merlinthetuna
Merlin the Tuna
merlinthetuna

I am apparently occupying the boring middle ground between the headphone and 5.1 crowds, using a 2.1 Logitech setup from about 2004 on my PC, and a pair of hefty speakers from 2000 on my TV & stereo. Sound quality is good on both, but modern it is not. I also stick almost exclusively to in-game audio; while I don't

Silly as the scene is, I did appreciate Jason Concepcion's take over at Grantland.

How about we split the difference and just scream into the QB's balls?

Well yeah, it's gotta be quick if you don't want kids walking in on you.

So what's the alternative - sack the guy, then just Charlie Brown walk back to the bench, because what's the point in even trying?

The biggest strength is tone. The levels are intentionally a little dank; you're exploring a ruined world where the only interesting things happened hundreds or thousands of years ago. There's excellent variety in terms of environments, and there are more than a couple beautiful views, but the overwhelming feeling of

I go back and forth on it. Ernie Hudson is great, and Winston gets enough fun lines that he doesn't feel like an "Is everyone in the audience getting this?" character a la your average Christopher Nolan film. But at the same time, he doesn't have background or skills that are valuable in (or for) the plot, and he

I've heard the second made big improvements, but I would definitely consider FFTA bad. It does hold the interesting distinction of being one of few games in which you play as the villain, though the game itself seems oblivious to that fact.

Psychonauts could probably pull off a prequel. The original game does a great job of dropping you into a world that feels really lived-in, but I could see an origin story for the first psychonauts being a great playground as well. Lots of drama to be had from framing it as an exploratory field as well, with the risk

Yeah, the final video is a maniacal thrill ride. The fact that these always end in the perfect way (see also: the gunslinger lacing up one more time, Edge of Tom-Morrow, etc.) is a little suspicious, but I'll never stop loving it.

Yeah, Auto-Potion makes Chemists incredibly safe even if their battles take forever. Mythril Guns speed things up a bit but fall off towards the late game, so you do ultimately need to grab the elemental/Stone guns to keep things moving.

Noooooo axes! Okay fine, I'll find a battle to slot this in. Probably should do an all-flail one as well.

Yep! Did an all-Priest run years ago, and it's like playing two different games. Notes from the thread: Chapter 1, you're riding Delita and Algus all the way. Around Chapter 2, you learn Holy and equipment gives you enough MP to cast it. You basically one-shot enemies for the rest of the game.

Breaking Madden is wonderful and you should read it every week, but it's particularly relevant here:

Borderlands 2 is actually really bad about letting players of different levels play together. Skill differences are fine; like Drinking with Skeletons notes, the game is mostly about stats. But in-game levels can be a huge deal due to said stats, so try to stay within 2-3 levels of each other.

Holy god, they increased the JP costs? The mod I'm playing reduces overall JP costs by about 30% from the original American Playstation version, and it still gets a little tedious sometimes. That's nuts. I guess somebody on the design team must really like Speed Break-times-10 into

Arg, these little tweaks annoy me more than the re-translation itself ever will. I don't think the classes have changed (at least not to any large degree), just the names.

You generally want your characters to focus on a consistent stat, which means a split between Squire-based physical classes and Chemist-based magical classes. A few semi-exceptions:

Class Progression: Everybody gets Gained JP Up and Move +1 from the Squire. EVERYBODY. That is absolutely your first goal.