bereman08
Bereman08
bereman08

I do, when they are the only ones in a game about collecting and crafting and where one of the NPCs you can become friends (and even go down a “romance” path of sorts”) with is a tailor.

Walk up to a thing, press an interact button, wait, repeat forever

Palia is fun...not a fan of their monetization, which I think manages to be worse.

It was both when he was here - op-ed blogging, with the occasional investigative or profile piece.

Yeah, Lae’zel has a greater character arc as her curiosity about this world of Faerun leads her to learn and learn to accept things outside the way she was raised.

Given how the environment basically makes him look like a mostly regular sized gorilla...

On the one hand, Gollum does look better on the visual side...

Allegedly the letter crafted with AI was done by Nacon, the publisher and owner, rather than the team that actually made the game...a letter said team apparently had no knowledge of until they saw it when we did.

With a pretty sweet base-building system, if that’s your jam.

There’s two ways you can have “not enough time.”

Things getting marked as “done” because they were just shippable enough.

Would have preferred to see a middle ground approach...

And it’s in line with several other side stories in the game that operate under a similar mechanic - don’t respond/handle things soon enough, the mission resolves in a failed state.

Gotta say, some of those lines even veteran VA’s might find difficult to work with.

I would not have responded.

Of course, it’s the exact same as it was 15 years ago...not a single improvement...

“Is Cyberpunk 2077 good now?”

The fun thing about shitty takes like this is just how much you have to rely on hyperbole (at best) or outright fabrications to get your point across.

You may enjoy the Quickhack Queue builds then - fully specced into it, you can put up to 4 quickhacks on a target that will download in succession, with the later ones taking less time and costing less.

Here’s to hoping that they take what they’ve learned with this systems/mechanics overhaul, pair it with the level design lessons they learned (Miles Tost and his GDC talk about it breaks down where they realized they messed up), and keep those firmly in mind while working on the sequel.