But people aren’t complaining about Tracer. They’re complaining about Blizzard’s “safe” diversity. And there’s nothing safer than a queer character whose queerness never comes up in the core experience.
But people aren’t complaining about Tracer. They’re complaining about Blizzard’s “safe” diversity. And there’s nothing safer than a queer character whose queerness never comes up in the core experience.
If this were a long-lost Romero script, I’d be interested. The fact that his name is conspicuously absent really begs the question of whether anyone will care.
If this were a long-lost Romero script, I’d be interested. The fact that his name is conspicuously absent means I’m not, and really begs the question of whether anyone at all will care.
It doesn’t need to be revealed in the game, if there’s no contextual reason to bring it up, it probably shouldn’t be.
I agree, they look like shots from a videogame... a mid-budget one (at best) from 5+ years ago. Hopefully it’ll look better in motion.
In my opinion, Ewing’s pretty good at finding a small corner of an event where he can do his own thing and get through any mandatory tie-ins without it derailing his book or feeling like you’re missing something. So far, he’s managed to get books through Infinity, Inhumanity, Original Sin, Secret Wars, Axis, Civil War…
Yeah, how dare someone be snarky and critical about some relatively minor aspects of a game that they find to be unnecessarily frustrating.
I think that was kind of the point in Fallout to be honest. McQuarrie said, because of the franchise’s history of no returning directors, that he approached it as if he were carrying on that tradition, so it’s not surprising that it takes a slightly different tack — like it still has the centrepiece heist, it’s just…
Uh, no, that paragraph is saying that this bug can be exploited with a few lines of code. Also, the quote from Bethesda says that they won’t fix it before launch, not necessarily that it will be fixed at launch.
Yeah, and it’s not like they could refer to a sister studio who developed, say, Elder Scrolls Online about the pitfalls of developing an MMO based on their single player franchise, instead of stumbling across fundamental problems during a beta just two weeks from release.
The reason seemed pretty specific to me. It’s dressed up in neutral language, but they basically say “we don’t want racism in the playoffs, and it’s much easier to brush it under the carpet by removing the victims rather than punishing the offenders, because it’s just one team taking the brunt of it and they happen to …
“Hold A to turn your journey into a lengthy computer-directed cutscene”
I’ve only just started RDR2, but the choices they made for the tutorial section are truly bizarre. It was more interested in telling me how the cinematic camera works (I don’t care) than mentioning which button gets you on and off your horse (I ended up accidentally punching it in the flank).
But if you’re not inappropriately limiting the set, then it’s totally acceptable to describe anything over 50% as “most”. That’s literally what the word means.
This is a perfectly appropriate use of “most”. It’s cut and dry.
They don’t have to make decisions for themselves though, you can just put them on routines. The Witcher 2 had most (all?) of its NPCs on a full day-night routine where you could literally follow them to work in the morning and home at night. It made the world feel real like no other game I’ve played.
You could say that about lots of things though:
Revolver was a bad game. Some of the difficulty spikes were out-of-this-world. I can’t remember if I was supposed to be blowing up the bridge supports or stopping someone else from doing so (I wanna say I was supposed to be protecting the guy planting the explosives), but holy shit it was the single most frustrating…
The problem many prequels have is the desire to explain things that didn’t need explaining, or to fill in the blanks between all the things you already know, or to set stuff up that already worked just fine without being retroactively set up. The pitfalls are really no different from a film that’s intended to launch a…
Yeah. If a game manages to convince the player to do something with a bad outcome (especially if it’s a logical and predictable bad outcome), the least it can do is rub it in their face afterwards and try to make them feel guilty about it. Anything less and it’s teaching them that their actions don’t really matter …