arppis
Arppis
arppis

The art is lovely and the concept great. However, I find myself looking for Waldo all the same.

sirens are hot

Now someone do it only using the chopper's blades to kill enemies.

Now I wish I was able to kill with the rock, that would be awesome. :)

For somebody whose main superpower is money, it does seem wrong.

Those things are lifesavers when it comes to hunting animals. They one shot kill humans, so they put out a lot of damage. When I'm being chased by an animal and I need the pelt bad, a few arrows and a crap ton of throwing knives in quick succession are the way to go.

I usually play games "Fight Club" style. I'd like to tell you more, but I've already said too much.

My god I wish I had saved my past broadcasts. My friend and I always argue what approach we should take. Mine is Stealth, his is kill the guys without being seen. Not always the same thing, mind you. But it always ends with "WE ARE BATMEN, WE DON'T USE GUNS".

Destiny The Dark Below DLC | PS3/PS4/Xbox 360/Xbox One

Now playing

Wow, I wasn't aware something like Meme Run could be published so easily (?) on Nintendo's eShop. It truly looks awful.

That's another reason I wouldn't make a linear cinematic game, watching it on youtube gives people enough of the experience at no cost.

Well apparently with the 3rd game they just designed everything around some set-pieces they created.

Multiple paths would've made sense since you were traversing all around the train cars, and on harder difficulty if you don't have a shotgun you won't do enough damage before he gets to you. Uncharted 3 had another dude like that but on a boat with a granade launcher if I remember right.

Yeah, Uncharted enemies did have some bullet sponginess, especially in the 1st game. What always kills me with those games are the boss fights just tend to be awful. Especially that douchebag on the train in Uncharted 2, because you had nowhere to move.

Well Tomb Raider was just less linear. The levels were wider, increasing opportunities for combat, some more exploration, and side-activities. Platforming was more involved with a bit more freedom, where Uncharted feels like every level has such designated points to move to.

Link thought he was being smooth, but all Malon heard was "HYAH YAH HEYAAAAAAH!"

Well I'm hoping we get away from contextual animations for takedowns and the like, and get more dynamic or procedural animation.