DocSeuss
DocSeuss
DocSeuss

Regarding cartoons, I’m pretty sure it’s not because it’s a kid-oriented thing. You see these massive, lengthy confessions in lots of anime, regardless of the audience it’s for. It’s sort of a trope in a lot of Japanese storytelling that seems to have come about because at some point along the line, what was meant as

I think a lot of my complaints could be mitigated by playing the originals too, but that doesn’t mean that newer entries shouldn’t be approachable, yeah? Imagine trying to play Super Mario 3D Land for the first time, but needing to understand Super Mario 64 to play it. That would be weird, especially since you might

Based on some of my modding experience, I’d be highly skeptical that the cost of production is that different, maybe a few months of work for a few people at most. Of course, I don’t know, so I could only be skeptical.

I wouldn’t go that far. I mean, yeah, later designs definitely did that, but Digimon has some fairly common themes throughout its designs, especially relating to humanoid faces almost always being obfuscated, cyborgification, extra-large limbs/hands/feet, oppositional concepts (angels/demons, for instance), and stuff

It was mentioned in the third series. In the reality of Tamers, Adventure 01 and 02 are popular cartoons.

You’re thinking of Adventure 02 and Ken.

So, one thing I didn’t talk about in the article was the visual simplicity of a lot of the original pokemon contrasted with the complexity of the newer ones. Honestly, I like the simplicity. I like the way that most of the original pokemon just have simple lines and dots for their eyes, for instance. The newer pokemon

Not a Mac guy, actually was introduced to the series after Half-Life 2, of all things.

No, I figured you had a fairly intensive console history and this impacted the way you perceive and enjoy first-person games.

Do it. I love the game even though I complain about it.

What is weird to me was that the removal of the yellow filter in the DC makes the game feel even less lively. The low-poly environments and largely static NPCs harmed the game’s sense of reality. I enjoy exploring Ghosts now more.

I personally believe the tension of stealth and the tension of horror have a lot in common.

Out of curiosity, what’s your history playing video games? Like, did you start with a Playstation or something?

I think it’s the way Dishonored is like “hey! You! Here’s a ‘real space’ and you can play how you want!” and HR is more like “hey! You! Here are tools and the specific places to use them in!”

What’s wrong with hindsight?

I made a comment earlier about this; completely agree. The first game felt more like a real space than a game space. This felt more like “we made it viable for you to use every augment we put in the game.”

One thing that improved my enjoyment was playing the game as Adam. I had to put myself in his shoes (but it’s a first-person game; that’s the entire point of the perspective) and treat it without my cynical genre savviness to enjoy it. For me, the ‘well told’ bit are the twists and turns, the engaging character

I don’t mind this in a game like Thief where we see Garrett in cutscenes. That’s pretty awesome. But I don’t really find an emotive change in pace when I’m trying to look around a corner and suddenly I’m staring at me.

Why is the Wii U Director’s Cut better than the PC Director’s Cut?

Thank you! I owe a lot of the credit to Stephen Totilo, who is a fantastic editor that I cannot praise enough. Without him, I wouldn’t have the chance to write this stuff.