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I don't think my opinion is really that far off from yours in general. I'm more wishing this scenario had been designed better, rather thank asking the creators to allow me to complete the game in any way I choose. So, instead of me being stopped from activating the switch early, the switch could have been placed in a

The point I'm trying to make is that I wasn't actually trying to make my own story. I was just playing the game how I thought I was supposed to. At no point did I intend to run into a wall or expect that I would be prevented from progressing. When I tried to turn off the power switch initially it was because I

Logically, I, as the player, had an interest in that box as soon as I traced the obvious line from the alarm system to it. I solved the same "puzzle" Drake did in virtually the same conditions he did, but because I didn't think it made sense to wait until I moved closer to the alarm system in order to deactivate it, I

This stupid thing. The first time I played the level, I spotted the alarm ahead of time, traced its power cable to the junction box, and attempted to turn it off to no avail. Nothing happened. Confused, I simply walked forward, towards what was obviously an alarm system I shouldn't be walking into, and triggered a

Apparently this version will have the in-app purchases stripped out, so you might be in luck. On the other hand, it'll be the regular price of a 3DS game at about $33... so depending on how much you may have spend in the first place it could end up being more expensive.

Touch Kirby: Super Rainbow

That could easily be rectified by simultaneously hiding the hard mode option deep in the menus and making the option to turn off the hard mode very visible and easy to find. Also, generating a warning pop-up when enabling it could be useful. Another idea could be to prompt a player who repeatedly fails challenges in

Ah, it's interesting that UE facilitates that. I've no experience with video game engines like that, but I have worked with color grading, LUTs, log gamma curves, etc., in terms of regular digital video.

He's doing a bit more than that, though I'm sure he adjusted some levels in the process. It looks like, especially in the other example Myhill posted, that he's also selectively adjusting contrast, saturation, and color tone depending on the subject matter.

Maybe in this case they used a real camera. When you're dealing with real cameras and lenses, you also have to deal with the single ideal plane of focus that they create. If the camera's lens is focused on that television (which, as others have pointed out, is very far away) the GamePad will naturally be blurred in

Yeah, after looking at it again, I totally think you're right. The dimensions of the GamePad look the same as the existing one; the only difference is that the screen seems to have expanded a bit.

It's all in the details...

It's still there on their website, apparently.

... but a shiny Honedge is already red...

Specifically, my mind went to some of the more recently released mirrorless cameras that feature "silent shutter" modes where, instead of using their physical inbuilt shutters, they just immediately sample an image from the whole sensor. I guess it would depend on whether the user would be able to turn off audio like

Yeah, I heard about that during my visit, though only after I had been using my US Android phone's camera for a while without sound.

Or, maybe they'll release an update with a special event associated with that room. Remember in X&Y how there was an NPC that mentioned a special discount ticket that wasn't made available to players for a few months after the games' release. This could be similar.

Yeah, it would seem that the only collectors that would feel the reveal of gameplay footage from a rare game build would devalue their games would be the ones mainly holding on to them for monetary value, a personal feeling of exclusivity, or both. It's never a good sign when the only reason an object has

Clearly, the pet failed to allot enough fire extinguishers.