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  • theroot
    louksd
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    louksd

    Gross…I mean; cool!

    I love the contrast between large, foreshortened loops and tiny,sharp details that feels vibrant and amusing.

    Uhh…yeah, that's not how I'm approaching them: one or two Ancient Arrows to the eye from a distance and my work is done. I'm a sniper, not a brawler. I saw a video that showed the legs being cut off, but I'd totally forgotten as I never let them get that close.

    Everything about your post has been my experience, nearly word for word; I'm not sure if I'm reverting to being a kid, or the game has grown up to match me, but I feel completely renewed.

    That sounds delightful, and thanks describing the art style as "Franco-Belgian", as I recognize that "Smurfs/Asterix" style but never was able to attribute it to a name beyond the examples.

    It's definitely about the interpretation, and for those spending then-precious quarters, it could easily be construed as mocking. The last-second pratfall, right at the verge of victory, is certainly a great humor trope. It helped make Harrison Ford's characters of Indiana Jones and Han Solo so endearing, because he

    I actually rather liked that the original was fully "disconnected". Sure, you're limited to the games they install, and hacking was a straightforward task, but I like that the system was designed to be relatively immutable - sure, you're not intended to add to them, but they also can't be taken away by a corrupt

    Well said. Certainly illusions break down when you gamify the dialog system - removing time as a linear construct and passing back and forth through the same story looking for branches.

    I love how Elite: Dangerous pulls geometries and designs from 1984 and 1994 into 2017. Ships, stations, and names are all pulled into the new game with immediate recognition, and don't spoil the modern style.

    Nor have I, but now that I found a respawn point for the Royal Claymore and Edge of Duality, I'm ready to try it soon.

    I've not felt any significant FPS issues on Wii U, honestly, especially not any game-breaking ones. I always think that whenever I don't find something of major interest in an area, I just stop and experience the scenery itself. It truly is second to none for exploration.

    I was never a connoisseur of Zelda dungeons, so I can't rightly qualify these as "bad", but they are all compact and straightforward, especially considering they all must be able to be the first one you get to.

    Has ANY Star Fox game started out as a Star Fox game? The original didn't even have a theme when it started development, Adventures was something else that got changed, and Project Guard became an add-on to Zero to help sell the experience.

    I love that the guardians are becoming less scary to me, finally. It's a slow, steady progression until you suddenly realize they are theoretically beatable, then the world opens up to you. Great report!

    It's the 'no one is chasing tough pitches' part that I struggle with. It's pretty cool that you can see the batter open or close their stance to look for an inside or outside pitch, but they still manage to hit off of you when you try to graze the other edge of the plate. I am slowly building a mental database of hot

    Yeah, some months are just slim. Sorry I couldn't be there! I always try to stick around from start to finish so at least one person is there to race. It's easy for people to miss each other, even when it's a fairly condensed time frame, like the two hours.

    Ah! I didn't realize we had a small Norwegian contingent here! One of my wife's best friends from Oregon married her Norwegian college sweetheart and for several years lived in his hometown of Lillehammer as he helped with finances on the Olympics way back when. We now have an obligation to love Norway and Steven Van

    I sometimes wish I had Overwatch, but I have a few other games I am really better off playing, and competitive shooters have only been my thing once, back when Quake Live first came out in late 2009 and I was unemployed for a couple of months. Strange times, those were.

    Yes, that's exactly how the first Divine Beast found me, and I'm pleased they put it in there to help the player along. It made it a fun, progressive adventure with a story. I didn't feel I was ready for one yet even though I was, and they led me into it without my really knowing, which kept me from balking at it.

    Wait, it's NOT Scott Thompson!?