Oh no! I’m sorry for leaving you hanging there.
Yikes! Fixed. Sorry about the confusion.
I think you may be right, but I’m still not entirely comfortable with the suggestion made there. I think we’re going to cut the line. You should see the change shortly Thanks Jags! If you hadn’t said anything, I wouldn’t have followed up.
When you listen to songs in your library and, I believe, in playlists, iTunes occasionally recommends songs — those songs show up as tracks in your library/playlist even though you don’t own them, and you can only listen to part of the song.
Running from door to door in RPGs is another great example. Maybe we're just less emotionally invested in games than we used to be. The gameplay of Diablo, more than most series, hasn't changed all that much - So it's an interesting way to gauge how we've changed over the years.
That does sound kind of terrible. Like you, I do actually care for the story. It's not shakespeare, but I like to know why I'm doing what I'm doing. Plus, having played the first two I am kind of invested.
Well that brings up a good point, actually. Most series go out of their way to appeal to a wider audience with every successful sequel. I'd say the changes to Diablo III has mostly refined the game to appeal to the series' most invested fans.
Deviating from my own question, I've been thinking a lot about how playing Diablo III makes me feel now, versus how I felt playing Diablo II when I was a kid.
Based on job listings and things people from Blizzard has said, it sounds like they're trying to figure out whether a console version would work. So I'd say it's 50/50... Maybe 60/40 against.
Thanks for the tip guys.
So mechanically, I already have a love/hate relationship with the new hotkey system. On the one hand, I definitely appreciate the fact that the standard attack doesn't have to using your weapon: For classes like the Witch Doctor and the Wizard that just makes a lot more sense.
You don't think the fact so many players would experience the same plot, even if they made many stories and randomized them, would take away from the idea that every single player is a part of the war?
Speaking of tactics and the galaxy map, what was the point of separating the map into regions? I get that they're tied to the levels, but played in one versus another didn't seem to change my rate of readiness for one area or another.
How would you have integrated it more? I feel like adding on a more specific story might've made the mode feel more tacked on, especially if it wasn't especially compelling. That said, I definitely would've liked it if there were a military ranking system and/or some way to connect your MP characters with the main…
Let's talk about the equipment packs - the random assortments of equipment add this collectible card game-like feeling. At first the addictive quality seemed great - I don't think there's anything bad about a game making you want to play more - but eventually I got to same place I got as a kid collecting cards: I…
Please post your ideas for what the Game Club should play next in THIS thread. I know it annoys people when half the conversations aren't about the game, so please try and keep them here.
See I disagree with that second point. I think the ending is culmination of every choice you've made in all three games because it's asking you make a decision based on everything Shepard's ever done.
No I did, but I didn't do it that often, especially in ME2. I've been playing on Normal, so it wasn't as crucial to use the pause to strategize.
Has anyone else tried the voice commands yet? I used powers infrequently in last two Mass Effect games because of the menu system, and having a way to the full range of abilities at my disposal at all times has definitely changed the way I play.