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Maybe eventually they could focus on fixing my no. 1 gripe with the game (and the thing that makes me stop from putting the disc in the PS4 most times): being targeted and attacked in space because you are carrying resources and being unable to get away.

Also worth adding that any in app purchases (using real currency) have to be set up ahead of time with a purchase-able item and a price. So, not only did they intend for this with multiple price points, but it means they had to set up an item or purchase item (that are essentially identical, maybe differing in the

Playing through it now it’s very clearly the Star Wars-iest game in a series that already does a lot of Star Wars stuff. Can’t we settle on the idea that Vaan is Luke in A New Hope? He’s a little insufferable, but surrounding a less than cool main character with great supporting cast makes a story better than focusing

Good thing the Ur Gamer is here to tell us game devs can lower the difficulty of their game but if they do it based on feedback they are weaklings.

Do they own the rights to the Freedom Fighters IP or is that EA?

All this and no new Cool Spot??

Did someone say...

This. I played the game and was impressed by the animation and environments until I swam in the water. I understand they have to choose where to devote their power, but I’m not even asking for reactive waves, just some better foam or splashing animation to make it look reactive whatsoever.

Bought mine from the same vendor — hadn’t had any scratching issues, but chalk it up to the mass hysteria about it — and it’s been absolutely perfect. A lot of the designs were too flashy for me, so the plain black ended up working great, you can’t even see it.

Oh yes, “forced.” That’s what’s happening.

Mario Galaxy 1/2 is exactly the example I came to post about, but you nailed it: the exploration of the 1st game was so much better than the 2nd.

*rabid dreamcast fan runs in from the other room*

If there’s one issue I have with UN, it’s that it exposes the main game in an unflattering way. Put another way, it makes evident that you are looking at malleable 2D/3D assets, while the main game really created a cohesive, believable world. After playing UN, it’s harder to appreciate the game world as a place in the

Set aside 2 nights (that’s about all it takes) and give it a try. The Wii version is the definitive one though, so if at all possible go with that

Infinite bumps for repping one of the most underrated games of last gen, though still ought to have a spoiler warning for those unfortunate enough to have skipped it

“Second coming of the GameCube” is my new orthodoxy

My main lingering question from the whole thing is what sort of triggers are we getting? There’s no image of them, but the past two Nintendo systems have had only trigger buttons, instead of true, pressure-sensitive triggers. I’m hoping we see something better this time around.

This brings up a good point: the fuller the world is physically detailed or explained in lore, the less imaginative space there is for the player to occupy. The one example I keep coming back to is Zelda: Ocarina of Time, where the game world is large but not sprawling. It feels large because we are given the

Dragon Quest 7 (3DS) and Virginia (PC/PS4/XBONE) were recent ones, but Bound, Inversus, and Videoball were all passed over. I know most of these got attention and at least an article from Kotaku, so it wasn’t clear if they were being played for a review or not.
Then again, maybe I’m looking for a formal review when