet love.
Nov 11th 2009 3:49PM tan tam, high heels and a broach my grandmother gave me the day she became an angel.
Nov 6th 2009 2:02PM ASARI STRIPPERS
Feb 11th 2009 2:41AM Yeah my manual (from '04) has nothing about battlegrounds or honor or anything. Seems like forever ago now.
I was actually surprised when I read the totems thing just now. I thought Shamans still had to carry those around. When did that change? (I haven't played in 2 years or so.)