I'd enjoy a game that was just WoW-style raid boss fights only the bosses' abilities, design, and environments are randomized so you can't just look up guides for how to beat them and your group has to figure it out yourselves for each fight.
I'd enjoy a game that was just WoW-style raid boss fights only the bosses' abilities, design, and environments are randomized so you can't just look up guides for how to beat them and your group has to figure it out yourselves for each fight.
I kinda miss raiding. I think the only reason I stopped playing MMOs is because I'm really selfish. Downing a raid boss and only getting some dumb token (1/40 of the way towards some new loot!) was a deal-breaker after a while.
(I do kinda hate having to depend on other people doing their roles well though. And also playing around a schedule).
I'd enjoy a game that was just WoW-style raid boss fights only the bosses' abilities, design, and environments are randomized so you can't just look up guides for how to beat them and your group has to figure it out yourselves for each fight.
Having played Payday 2, this makes the 99% of the time you can't get a decent communicating group together a real headache
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
I'd enjoy a game that was just WoW-style raid boss fights only the bosses' abilities, design, and environments are randomized so you can't just look up guides for how to beat them and your group has to figure it out yourselves for each fight.
a multiplayer, 3rd person action game with roguelike elements sounds really great
and also probably a hard as hell to make, but it sounds really great
Chapter two throws it real dark compared to the rest of the game. Most of the other chapters there's some redeeming element at the end. In chapter one for instance: the king is disposed, capitalism is smashed, and the kingdom is a mostly better place as you're leaving.
Chapter 2? All of the side quests end with you showing up too late. The girls have already killed each other. The animals are already pushed to near extinction. The faithful have already been exterminated or exiled. The culture of Florem seems to have irrevocably changed from (presumably) being something wholesome to pure vanity. You defeat everyone who is responsible for these things but the damage is done and nothing gets... better. You know?
I think Chapter 2 was trying to be the "dark middle chapter". I don't really know what I think of it. It was successful in making me despair for the fate of those involved. I even felt bad killing the Venus Sisters because they were essentially drugged to the point of losing their judgement?
I felt real bad about that chapter as I was leaving it but looking back I sort of appreciate it strangely.
Sage Yulyana crackin' wise 'bout the Bravo Bikini in the dark middle chapter :rotate: Personally I'm not too fond of when writers try and have it both ways.
I think it's perfectly fine to inject moments of levity into a dark chapter. Besides, a chapter is roughly a 5-10 hour experience: everything in moderation, right?
Chapter two throws it real dark compared to the rest of the game. Most of the other chapters there's some redeeming element at the end. In chapter one for instance: the king is disposed, capitalism is smashed, and the kingdom is a mostly better place as you're leaving.
Chapter 2? All of the side quests end with you showing up too late. The girls have already killed each other. The animals are already pushed to near extinction. The faithful have already been exterminated or exiled. The culture of Florem seems to have irrevocably changed from (presumably) being something wholesome to pure vanity. You defeat everyone who is responsible for these things but the damage is done and nothing gets... better. You know?
I think Chapter 2 was trying to be the "dark middle chapter". I don't really know what I think of it. It was successful in making me despair for the fate of those involved. I even felt bad killing the Venus Sisters because they were essentially drugged to the point of losing their judgement?
I felt real bad about that chapter as I was leaving it but looking back I sort of appreciate it strangely.
Sage Yulyana crackin' wise 'bout the Bravo Bikini in the dark middle chapter :rotate: Personally I'm not too fond of when writers try and have it both ways.
I think it's perfectly fine to inject moments of levity into a dark chapter. Besides, a chapter is roughly a 5-10 hour experience: everything in moderation, right?
Well like I said, it's personal preference. I disliked the writing basically the second the characters resorted to lethal force (immediately), so y'know.
Chapter two throws it real dark compared to the rest of the game. Most of the other chapters there's some redeeming element at the end. In chapter one for instance: the king is disposed, capitalism is smashed, and the kingdom is a mostly better place as you're leaving.
Chapter 2? All of the side quests end with you showing up too late. The girls have already killed each other. The animals are already pushed to near extinction. The faithful have already been exterminated or exiled. The culture of Florem seems to have irrevocably changed from (presumably) being something wholesome to pure vanity. You defeat everyone who is responsible for these things but the damage is done and nothing gets... better. You know?
I think Chapter 2 was trying to be the "dark middle chapter". I don't really know what I think of it. It was successful in making me despair for the fate of those involved. I even felt bad killing the Venus Sisters because they were essentially drugged to the point of losing their judgement?
I felt real bad about that chapter as I was leaving it but looking back I sort of appreciate it strangely.
Sage Yulyana crackin' wise 'bout the Bravo Bikini in the dark middle chapter :rotate: Personally I'm not too fond of when writers try and have it both ways.
I think it's perfectly fine to inject moments of levity into a dark chapter. Besides, a chapter is roughly a 5-10 hour experience: everything in moderation, right?
Well like I said, it's personal preference. I disliked the writing basically the second the characters resorted to lethal force (immediately), so y'know.
Yeah the lethality was a bummer.
Chapter 5 and beyond spoilers
It was nice to see the party not killing people later on and moving between multiple worlds let those characters "cheat death" from a development and exploration standpoint. Some of the Asterisk bearers are my favorite characters even if they are a little cliche'd.
JRPGs have never been much about choice but I would have preferred to let like 80% of asterisk bearers survive my fights.
