I don't get any real pleasure out of beating on someone unless our power levels are even or their's is higher. In those cases, I LOVE beating on people.
I don't get any real pleasure out of beating on someone unless our power levels are even or their's is higher. In those cases, I LOVE beating on people.
Dear God,
Crap, I just looked up creme brulee recipes too. I really need to not run out and buy a kitchen torch.
I suppose I've found my share of repeatable glitches in games like GTA, but Megaman is hardly a game about messing around and experimenting in the same way as GTA. Oh well, everybody plays differently.
This is pure madness. How do people even find this stuff?
oooOOOOOHHHHahhhhaAHHHHhhhh.
My hope for the time limit is that it's only there sometimes. While it can add some fun tenseness to certain situations, if you are constantly faced with a time limit then you won't get to explore the [hopefully] huge vibrant world nearly as much.
Oh, I think it definitely works. In fact I think her voicelessness let's the game say a lot more about what it is to play a character in a game. As you said though, to each his own. We are just interpreting the elements differently.
Of course, I didn't say that. At all.
But nothing about this game seems to encourage creativity or strategy. Environmental awareness (find the exploitable environment, use the exploitable environment) and resource conservation (low ammo) seem to be encouraged, but providing someone with a set of tools and then making them use those tools as designed is…
No, but you couldn't have a throw-away story and still have the whole package be referred to as smart. Smart entails that everything be artfully crafted together. If I make a really good story, but it is totally detached from gameplay then that could hardly be considered a smart game either.
I find the characterizations of Freeman and Chell to be pretty drastically different. For one, you never actually see Freeman whereas the first thing you do in Portal is wake up and then see Chell (and then continue to see her throughout the game).
When you read/play/experience a piece of art, you don't look to the artist but rather the work itself. If the artist claims that an item represents freedom but everything you get from the actual art says oppression, you take the interpretation of the work and ignore the artist.
I still want to see what the spirit transformations will look like. We all know bear form, but what about wolf, leopard, and raven?
I like that fact that Wind Waker actually tried to do something with the Zelda meta-plot (Link's bloodline is truly dead) but it never really explored what that meant and how the main character was connected to that. I love the game a lot (its my third favorite after Link to the Past and Majora's Mask) but I wish…
I don't think that's really true. People just have a raging hard-on for adult Link and freakout when they can't have him. As a result, everyone brushed off Wind Waker. Twilight Princess on the other hand is just sort of a weak showing story-wise. It rushes over establishing its own Hyrule and effectively hobbles…
A game with well-designed challenges is not the same thing as a smart game. If Bulletstorm is as story-empty as it looks (and this articles tries not to say outright) then it is not a smart game.
Not bad but it can't match up with the Predator rap.
Mmmmm, that's pretty obscure for a porno. Doesn't really look like him either (or so claims my wikipedia/google image search).
"We want players to feel it's their own personal journey they're embarking on in Portal 2, instead of forcing them into the character of Chell and making them role-play that in some awkward way."