Bitcoon
Bitcoon
Bitcoon

Whoops, bold tags don't work.

This is actually a similar effect to what some 3D programs can use to create an environment map or "skybox" (but in the form of a sphere rather than a box)

Your dropdown menu says you only have 30 games.
And 5 of them are CoD.

You can really tell which games Nintendo wants you to buy here.

Actually, looking at Sega, they might have also had an influence with this, as they've been using that reverse setting with their buttons going A - B - C and 1 - 2 - 3 on the Master System (I think) and the Dreamcast being exactly the same ABXY layout as the Xbox one.

Serves me right for never having one of those systems. :<

Personally I think the Gamecube had the best version of that layout. The unique shape and colors as well as the button positions not only made it very easy to visually distinguish which button was which based on an on-screen prompt, but feeling them was super easy, and something often overlooked, their

I don't know why this has become such a consistent thing in RPGs. It just makes me think that most game developers working on RPGs aren't really designing, so much as they're taking every element from RPG tradition. Not allowing status effects on bosses totally renders those abilities useless, because most of those

Nintendo has been doing it since two generations before Microsoft went and screwed with their positioning. :I

The way I see it, you'll be using the "sticks" more often than the buttons. Since the upper position is the more natural one for your thumbs, it's better to have the thing that gets more use, and more nuanced use (important - because your thumbs need to be able to flick around, slide all over and move with a lot of

It really doesn't make sense to me why they chose to reposition the buttons. Nintendo set the ABXY precedent and they set their positions way back on the SNES. If Microsoft wanted to do something different, why didn't they make something new rather than half-assing ABXY? Now everyone thinks the Xbox standard is how

But why does it have to be achievements? Why must they give out so much score for beating the game alone? The whole system was created to give gamers extra incentive to play in more creative and different ways, to encourage replay and digging into the darker corners of the game. If the developers want metadata,

I'm not butthurt. I could hardly care less about Achievements. I just think it's a poorly designed system full of holes, and that fact isn't recognized enough.

"Congrats, dude. I'd say it's one hell of an achievement, but really, it's one million of them."

Well, that's why I suggest the Hydra specifically. You don't need a sword or a gun the same way you don't need a tennis racket or baseball bat attachment for your Wii remote to play sports games on the thing. You can play shooters and aim just fine with that dated technology, so a better, more responsive version of

Just wanted to point out that no mention of specs was made in the original post. He made a reference to Microsoft's console being a "stinker" but didn't give any reason as to why. The specs thing was your assumption.

Developers would need to at least implement Goldeneye 64 style aiming for shooters targeting the Rift with traditional controllers. Imagine straining your neck to aim your weapons constantly. With traditional "crosshairs stuck to center of screen" style shooters, your gun basically becomes mounted to your head, and

Yeah I'm really not liking the idea of my gun being mounted directly to my head. Will I need to snap my neck every time I need to quickly aim at another target? It just sounds like a great way to make people never want to use the Oculus Rift in shooters.

This cannot be overstated enough.

Personally I love a good puzzle game but Candy Crush is not one of those. (for those wondering, I'm of a similar mind with Bejeweled, but in that game the focus isn't always on trying to meet a certain score or matching stuff in certain spots - the different design direction King took doesn't fit the mechanics of the