Beaten the game, Steam says about 15 hours. I also didn't really ever go back to the first area after reaching the second, so it's possible I missed some action there.
Beaten the game, Steam says about 15 hours. I also didn't really ever go back to the first area after reaching the second, so it's possible I missed some action there.
Sounds about right. If these are real, I'm guessing they're assets that made their way onto the 3DS version from a shared engine.
Guessing that this happens if another orc is trying to kill the one you killed. Like if they were in a Duel or an Execution or something.
In my experience, even orcs killed in relatively mundane ways will sometimes not come back. My guess is that there's some randomness going on behind-the-scenes, maybe modified depending on how you kill them.
I wonder, has anyone seen an orc recover from one of the exploding head killmoves? I could maybe see an orc living through a decapitation through some fantasy handwaving (something extremely tough something regeneration), it seems that it'd be pretty hard to recover from your head disintegrating. Those killmoves are…
The problem is, you don't even have to be trust the guy's opinion to get mislead. You can literally go looking for gameplay footage and find something that looks like an LP, when it's actually been edited or cherrypicked to paint the game in a good light. Pair that with some prerelease buzz and decent early reviews…
They also didn't send out prerelease copies for the PC version of the game despite the fact that the PC port is actually pretty good.
Couple of reasons. First, these videos don't necessarily scream "advertisement" like, say, a fully produced gameplay trailer would. Second, these videos are often either not disclosed as an advertisement or done in such a way that you might miss it pretty easily. Third, by not sending prerelease copies to critics and…
It'll be pretty interesting to see if the pro scene adopts customizations. Stats sounds like they're pretty broken, so that's probably not happening, but additional moves could be interesting, especially if they make more characters viable and are balanced enough so there's not always an optimal build. Plus, you'd be…
He was showing off. He wanted to dodge that 1HKO ring attack at the end, which you can only do if you don't knock out the icon beforehand.
Nah, you just have a set time limit to knock it out before it just kills you. It's braindead-easy if you're not fucking around.
Easiest way to tell is the gun. The Other M gun tapers off to a barrel instead of just having it stick out of the main gun body, and the barrel is smaller than in other designs.
Nope, she's in 85th.
You mean rank, I assume? Ranked based on rank?
Underexplained ranking methodologies.
Win against whom? Being able to win means very little to a game's balance without context. If you're playing against bad players (say, if you're playing online and are getting matchmade based on seldom playing), then of course you're going to win if you have decent game sense.
No offense, but do you really think that this is invented drama? It's an article written by a game designer who (presumably) doesn't benefit from pageviews or is facing a deadline and needs to write something. Why would he make this up?
There's kinda an obvious cinematographic comparison here, which is kinda weird because the original article is nothing but cinematographic comparisons. This is pretty much the video game version of the movie trope where you show two visibly similar but contextually very different scenes side-by-side (for the life of…
For stealth attack immunity, they show an animation where they block your attack and kinda shove you back a bit. I'm guessing it's similar for other immunities.
Basically, the game keeps track of a hierarchy of orc captains, most of which are randomly generated with semi-unique appearances, skills, and personalities. When you fight one of those captains, there's a chance that you don't actually kill them, especially if you kill them without using one of the more lethal…