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Sleeping Dogs - Released August 14th! - Page 2

post #51 of 57
Being an asshole in sandbox games sometimes gives me pause when I'm out there in the real world. In GTA IV I would always go out of my way to rear end any npc I saw who was tooling around in their trunk. Every once in awhile when I'm putting the groceries in the trunk I find myself looking around to make sure no one is gunning for me.
post #52 of 57
Tell me about it. Though I think my reaction is a litte more extreme. For some reason I am unable to emotionally separate myself from those people on screen, which are just a collection of 1s and 0s when you get right down to it. I can't have fun in sandbox games if the game makes me play the bad guy. I feel guilty when mowing down people in a car for no good reason or firing at a target and accidentally taking out a few passers by. Like you I get the sense that I'm drawing in bad karma and I'm going somehow have to pay for it in the real world.

It is impossible for me to have fun playing the villain in video games.
post #53 of 57

Finally had a tinker with this over the weekend. Its definitely a fun play. I may not thrash it all in a hurry, I may just find myself coming back to it in between other more anticipated titles, but it's a lot of fun, Hong Kong GTA with dashes of Assassins Creed and Arkham Asylum thrown in when it comes to hand to hand? Hell yes.

post #54 of 57
Quote:
Originally Posted by Tim K View Post

Tell me about it. Though I think my reaction is a litte more extreme. For some reason I am unable to emotionally separate myself from those people on screen, which are just a collection of 1s and 0s when you get right down to it. I can't have fun in sandbox games if the game makes me play the bad guy. I feel guilty when mowing down people in a car for no good reason or firing at a target and accidentally taking out a few passers by. Like you I get the sense that I'm drawing in bad karma and I'm going somehow have to pay for it in the real world.
It is impossible for me to have fun playing the villain in video games.

I don't think there's any particularly wrong with forming an emotional bond with a character; it's proof of an engaging narrative after all. But it's the puzzle that game developers are trying to figure out (or at least I hope they are): How do you make a game where the gameplay actually compliments the story being told?

post #55 of 57

I finished this over the weekend and I ended up liking it quite a bit. I appreciate that it's more of a singular-focused open world game and I think the story is all the better for it. While the side missions sadly get repetative, I appreciate that the story missions actually didn't. My only real issue is that the last third of the game feels somewhat rushed, but those last run of missions are pretty great. 

 

It also has a nicely ambiguous ending. Not in any kind of way that would piss people off, but I'm glad it was able to tell its story without cliffhangers or any other nonsense. 

post #56 of 57

Picked this up in the Steam sale. Any suggestions on dlc? I installed the hi-res texture pack already. Shore is a purdy game.

post #57 of 57
Thread Starter 

I enjoyed the game, as there was nothing else out at the end when I bought it.  I'm the type to move on quickly and sell the games back to GameStop (Xbox 360), so I never really bother with DLCs.  However, the one being released today sounds pretty fun yet it might be repetitive.

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