variatas
Variatas
variatas

So what you're saying is that the Syndicate has infiltrated every sprinkler system in the country.

I hate having to use Origin over better services like Steam, but I hate Bioware Social Network more. What exactly possessed a developer to think they should launch an in-house game network service when a big publisher like EA was having trouble with it is beyond me.

Better Origin than Bioware Social Network.

Yeah the whole "Oh hey, there's a knife next to my head" move was incredibly restrained. How he didn't end the performance at that one is beyond me.

A system like Divinity 2 seems like it would make the most sense; once you take over the Battle Tower, you get runners who will go collect crafting materials for you, and can upgrade their gear to make them more likely to succeed and less likely to get hurt. It's a clever way to keep crafting in the game, but make it

I wonder if that was because there just weren't many instructions to give most Americans, or if whatever agency is responsible for EAS broadcasts wasn't in the loop with the anti-terrorism agencies.

Well I would say that coping with death is an inherent and necessary part of growing up, but I do agree with you. There are a lot of cool themes in that game.

This being Valve, I wouldn't be too sure that they wouldn't. I'd be willing to bet they've at very least entertained the idea, and had their legal department see if it was possible.

I think they have less jurisdiction, not none. I vaguely recall something about it stemming originally from having different laws giving them different powers over the two, and then later being enshrined because the business model that had developed had become profitable enough to lobby for it.

Oh, it was fun, definitely. But it was not really all that tense or scary. By that point I had way too many guns, and the new enemies just felt like random mercenaries or something. It was almost a completely different game from the one I started playing.

This War of Mine basically starts (and for me usually ends) exactly like this. Completely defenseless against the snipers and people with guns, scrounging ruins for food and materials, and scared out of your mind that back at "home" something might happen to your friends.

It's horrifying and gut-wrenching, and

Oh man, some of those SA-X chases had me completely wired with panic-adrenaline. The one where you have to shoot door switches open and closed was soooo intense.

I saw it as a cross between that, and once he's started to get to know the people in Terminia by stepping into the lives of their loved ones, he couldn't just leave them all to die.

In a lot of ways, I guess you could kind of see it as a "child coming to terms with death" story, except in typical Link fashion he

I never actually beat Dead Space 2 because of that damn needle. If it had been a cutscene, maybe, but like hell I was going to actually play through such a phobia-inducing moment.

You also didn't have the trained-response to Necromorphs acquired from playing the first game yet though. Dead Space 2's Bag-of-Spilling opening was incredibly scary partly because you already knew what everything was, but there was nothing you could do but run.

Right up until the bizarrely out-of-place Island chapter anyway. I love the game, but that chapter really felt like it was made by an entirely different team or something.

I'm pretty sure Machamp would be stoked about BEING ABLE TO PUNCH TWICE AS MANY THINGS AT ONCE!

First off, Pixar's films are not intended exclusively at children, a big part of why they're successful is they have aspects that resonate with people of many ages. Escapism and projection is a major part of why we consume media like movies; they allow us to focus on a particular story in a particular world that is

Hey, everyone lives in Homeward Bound!


Not that they don't seriously fuck with you in that regard.

Not to mention Marvin the Martian's attempted Planetcide?