stranger-old
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stranger-old

@Copernileo: Actually, making a shitload of money for producing offensively bad crap is a defining characteristic of someone who is a douche.

@Justin DiMatteo: More like, anyone over the age of 5 is not his target market. At least, if you base it on the quality of the writing...

@Omnimon: Worthy sacrifice, and the stats on industry salary averages are pretty damn attractive. The lousy things happening in that business right now are happening everywhere else too...

Sonic 'Boosh'.

Wow, I had no idea that an iphone app that makes a game out of playing the role of a game developer wasn't going to be realistic.

So hey knew linearity was a problem from the beginning, yet they went on to make the most linear jrpg of all time?

@xerdo: The sad thing is, these tabloids are subsidiaries of the same media conglomerates who publish the music and movies the stars these magazines exploit.

This is the country that popularized cartoons about tentacle rape, right?

@Fredrik1ST: Guess i forgot about that little nugget... we have blood Nintendo's these days as well, don't we?

I wonder just how many of those stones were mined using child slave labor...

I thought I was finally going to get the Pirate RPG game I've been dreaming about.

YES PLEASE.

@Archaotic: Modeling, rigging, texturing, animation (with possible motion capture) need to be considered, as well as the extensive collision, physics, and other QA testing that needs to go into any 3D character models' creation and implementation into a game. I find it really hard to believe high res 2D art assets are

@Gemini-Phoenix: The fact that the game sucks (especially if you don't have anyone else to play it with) doesn't help it's sales, either...

@Archaotic: HD 2D character art is nowhere near as expensive, time consuming, or resource intensive as creating a 3D character model is. Besides, there isn't any good reason for them not to use 3D models in a 2D setting, if that were more cost effective for them, it wouldn't change the gameplay any if well

@Archaotic: The problem is that, since 1997, if you wanted a new 2D Metroidvania experience, you needed a handheld system to get it.

I don't understand all the fuss about Cole being visually re-imagined. All I remember about Cole from the original Infamous was that he had a backpack and could shoot lightning from his fingertips... and that he was kind of a dick.

The potential implementations of tech like Milo was the only reason I had any interest in Kinect at all.

@jayntampa: Totally agreed. If there had been any actual story development other than the last hour of the game, it may have been easier to forgive the game's several glaring weaknesses.