What makes TTR TTR?
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08-31-2005, 09:25 AM
Post: #53
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RE: What makes TTR TTR?
i was thinking about what makes ttr ttr, and it hurt because thinking is an action im not accustomed to performing so i had to take a break for a while. but now, a couple aspirin and a mountain dew later, i think i got something.
ttr rocks, man. i remember coming home from school, and jumping right on the computer to play ttr. those were the days, man, \'cause the tactics were changing every week on those maps. i remember on brindisi you\'d be stupid to hang around that window by the canal, and later in the week, you\'d be unbeatable if you did. the game was just so incredibly fluid in respect to preferred weapon types, favorite maps, badass players and ninja pistol dudes. you could come into the middle of a game, get the crap kicked outta you for a couple minutes, and still love the game because you worked your ass off for every one of your kills. it was also cool because you had to bandage. realistic... probably not so much - if you\'re bleeding THAT fast, a bandage applied in a couple secs isn\'t gonna stop it - but that made the little time you had to kill other peeps and cap objectives even more precious. also it was great shooting peeps in the legs and watching them bandage their arm. the nades were fun too. god knows how many times i killed myself with those blasted lil trinkets of devastation, i tk\'ed alot by accident too. but one of the many things that rocked about the nades was how you had to pull the pin b4 throwing it. you scare so many peeps out of hiding by throwing a dead nade, and run into many an ambush if you forget you threw a dead nade. if you\'re gonna have a crazy interactive envrironment thats cool, and if its more on the sane side i wont be disappointed (i promise (as if you care)) but id be slap happy euphoric with a triple twist and hint of glorious lemon if it just had better graphics. something like a new coat of paint. but i stray from the point. scratch that, i never knew where the point was. what made ttr jam like a funky... yeah (my metaphors(or similes or analogies? i always get them confused. the story of my life.) need a little work apparently) was how you heard the breathing, had the stamina bar to keep track of, but the breathing told you whether or not you could still run like forest gump if you needed to. that you could crouch and poke your head around a corner, and be more effective than a hippin bar-whore using tracers as substitute for the absence of the vile crosshair. of course the teamplay aspect was awesome. although i have to admit, that it feels good to charge and kill a whole team of auto-whores with a karbiner and a couple nades, and defend the postition through another wave of itchy fingered automatic wielding crazies. that always feels good, but it also feels good when your team drops a couple objectives at the same time, due to... really cool (sorry, my vocabulary sux, i havent written anything for a while) communication. RO\'s good, but it doesnt have it. its got graphics and its got nades and its got autos. but, im just not immersed enough to care. although the karma dead physics thing is hilarious. and so are bayonets - mebbe you can get bayonets in there! dude, that\'d be awesome. if u skim over everything i wrote, whoever you are, dont skip this: BAYONETS (or atleast a good rifle smack) .... yeah, thats all i got now. |
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