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Crazy Eyes
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Comments by "Crazy Eyes" (@CrizzyEyes) on "Worst IGN Reviews Ever" video.
@shawno8253 It's reasonable to expect slightly higher critical analysis skills from a professional journalist though.
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@LuciferWrld999 The idea behind a review is that someone who is critical and self-aware of their own bias provides details about the game that allow you to make a more informed opinion for yourself without spending the money on it. It isn't supposed to purely be an opinion piece that says "game stinky i no like." Of course, it's always been corrupt, even in the very early days of gaming when every review was published in a magazine, but there are more competently written reviews. IGN has always been notoriously aloof with its reviews. There is a very old one for a PSX shooter (I can't remember which one specifically, might have been Disruptor) where the reviewer complained incessantly about the "awful controls." Those controls? You use the left stick to move and right stick to aim and triggers to shoot. Yeah, he was really complaining about the standard controls for every modern console shooter, which weren't so standard at the time. Still, that wasn't even the first game to feature them -- Goldeneye had a similar control layout.
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@MikeysWalkthroughs The AI was actually well designed, his problem is that he's probably not patient enough to play the game. If you sit still and don't move (just like in the movies) the alien won't find you. If you make noise, the alien will check it out. Your motion sensor also makes noise if you check it by the way, many people probably didn't realize this and thought the AI was cheating. The game is a hide and seek simulator and it's really good at that particular thing. Once you realize that, and play it that way, it's a good game
6
I played on Hard, was a great game. Never understood anyone who complained about getting killed while saving. The Alien can't sneak up on you, it's too loud. Use your senses and don't save if the Alien is walking around near you.
3
@buffcode Why did you sprint on hardest difficulty? Seriously, I learned not to do that pretty quick. Now it's reasonable to suggest that it's a flaw that sprint was implemented just so it could be useless on harder difficulties, but it's not a game breaker.
2
Although Doom basically was the growing fetus of the arena FPS genre, it didn't have good multiplayer features until the community stepped in to fill the gaps. The dial-up networks of Romero's time were supported by community maps like DWANGO.WAD, and community infrastructure (DWANGO stands for Dial-up Wide Area Network Game Operation, a deathmatch network you participated in by calling some guy's phone number). id Software never stepped in to provide any support at all for multiplayer even with the numerous re-releases and expansions for classic Doom. It's even more confusing when you notice that John Romero spent many of his hours deathmatching on DWANGO himself. Doom's multiplayer features were outmoded before even Quake came out just 3 years later with its direct IP connection features which we still use today. Even Doom 3 had bafflingly terrible multiplayer on its launch, with a 4-player maximum, no changes to the flashlight mechanics and very basic modes. TL;DR: You were barking up the wrong tree if you ever bought Doom for its multiplayer.
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