Chapter two throws it real dark compared to the rest of the game. Most of the other chapters there's some redeeming element at the end. In chapter one for instance: the king is disposed, capitalism is smashed, and the kingdom is a mostly better place as you're leaving.
Chapter 2? All of the side quests end with you showing up too late. The girls have already killed each other. The animals are already pushed to near extinction. The faithful have already been exterminated or exiled. The culture of Florem seems to have irrevocably changed from (presumably) being something wholesome to pure vanity. You defeat everyone who is responsible for these things but the damage is done and nothing gets... better. You know?
I think Chapter 2 was trying to be the "dark middle chapter". I don't really know what I think of it. It was successful in making me despair for the fate of those involved. I even felt bad killing the Venus Sisters because they were essentially drugged to the point of losing their judgement?
I felt real bad about that chapter as I was leaving it but looking back I sort of appreciate it strangely.
Sage Yulyana crackin' wise 'bout the Bravo Bikini in the dark middle chapter :rotate: Personally I'm not too fond of when writers try and have it both ways.
I think it's perfectly fine to inject moments of levity into a dark chapter. Besides, a chapter is roughly a 5-10 hour experience: everything in moderation, right?
Well like I said, it's personal preference. I disliked the writing basically the second the characters resorted to lethal force (immediately), so y'know.
Yeah the lethality was a bummer.
Chapter 5 and beyond spoilers
It was nice to see the party not killing people later on and moving between multiple worlds let those characters "cheat death" from a development and exploration standpoint. Some of the Asterisk bearers are my favorite characters even if they are a little cliche'd.
JRPGs have never been much about choice but I would have preferred to let like 80% of asterisk bearers survive my fights.
It's a shame, because I feel like the pieces were practically already there. It works incredibly hard to avoid telling a story I would find interesting.
For example, Edea and her parents. There's a great conflict there, killing her father and endangering the life of her mother to do what she believes will save the world. Except nah, her father is one of the few characters the game doesn't have you kill your first time around and apparently her mother will be fine, so that quandary is removed.
The cast are constantly encouraged to think for themselves, but the game doesn't actually let you explore that at all. Then, rather than having the characters face the consequences (ie. killing people who were in the right, the destruction of a further four Norendes) it just pushes a big ol' reset button so nothing bad happens.
It also writes the antagonists as cartoonishly evil villains your first time through. If they'd had the characterisations they'd exhibited from Chapters 6 onward right from the beginning it would have been a far more interesting game, plus there wouldn't have been any filler.
Today, I placed my wallet on the trunk of my car while packing some stuff up and forgot it was there.
Once I realized it was gone I spent 2 hours retracing my steps and trying to find the wallet, freaking out and thinking about the things I needed to cancel and re-order.
When I returned home, my wallet was on my doorstep, wrapped in a note from a woman who said she found it on the highway and used my address on my license to return the wallet.
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I kinda miss raiding. I think the only reason I stopped playing MMOs is because I'm really selfish. Downing a raid boss and only getting some dumb token (1/40 of the way towards some new loot!) was a deal-breaker after a while.
(I do kinda hate having to depend on other people doing their roles well though. And also playing around a schedule).
Having played Payday 2, this makes the 99% of the time you can't get a decent communicating group together a real headache
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
a multiplayer, 3rd person action game with roguelike elements sounds really great
and also probably a hard as hell to make, but it sounds really great
But if you're recommending one from Dark Souls 2 I fear this conversation can go no further
Shadow of the Colossus?
I think it's perfectly fine to inject moments of levity into a dark chapter. Besides, a chapter is roughly a 5-10 hour experience: everything in moderation, right?
WHAAAA
Are we going to get a Call of Duty level where you shoot terrorists from on top of a skateboard?
360 pop shove it no scope boneless
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The same way I said hello.
While playing Dragonforce, yes.
Steam
Well like I said, it's personal preference. I disliked the writing basically the second the characters resorted to lethal force (immediately), so y'know.
chapter 3 spoilers
oh and the child labor and a vestal presumably being thrown into lava was dark as well
Yeah the lethality was a bummer.
Chapter 5 and beyond spoilers
JRPGs have never been much about choice but I would have preferred to let like 80% of asterisk bearers survive my fights.
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http://www.bbc.co.uk/news/technology-27238332
It's a shame, because I feel like the pieces were practically already there. It works incredibly hard to avoid telling a story I would find interesting.
The cast are constantly encouraged to think for themselves, but the game doesn't actually let you explore that at all. Then, rather than having the characters face the consequences (ie. killing people who were in the right, the destruction of a further four Norendes) it just pushes a big ol' reset button so nothing bad happens.
It also writes the antagonists as cartoonishly evil villains your first time through. If they'd had the characterisations they'd exhibited from Chapters 6 onward right from the beginning it would have been a far more interesting game, plus there wouldn't have been any filler.
Because I have never really been able to get into that series, and I feel like he articulates a lot of why it never clicked with me.
Today, I placed my wallet on the trunk of my car while packing some stuff up and forgot it was there.
Once I realized it was gone I spent 2 hours retracing my steps and trying to find the wallet, freaking out and thinking about the things I needed to cancel and re-order.
When I returned home, my wallet was on my doorstep, wrapped in a note from a woman who said she found it on the highway and used my address on my license to return the wallet.
I am in absolute shock.
the ol' skinsuit ploy
Fuck anime
You need to clarify, this sentence can be read both ways.