TGH writes:
"First, let's get the bad news out of the way. Several other gamers I've spoken on the PlayStation Network all concluded that the online needs some work as there's something that's just not intuitive about it. After playing multiplayer most of last week and the weekend I realized what that was; it's the design of the lobbies, matching, and party selecting - they were all was designed with the PC in mind. I'd bet my bottom dollar on that, because I played "F.E.A.R." online extensively for two years, and still occasionally play it even now on my PC. I can't say the same for the MP on PS3 though: users seem to be quite frustrated with the way you match up, as they spend countless hours trying to get into a game.
You see, the problem is also that gamers have no patience, and I for one am a prime example. If an interface doesn't seem intuitive right off the bat, you tend to get frustrated. It's a simple design that can get lost in the programming. For example, let's you pick Death Match and if you're the first in the game, then your console most likely becomes the host of that bout - okay, no problem, no dedicated servers. Then you wait for people to trickle in. Tumble weeds pass and nothing happens. One guy shows up and smokes a cigar with you. He leaves. Then two show up immediately after the previous user leaves. But wait, you need at least 4 people to start the game. Arrrgggh! Okay, so you say, "there are different modes, you can narrow it down to what want to play; blitz, TDM, DM, etc." Sure, but when..."
F.E.A.R. leapt out from behind the TV to scare gamers witless and ruin their underpants in 2005. Amalgamating elements of Hong Kong action films like Hard Boiled with the Japanese terror of The Ring, Monolith hit the nail(gun) on the head. Apart from a large number of grey corridors, it was a tremendous game and one that has had many playthroughs.
Between battling Replica soldiers and keeping in touch with his family, Point Man took some time to off of F.E.A.R. operations to talk about his life behind the scenes. Although Point Man could not provide any real personal information and didn’t seem to have much of a personality, he did give us some tidbits about his likes, dislikes and opinions about his missions. We had to get the best typist in the industry to keep up as the interview went really, really fast.
The Merriam-Webster'a dictionary website defines an achievement as a "successful result brought about by hard work." However, the following achievements could not be classified as either being considered successful or the result of hard work, mostly since these achievements are boring.
Personally, I think most achievements are lame. But for me, nothing is worse than ones that require you to either watch the opening sequence, do the tutorial, or watch the ending credits. I also hate story-based achievements. It's so silly to give an achievement for doing things that have to done in order to advance the storyline. I think the Half-Life 2 achievement is clever. Besides, it's not the points that matter; it's the fact that you did it in the first place. I don't think points should be rewarded for achievements, but maybe that's just me.
Don't forget Quake 2......the full version was a bonus game with Quake 4.You get achievements after every chapter (around 8) with........0 points.
I'd have to say the achievement for watching the credits in Assassins Creed. I just left it running whilst I got something to eat, got back and 50G. Definitely earned that one, that sandwich didn't make itself.
Also any online achievements in general, especially in games with terrible multiplayer.
do we NEED a article like this every 6 week ??
do we really need that ?
"the most easy/lame achievement/trophies "
Seriously
My Beatles Rockband only came with 3 instruments but I have played it with friends and all 4 of tapping and singing along. But who is this guy to tell us how many people should be playing a game to make it fun? Screw that guy.
I never feared that little b!tch in the first place!