Yeah, it's a pity that S.EXE ended, even though I do understand her wanting to try something else.
Yeah, it's a pity that S.EXE ended, even though I do understand her wanting to try something else.
A good Let’s Player can highlight one good idea buried in 60 hours of
blandness, saving you the boredom of having to find it yourself.
I guess you're referring to the option of having the game auto-pause at the end of each turn, then. Sorry for my confusion, but Baldur's Gate is not what I would refer to as "turn-based" — that makes me think rather of systems like the one in Fallout, Might&Magic, The Dark Eye, Wizardry and so on…
Well, Baldur's Gate was only turn-based behind the curtain — it played as real time with an option to pause the game, much like Pillars does. I didn't feel like the difference was too big, but maybe I'm overlooking something there? Where did you feel like not using a hidden turn-based system (if that's even the case)…
Of course not, there are no romance options in the game! #rimshot
On the other hand, all progress-relevant locks I have encountered had a key somewhere or could be circumvented in some way or another (often a more painful way, but lockpicking was still not mandatory).
Of course. It's the "Monkey Foundling" in Sunless Sea. Mechanically speaking, she is only a "mascot" (one type of officer that boosts certain stats), but contrary to the other mascots, say, the Comatose Ferret, she's part of a rather long quest (or "storylet" in Failbetter Game-terms) on one of the islands, the Empire…
Also, it's worth pointing out that the game does not hand out slightly better weapons and pieces of armor ever five minutes, so that you have to spend half your time comparing numbers. I for one like that (and if you like to tinker with your equipment, the options are there.)
Definitely, especially if you ever caught yourself maddly muttering something like: "Those well-written, complex RPG of the past with their complex narrative systems, their choice and consequences, and all that fancy tactical combat — what has happend to them? And while you're at it, get off my lawn, filthy blood…
This. I spent more time reading guides while playing Pillars than I ever did while playing Dark Souls, because I couldn't get my head around the differences to D&D. What do you mean my fighter doesn't have to specialize in a weapon skill???
Yeah, at first, I was a bit disappointed because they seemed to be slaves to the Nostalgia Factor, but as I kept playing, I found that there are a lot of clever changes.
I guess having Eder carrying all of the pets is… procedural canon, or something? (Like, they game doesn't tell you to do so, but everybody with a heart and a soul will have him do so anyway?)
Yeah, but it just looks lazy.
Pssst, it's "him", not her.
That's a reasonable point. Come to think of it, the ending was pretty ambiguous in the comic, too (and arguably its weakest part). I guess what's more grating is that even in the comics, Scott is not actually the most interesting character, it's really more of an ensemble piece, with a lot of time being spent with…
That was supposed to be a reply to Robert Loggia below, talking about Beasts of The Southern Wilds… sorry!
I thought that the biggest problem of the movie was that it just didn't have enough time for telling its stories. The movie is really great up to the third ex, all the way roughly the timeline of the comic. After that, it can't help but rush through the rest, leaving a lot of characters on the wayside.
See, that's were subjectivity kicks in. I'd argue that not only is Toy Story 3 not the best animated movie of all time, but that in this half-decade alone there is at least one worthy contender for the title of "being an animated movie better than Toy Story 3 (which would be The Wind Rises, by the way, which I think…
There are a few if you're not too strict with your definition.
Interestingly, there seem to be quite a few designers trying to reimagine the graphical style of the era, in a somewhat similar way to what good pixel art does to the 8- and 16-bit era. Kill Screen ran a series of articles under the header A comprehensive history of low-poly art last year; it's well worth checking out.