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Sound should always come from the gamer's perspective, not the avatar's. The only serious Xbox-related gripe is the addition of loading zones: most missions are broken into two distinct areas, and various City neighborhoods are separated in the same way. It's not that big a deal, as the load times are relatively rpg's short, but they're really not necessary at allnot on the rpg's PC, at least. Plenty of titles *cough*Morrowind*cough* demonstrate rpg's that a PC game's world can be almost criminally big and require only the most infinitesimal of load times. Stopping to load a new section is jarring and technically unnecessary on this platform, and it should have been dispensed with. Like so many other courtesies to PC gamers, it apparently fell into the "why bother" box during concurrent development. The load zones are delineated by a thick portal filled with oozing blue fog. It's sort of like having a big sign in front of each loading area that says, hey player up ahead is a loading zone so for the next thirty seconds please snap out of your immersion and remember that you're playing a video game.
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