duwease
Duwease
duwease

I'm firmly in "I liked the somewhat disobedient pet angle" camp in Last Guardian. It made him feel more like a companion and less like some sort of robotic transportation with fur. When the game wanted me to feel for Trico, I FELT. His adorable moments felt more organic, because I wasn't suddenly losing control for

I remember it being given measured reviews at the time, mostly because of the battle and paint gathering systems. So far we haven't gotten far enough to bear witness to any issues with that (barely past the first post-town area).. you seem to get paint refills and cards at a pace fast enough to keep you sustained so

Nintendo should fix it, no questions asked, in a week or less. Happened to me and I got no hassle and needed no receipt.

Ah yes, the extended Wanted period achievement. That one was actually fun!

Made some mild progress in Paper Mario: Color Splash (well, the little one did). So far I haven't had to help out with any sections like I did in Paper Mario.. I feel like I'm watching him take off without the training wheels. The humor is a huge step up from PM, and they really lean into the aesthetic so far.. just

"Just a dupe Hector"???

Yeah, with this guy he actually kept rematching with me, and getting angrier and angrier.. and I kept shooting him in the back, and it just got funnier and funnier that he never caught on that I was not going to be where I was last, and perhaps he should watch his back a little. By the end, I got some achievement I

I have a love-hate relationship with multiplayer online games like this. I never want to commit to a new one, because I know the ramp-up learning period will be long, and there's no end, so I kinda feel like I never 'did anything' (which, yeah, I know is dumb.. finishing a single player game is not the most

It wasn't just Chicago.. TFF blew H&O away in Atlanta as well. I came for H&O with some appreciation for TFF, but left praising TFF. H&O just went really jam-band on all their songs, to where they were barely recognizable.

Ah, I thought it might be an attempt to experience it the way most will. And ultimately I think it succeeds.. most people don't fiddle with difficulty, would be my guess.

You make a good point relevant to this game (and review) specifically. In most games, the difficulty is merely a way to interact with the "gamey" aspects, fully separate from the story, and so the shift of default difficulty to be more inclusive actually serves the story, since it allows the majority to see more of

The biggest challenge in DA:I (and the DA series in general) for me was actually mob management. Facing one enemy (with the exception of Dragons) typically wasn't too bad. Trying to keep 6 off my squishy folk by drawing aggro and casting traps around was tough and fun for the most part.. excepting those over-pumped

That brings up another thing.. games should allow mid-campaign difficulty shifts! I get the technical issues of not allowing it at every possible point (sometimes enemy location and other parts of the level design have to shift), but at least between levels/sections. Sucks to get 30 hours into an RPG and realize

And then you have to put together a healthcare bill based on nothing other than "everything about this other one sucks!"

A question and a statement about game difficulty.

YES! WINDJAMMERS!

One of my favorite shows from last year. Better than the books, IMO.. they only use the books as the thinnest of guidelines. The 'holistic assassin' character is one of my favorite TV characters, period, and I'm surprised places like AV Club haven't gone gaga over the role and actress.

sooo gooooddd

This impartial gentleman makes some good points!

IMO, the best characters are ones that max out hard in one direction and are unstoppable in that direction (and pretty good in another), but get smoked in the third. Slap some movement skills on your team, bring a dancer along, and you can pretty consistently keep the right unit in the right place to nuke the threats