Here, I will make an attempt at a more intelligent discussion about the expansion pack:
"20 New Maps - Visit all new areas of Paradise including the Elephant Preserve and the Taliban Training Camp."
I have to assume each "map" is another area attached to the town, which means that there are at least 20 new places where you get to sit and wait for the new area to load up. One thing that was incredibly annoying about Postal 2, was the frequency of load times you would encounter, which made exploration fairly discouraging. I'd like to think this will be fixed for the expansion, but I doubt it.
More imporantly, the Taliban Training Camp thing really sticks out here. I don't know the context of it's purpose in the game, but I'm pretty sure I don't care either. If I had to make an assumption, I'd guess that RWS is just trying to add more shock value to get attention, or worse, stirring up more of that anti-terrorism fear and hatred to appeal to those who want nothing more than to kill Middle Easterners. It wouldn't surprise me if other new areas include a day care center and Saddam Hussein's prison.
"New Melee Weapons - Hack your enemies to meaty bits!
- Includes the amazing boomerang Machete, the Scythe and the head-popping Sledgehammer."
Aside from the IDEA of using these new weapons, what significance will they have in the gameplay? I can't imagine there being any new animations or graphical adjustments accompanied by these weapons, nor would I imagine them to have any significant strengths or weaknesses. Will decapitating someone with a scythe be any more entertaining or important than decapitating someone with a shovel?
"New Characters - New enemies abound, including MadCow-infected Tourettes Zombies, Killer Attack Cats and suspiciously Gary Coleman-esque Demonic Midgets."
Umm... Right. So enemies that shout obscenities (SHOCK VALUE!), cats that actually fight back, and more Gary Coleman. Part of me wants to believe that they deliberately wanted to use Gary's likeness again for some sort of humor, but the other part of me believes they were too lazy to make unique character models.
"Story Driven Gameplay - Amusing cinemas advance the "story". Look Ma, we made a game with a plot! Sort of."
And this is the main problem. A game like this is just pure, foolish violence. At the very least, it needs a story to really give you a reason to play. Look at GTA, for example. If you don't have anything driving the game along, you're just playing a game for it's violence level, which isn't even that high to begin with in this game. And the frequent load times really detract from this reason to play, as well.
And maybe I'm missing it, but I see no mention of allowing players to design their own levels. Only thing I could think of is making your own textures of mods, which you can do in pretty much any FPS these days.
So really, I don't see anything here that would advance the original game, which was mediocre at best to begin with. And I do hope I made enough of an intelligent discussion to please you all, despite that fact I don't like the game.
Quote:
Originally Posted by Mockery
It's not meant to be a big game with an in-depth story. It's just like the very first Postal game in which you play it just to blow off some steam and have a few chuckles. Simple as that.
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I'm very aware of what it's meant to be. The problem is that I feel what it's meant to be doesn't amount to that much enjoyment. If I want to load up Vice City, I have a lot of areas to travel to, a lot of ways to do it, and a lot of ways to cause trouble. In Postal 2, I didn't see enough variation or challenge to really warrant more than 5 minutes of blowing off steam. There are screen savers that can pretty much convey the same thing as Postal 2.
But if you like it, that's fine. I just don't see the point, and I get easily frustrated when people like things that I don't.