MechaDragon
MechaDragon
MechaDragon

Because people want to see pictures of people not in costume in a post about costumes, regardless of whether it's explained or not. These people are not celebrities, they don't do anything other than appear in costume, let's not start rewarding them for not even doing that.

what's it doing in this batch of pictures, though? It's supposed to highlight cosplay at Pax East ... shouldn't that mean the pictures should be of people in costume?

this doesn't really make much rational sense though, not even in context. Particularly the "moving carefully" part.

they're not wrong, it is awkwardly wordy.

So that's really... something! There's no denying that this person had a powerful, intimate experience thanks to VR. It didn't necessarily assuage my fears that some people might use VR to become more reclusive—in some ways, it made me more apprehensive—but the whole experience convinced me that possible pros are just

It won't grow the fanbase, the problem isn't really the sexy costumes, it's the character design in general, the jiggle physics and the fact that -all- of the costumes are sexy in some way. Plus it's never going to shake the stigma in the eyes of the people who are offended. I don't agree with a lot of the complaints,

This is a movement that was discussed by several members of the community to try and help turn around the image that has plagued the franchise. DOA has always been known for its over-sexualized females and just that alone has pushed people away from even trying the game. Sex Appeal in the DOA franchise will never go

Acknowledging that the Dead or Alive fighting franchise has a sexy image problem, community leaders at the series' go-to forum have added an over-sexualized costume soft-ban to their tournament rules. Reactions from the community-at-large have been overwhelmingly negative.

You just blew my mind! BLEW. MY. MIND!

Don't be reductionist. Instead of saying "fuck Pikachu" try saying "Klefki should totes be the new mascot!" (it shouldn't, though it's a far cry better/more tolerable than the "ice cream mon," though, that's just silly). None of this is really a reason to write this article, it's not Pikachu that's damaging the

People seem to argue PC's superiority based purely onthe highest potential, problem is, you never get it. So many factors enter play, primarily cost. A remotely decent gaming PC will run you 1K, and that's if you build it yourself and don't count OS, keyboard, monitor, etc. A console? Less than half that. That's

There's also the fact that the mysterious precursor race, the Protheans, who scattered their technology around the galaxy for other races to find, could derive their name from the Greek words for "first" and "god"—"proto" and "theos," respectively—and that their name may also reference the Greek mythological Titan,

Or how about permanent deaths, like those in XCOM or Fire Emblem, where characters die for good, but the game keeps going? Players care about characters when they are well-characterized and well-designed, and the threat of losing those characters can prevent players from acting thoughtlessly. This wouldn't work in all

Or how about incentives? The Metroid franchise has incentives for finishing its games quickly, after all. What if there were rewards for finishing games cleanly, with as few deaths as possible? The rewards shouldn't be minor, like silver trophies or conceptual art. Alternate endings, optional epilogues, or unlockable

Perhaps more widely-spaced checkpoints? Many people complained about Max Payne 3 — because you had to complete entire gunfights before the game quick-saved. But where some players saw unforgiveness, I saw judicious fairness. I likened a single shooting sequence — like the one in the airport terminal at the end — to a

At a one-star wanted level, if you get arrested, the penalty is that you lose your weapons. At the two-star level or above, however, the cops try to kill you and send you to the hospital. You're charged a hefty bill, but you're also allowed to keep all of your weapons. And since money is so plentiful throughout the

Fast forward to today, and it seems that death, for the majority of games, has been reduced to a minor inconvenience. Even in a game such as Dark Souls, which made death its entire focus, there is a numbing effect to the whole affair. How much can we really care about characters, or take joy in their successes, if

In Donkey Kong Country, released just three years later, it was obscenely easy to earn extra lives. In the first level alone, you could earn six of them. And If you replayed the level and kept grabbing the Espresso tokens, you could play a bonus game that could add seven or eight lives on top of that. There was no

If you punched its center block, you received a Yoshi. If you already had a Yoshi, however, this block would contain a 1-Up. A dedicated player who grinded it out could rack up all the lives he or she needed for a playthrough. And suddenly, the coins, once so crucial and valuable, lost their meaning. The average

When extra lives are a precious commodity, it changes a player's entire approach to a game. A push and pull metagame dynamic; there's a conflict between short-term game strategy of avoiding the immediate danger in front of you, and long-term game strategy of putting oneself in present danger in anticipation of future