Stlwatts
Stlwatts
Stlwatts

Creating a dungeon to defend against other players, and rallying your own armies to attack other players' dungeons, actually sounds like a pretty good fit for mobile. On the other hand, they're likely to sink it if they try to make it pay-to-win—it's no fun losing against someone because he paid for gameplay benefits

I've tried a few different Bioware games at this point, and only one gave me a moral choice that actually felt like it meant something (Neverwinter Nights, "Village of Eternal Night" quest, how many lives are you willing to sacrifice to bring down a bad guy who will NEVER face justice otherwise?) In all their other

I checked, and IGN's bad score was due to poor controls and a bad tutorial. That sounds like something that could easily be fixed in future games if you don't just brush it off.

No Peach RPG? Ah well, at least they haven't ruled it out. (It's the logical follow-up after one that was heavy on Bowser and one heavy on Luigi, unless someone really wants a Toad RPG.)

How'd Americans react to the smoking in "Good Night and Good Luck"? It'd be interesting to compare.

I wonder if they could have avoided this if they'd sunk a little less into Tomb Raider's budget. All those super-realistic graphics can't have come cheap, and I think they could have achieved most of what they set out to do with slightly uglier and blockier scenery and characters.

I always found it hilarious how Digimon had a level whose original Japanese name translates to "perfect," and then they had a level beyond that. (Apparently, they eventually introduced a "Super Ultimate" beyond that, although I wasn't following the series by then.)

I approach singleplayer freemium games as a sort of test—how much fun can I wring out of them without giving them a single cent before I start to get bored? In theory, I might actually give them money if I got enough enjoyment, but that has yet to happen. (On the other hand, I've yet to get bored with this game—I can

This right here is why I have three main email accounts—one for formal stuff, one for informal stuff, and one for stuff I'm never actually going to read.

I guess that could actually be useful, depending on how much detail you're allowed to draw in. In some complicated maps in other games, I really wished I could mark some side paths "dead end" so I didn't keep accidentally stumbling into them.

They really have you draw your own map? Was anyone seriously demanding the return of that feature?

The thing I loved about Bowser's Inside Story was that it really explored what made Bowser Bowser—his arrogance, gluttony, and tendency not to think things through, but also his leadership skills and his devotion to his minions. It sounds like this game digs a lot into Luigi, although I don't know yet if it does so to

There seems to be a direct correlation between how objectionable this guy's statements are and how heavily they've been chopped up and edited. His most WTF lines are always the ones where the context is obscured, and whenever he's pressed to explain something he's previously said that sounded WTF, he comes off as

I chose to watch an LP rather than buy Hotline Miami, so I guess this is a win for me, not for them. (The game seemed stylish and interesting to me, but the violence was a bit much for me. I felt like I'd be more capable of getting through it if I wasn't the one controlling the main character while he killed people.)

Does this mean that Skullgirls will be $15 on day 1? Considering that Street Fighter IV charged $50 when it came out, I figured Skullgirls would at least have the dignity to go for $20 (in which case that's one steep preorder discount.)

There are two cases where you defend a client for something they turn out to actually be guilty of. In one case, you defend him for two crimes in a row, the second of which he turns out to be innocent of. In the other, the client's just plain scum, so you have to lose the case without making it obvious you're losing

I know Recruits is supposed to make me think of Jagged Alliance, but looking at that combat, I'm thinking more of Cannon Fodder.

If you were playing as a man with a family, the man would have traits and a personality. My impression is that the player avatar will have a situation—defending a building or invading other buildings—and tools—traps with which to defend the building—but no inherent personality or traits. The personality and traits

I don't think I'd want anyone to give me MW. There's a fine line between darkly interesting and just plain idfic, and around the time the bestiality showed up, I was going OH TEZUKA NO. (Even Ode to Kirihito, which I liked and found personally relevant, seriously overdid it on the shock value.)

The creator's statement on the subject: