brundolf
brundolf
brundolf

I remember when I first started up Ocarina of Time, it was the first game I ever played on my N64, and it was a used copy so it came with some mystery saves from various points in the game. I pieced together that clearly, the way to become an adult was to fill in all of those heart pieces on the menu screen. I also

I’m proud to say that in the years since I started playing it, I haven’t spent a penny. Therefore I have no salt about the fact that it’s a just-okay game. It’s plenty of fun for the occasional span of boredom, but it’s far more chance-based than real world trading card games.

I actually felt exactly the same way about The Witcher 3. And BOTW felt to me like it perfectly solved every problem I had with that game.

You seem really hung up on the whole weapon breaking thing. Which, okay. In a gaming landscape that places increasing emphasis on decking out your “gear” and continually finding

The plot always moved too slowly for me. Legend of Korra, on the other hand, does not have that problem, and imho improved over the original show in virtually every other way too. Give it a try!

Sonic Adventure 1 (or DX, as I played it) had that same weirdly appealing vacancy to its areas, as did most of the N64 generation’s games. I’m actually considering trying to make a game that captures that; low-res poorly-filtered textures, models decorated with vertex coloring instead of textures, heightmaps whose

I think my favorite use of the GBA link cable was in Windwaker. You could find an item called the Tingle Tuner that allowed a second player to hold the GBA and become something of a “navigator” for the main player. They had a constant area map that they could scroll through independently and which would show some key

Pleeeease start disabling autoplay on Twitch embeds

One of my favorite aspects of older 3D games - particularly the N64 era - was the way that not only the narrative, but the art and even the world structure had to be suggestive rather than explicit. These days we can simulate a whole fantasy kingdom - “go anywhere, do anything” - down to the physics on each blade of

I hate it when people tell me not to play Mei on offensive payload because she’s a “defense” character. I have more success with her on that game type than any other. She can keep putting walls in front of the payload as it moves, providing more cover than Reinhardt and “defending” the team while they push.

I stopped caring about most of these things somewhere around the ripe old age of 19

I’m sorry, Avatar has a lot of great qualities, but despite following the first two and a half seasons closely and Korra now being one of my favorite shows, I never could see the original series through to the end. I just got bored. There were way too many filler episodes where nothing really happened. “But wait!”,

I think my favorite thing about that generation (aside from my nostalgia) is the artistry and room for imagination that resulted from the limited graphical fidelity. Everything from the character models to the level structure had to suggest, rather than simulate, a world. The fact that you couldn’t “go everywhere”

“It was so hard to initially adjust to 3-D that I found myself bonking into walls and having so much trouble walking diagonally that my sister couldn’t stop laughing.”

I think that had more to do with the cameras of the era than anything else

This is such a Halo level. For a second I thought the guitar track when you were first jumping on the machine was the Halo 2 theme.

I definitely do the character-rivalry thing too, but only with Pharah. I think what’s special about Pharah is that she’s possibly the hardest character to hit with her own rockets, so shooting another Pharah out of the sky is really challenging and makes you feel like you’ve “proven” that you’re the “more” “skilled”

Admittedly I haven’t actually played a DQ game, but I’ve gotten so weary of modern games’ “streamlining” and “convenience” and their efforts to make elements of the game “invisible” that my initial impression of the above series of screenshots was that they seemed charming. No doubt having *that* many dialog boxes

Same thing happens in Mirror’s Edge. The death respawn times take a good minute or so, even though you virtually always respawn right at the ledge you fell off of, so reloading the area makes little sense. The extra funny part is that on time trials, if you die and respawn it takes a long time, but if you pause and