JBiz
Chosen Undead
JBiz

Salvaging gives you components to use in forging/crafting new items. The component given by the salvage depends on whether it's a weapon or armor and its rarity color. Generally, you need to salvage all rarity types as often as possible to get all components that will be needed eventually. It's better to salvage than

And also utilize the ultimate garden companion plant— Marigolds!

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One of my first and favorite Enix games from back in the day. Haven't played it in ages but it's always stuck with me, especially its tunes. Take a moment to revisit the brilliance that is this game's soundtrack. Gotta love that jazzy funk!

Chipotle is probably better overall, but the Qdoba steak queso burrito with black beans, roasted corn, and the red salsa is my top pick for cheap/fast giant burritos.

Yes, there was new music added in a recent patch and was compiled in 'Volume Beta' along with some previously unreleased tracks already in the game. Incidentally 'Beta' has a track called 'Alpha,' which is stunning.

I know it costs a little money, but xpadder has been completely worth it for the very user-friendly joystick emulation system. Just a little tweaking to the dead zone calibration, stick drift correction, and now playing on dual sticks translating the WASD/mouse input feels really natural. Took a while to set up a

I sincerely doubt that, unless you' played it only since the achievement tree was added, or are psychic. Or you're entertained by randomly arranging objects on a grid for hours. Which, if that's the case more power to you, but... yeah, selling any bridges?

Honestly, think the game finally hits its stride once the recipes are memorized and no longer have to alt-tab to a wiki every 5 minutes. Engagement grinds to a halt any time I hit a creation that slips my mind and I have to go wiki again. And, as far as modded Minecraft is concerned, thank god for NEI. The crafting

Won't say your complaints don't have merit in some respects, but of all the things that people have panned the game for, you're the first I've met that's thought of the environments as forgettable.

I'm sure it's a mentality thing. I could see how some might have a better experience with a map, if at least for no other reason than to see where they've been, and where there's yet to go.

Personally feel like you've got it all wrong. The game is at its best when you're actively engaged in a thoughtful manner with it at all times. If you're getting sprayed in the face with a hose again, it's only because you took your attention away from the nozzle.

For the most part it is historically informed in the equipment design, I just find it very well realized. Guess it just tickles my fancy, I enjoy the detail in the equipment. It's rare to see so much effort on reflecting years of use, and effectively capturing fine detail in the embroidery and filigree work even on

You know how many games go by in an anonymous blur for me, because my entire attention is capitalized on the floating arrow or minimap radar and less on the actual environment? Too many.

Don't really think it's generic in the least. Certainly a different style from the wrapped—in-a-crashed-spaceship endgame uniforms of the Blizzard variety, and it's a gritty style and presentation that I enjoy immensely.

Cliche they were, but at least the first two didn't force cheeseball exposition at every available opportunity. Azmodan's gloating idiocy almost made me stop playing the game it was so over-the-top annoying. Would welcome a return to the stark minimalism of OG Diablo's story presentation.

The best damn hiking simulator ever made, thankyouverymuch.

I can understand that. I don't think it was done intentionally though, I get the impression that there were a number of last-minute changes, they ran up against a deadline trying to square some of this out, and the publisher didn't want to risk a delay given the nature of the release being on near-obsolete hardware.

They mostly discarded the murky Depth-of-Field filter that overlaid the last game, opting for one that only gently soft-focuses things between the character and the camera. This is something that I think both worked for, and worked against, the style of the new game. Everything's cleaner and clearer at a distance in

Playing on 360. It's been much more stable framerate-wise than the first DaS. Get quite a bit of screen tearing around the main hub and when travelling up and down stairs, but it's not terrible, just noticeable.