emperornortoni--disqus
Leland Davis
emperornortoni--disqus

Oh, they've been adding new content recently?

I can't speak to the co-op side of things, but I quite liked the game. As said elsewhere, the combat is the best part of it. It easily won, in my head, the "best combat of a 2014 RPG revival game" award. To the best of my knowledge, the PS4 version is the re-worked and improved version, and likely better than what

Alien others might not have personhood. It might be a good idea to exterminate them. We don't know. That's the point - they're aliens.

Unfortunately, that was only once in the entire game, right at the beginning. There were other areas that could be solved in multiple ways, but none with the same level of impact.

Immerse yourself as an adult into Warhammer 40K lore for any period of time, and you will quickly see what an over-the-top festival of absolute ridiculousness it is, almost a self-parody.

This is not terribly original, but a bounty hunter game would be fun. What would make it original, though, would be to make it just as much of a "find the needle in the haystack" search as it is a shooter. Do investigations and track down leads, with no quest markers or minimap icons. Actually find the guy, confirm

Oh, the Gameological 1.0 nostaliga …

I have the best dog story ever. In Fallout 2, there was a random location in the world that would give you the *unlucky dog* follower. It reduced your luck to 0 and gave you jinxed, ran from every fight, and was unkillable. You could not get rid of the unlucky dog, either. Sure, I could have loaded an old save,

Yes, but only so long as it changed absolutely nothing about Pachinko.

Real life cats have done everything in their power to make me hate cats, but I have held back my vitriol. I acknowledge that there must be some good to them, somehow, and I know that many people I know and respect are big fans of them.

2010? Nah, it really seems more 2008 or 2009.

I'm re-playing this at the moment, and have to agree - the world-building definitely trumps the gameplay. The sense of accomplishment (shallow and meaningless though it may be) that comes from the table missions feels greater than in the majority of things you actually do in person. Some of the companions were a lot

As mentioned by others, I too mourn for Gameological in Stereo, and the whole Gameological 1.0 staff and community and everything. it was special.

I'm pretty sure the Ghouls kill everyone in the tower, so yes, Tenpenny would die as well.

I wanted to play The Witcher 3, but am trying to save money (pending international move, no job lined up, general woe and despair) and can't buy it. Instead, I decided to re-play Dragon Age Inquisition. I'd been vaguely thinking about that for a while, actually, with the intention of making some different choices

This kind of thing could actually be a hilarious/tragic subplot, but given that following it through would result in having team members kicked out of the party or leave on their own volition, I understand why the designers don't go there.

Is that chronologically possible? I thought NV was older, but am too lazy to look it up.

Camp Golf was horrible and unfinished, but I felt the small Mohave towns were pretty good, and most other NCR zones too.

I've been replaying Dragon Age Inquisition recently, and speaking of unnatural movement, just watch anyone in that game take a drink … of anything. God, it's awful.

In U7-2, Serpent Isle, there was a romance with the bargirl in the first town. It progressed rather slowly, but always seemed kind of sweet as far as such things go. But I was young, and haven't looked back in a while. I do remember another couple of "romantic" encounters in that game which even at the time I felt