theq5
TheQ5
theq5

From what I’ve heard, the fuel running out so fast in the old versions was actually a bug, and the later revisions restored the originally intended behavior.

The idea of having an AoE ability that can one-shot everything in the challenge dungeons is about as unappealing to me as actually doing the harder challenged dungeons.
I’m perfectly happy looking at the 1billion floor one, or the one where you can’t use items, and saying “Nope. Next game.”

Who remembers the Zero missions in GTA San Andreas? There was one where you had to kill 5 or 6 enemies with an RC plane, and the targets were scattered really far apart—and you had a fuel guage, and you had to get back to the starting point before fuel ran out, too. I completed that mission in the original release of

There’s a great article from the Tumbleweed developper explaining why they made the changes:

Outlast 2 didn’t have a difficulty problem so much as it had an “I don’t know where the fuck to go and I’m dying as a result” problem, so if the changes fixed that, good on the devs. If they didn’t, the devs are fixing the symptom, not the problem.

That does sound a little extreme—but the player still has the choice to use that ability or not, no?

I mean, hell, with enough grinding, you could have a party in Final Fantasy VI that could essentially drop four Ultimas in a row without using the Mimic ability—and if you popped the Genji Glove, Offering, Atma Weapon

This just sounds like devs responding to feedback. Not all devs treat games like this - but video games are a living form of media. They can be changed to better suit the needs of the players or audience.

That was a lot angrier than it needed to be.

games should just have a coward mode for these people who cant take a challenge because “they have kids and a life to live and work to do”. The real reason these people want an easy mode is not because they have other shit to do, its because they have to gobble up every piece of entertainment right here and now, so

I feel like the reason for this is: difficulty is tweaked late in development, going right up until release. The people doing the tweaking, the developers and testers, have been playing the game for months at that point. So, it’s hard to determine what would feel good for someone just starting the game from zero. Only

On a related note, Final Fantasy XV received a post-release update giving the player a spammable, AoE ability which one-shots all enemies in the game, including bosses (aside from scripted events). This has made post-game “challenging” content a joke. It disappoints me to see content which was intended to be a

none of the versions online are more than 80% complete according to ex argonaut folks, so you didn’t really play the same game

Now playing

I was hoping Alton Brown was a villain, considering his two videos on how to juice a watermelon.

“Makes Shadow of the Colussus look like Shadow of the fart!” - Polygon

Much obliged, Brian.

This is the artificial scarcity making some good headlines. They could have sold a lot more in it’s first weeks and then see it decline more sharply. But no, what were seeing here is a lot more in line with Nintendo’s production capacity then the actual demand.

Brian: Any idea what benchmark Nintendo is using for sales “success?” (Also. Is it possible to pull me out of the greys permanently or what? *sigh*)

Those people haven’t played Grim Fandango since the 1990s.

I thought some people considered grim fandango one of the best games of all time. Let alone Adventure games.

This right here?