lemanouche
Rigolusmanouche
lemanouche

puh-f*cking-lease, I need my Reinhardt-without-armor-cute-daddy-fix first!

^true for all of above! However, I prefer my WiiU as it is instead of the one with the green faceplate! :D

Also, the DEVkit for the wii is a black metal box... the testkits looks like the real console.

Pretty much every devkits of every console looks horrendous next to the “real deal”. Google any console devkit to see for yourself.

Fun Fact: PS2 kits are approximately the size of a small 2-seats table!

By the way, this is a PS4Pro devkit.

I think that the “wow-factor” of the Mission 7 was amazing, but all-in-all, while it was really great, it was much more gimmicky and less impressive level-design-wise.

The Clockwork Mansion offers so much variety and diversity through the gameplay. The fact that there is almost no “golden path” in the Clockwork Mansion

The best comp I’ve been in for the 3v3 is Mei/Soldier76/Junkrat.

Mei can heal herself, and since the map is so small with a lot of tight corridors it’s really a joy to corner enemies.

Soldier can heal himself + allies and is pretty much overall very balanced.

Junkrat can do a lot of spamshots to try hitting the enemies

He got a new figure in Giants, Swap-Force & Trap Team. AND superchargers if you consider the Eon’s Elite.

Honnestly, I feel like the “hit confirm marker” is somewhat too intrusive

Little typo in the “wrap-up” image! In the “cons” section,mistyped the word microtransactions. Other than that, nice review! :D

Temple of Anubis is basically a map made for her. So many blind spots and tricky fun places to put some tweeny weeny minion turrets :D

see? Toldya! :D

That’s in MW2

How about Greninjash?

Add a dash of Zarya’s Graviton Surge, and you’re in for a goddamn killfest!

That’s mainly an animation problem.

From what I can see in the trailer, it looks like the animations are very linear, no variation of speed and thus, creates the feeling of floatishness and lack of weight (which is essential in gaming).

Also, a lot of the attacks/skills/abilities of some characters really seem like a

On developpement side, Skyrim has been made by precisely 108 people excluding marketing, localization, composer and voice actors.

Yes, they have a huge impact on the game, and I love ‘em all with all my heart, (props all localization teams out there, underdogs of this world), they generally work on a contract basis and

“a larger development team can actually get more work done”
Depending on the context of developpement and the field in which you hire the people. But sometimes, yeah, more people = more output.

However, “Hiring more people” is not always the solution. I’ve worked on quite a few AAA games and I can attest that during,

While, I know it’s a very caricatural way to put it, it’s not too farfetched, here’s a few reason:

You actually said a a good point:“depending on the reason for the delay.”
However, you can add “depending on the tools at their disposal”, “depending on the marketing team’s plan”, “depending on the publisher’s shift of

Thank you for saying this.
One of my favorite comparison I’ve come across in the Game Dev industry with this issue is : “Hiring more people to finish making a game is like asking 9 moms to give birth to a baby in 1 month.”

I’m genuinely sorry, I should have warned/written that this was an opinion/speculation piece.

On a more serious note, on this generation of consoles, Microsoft and Bethesda do have an agreement (console bundle, earlier DLC and so on), so that’s why I wrote with a dash of cynism the comment above.

Since we’ve seen some