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The problem with fingers are that they obstruct what you're trying to point to. The DS could handle fast-paced action games with a stylus on the touchscreen. On the iPhone games work best when they try not to use the "screen" functionality and instead use virtual buttons and control sticks.

The Diablo franchise has always been a pretty casual experience. That's why it was so successful in the first place. When Diablo I came out there were who people bitched about how simple it was compared to the 80s dungeon crawlers.

The problem with distributable skills in dungeon crawlers like Diablo 2 is that pretty soon someone figures out the best combination and rather than experiment and end up with a gimped character most players just follow online guides. Also a lot of players will never to get round to playing with some of the spells,

The funny thing is that people criticize Diablo 3 for what the Diablo series has *always* been about.

I actually found that this change improved the strategy component, because you had limited options of spells rather than battles just being a test in keyboard dexterity.

Different input methods achieve different things. The mouse is certainly more accurate than game controllers, which makes it superior for strategy and FPS games. But some would say it's excessively accurate for holding a gun. OTOH the button placement and analog sticks are superior on game pads. In the end it's up to

Pokemon would really benefit from just speeding up the action a bit. Even though they weren't "true" Pokemon games, the GameCube titles had a much more dynamic flow and it felt much more enjoyable than the slow crawl of the text boxes in the handheld games.

Any recommendations of newer titles? It just seems to me that action combat is the rule, from what I see anyway. I wouldn't class pausing the game as turn based though. Anything that has you move around the battlefield dodging attack in real-time probably wouldn't cut it for me.

Definitely, absolutely not. The old RPGs from the 80s and early nineties had turn based systems but that's when the market lost interest for WRPGs. Since then it's more or less been action RPGs all the way like Diablo or Elder Scrolls.

As far as I remember it would wait while the Menu was popped up. In essence it just just gave all actions an execution time

I read the biography and as far as I can remember Woz got the payment, but there was also a bonus for each component they were able to cut and Jobs kept that to himself without telling Woz.

The bubble you're talking about is anybody who takes more than a passing casual interest in videogames. And for a multi-billion-dollar industry there really aren't that many games released, and a very small fraction are actually notable.

Not really an issue with most modern electronics. They have switched mode power supplies which use probably about 1% of what the old transformers used in standby.

Everyone older than about 22 fucking knows about Shenmue. At least if you were into games back then as much as Kotaku commentors. I'm not expecting all the kids to have played Wind Waker. But to have worked in the industry for that long and not know about one of the biggest games seems a little weird. Unless you've

Sorry for sounding rude but that's just a load of bullshit. The only way your stuff is costing you is if you would otherwise downsize to a smaller place. And if your stuff requires maintenance then let's just say you've got some pretty weird stuff.

Nah, 90% savings from making it yourself is enough for me.

"Yeah ok...sorry, but it doesn't matter how popular the Gamecube was."

Yeah, you definitely should. FWIW it's probably better than Ocarina, but this is obviously a personal issue for a lot of Zelda fans.

Wha? The GameCube was way more successful than the Xbox, and the first-party Nintendo games dominated. The Wind Waker console bundles were selling everywhere, Link's face plastered on front. It was one of the most prominent games of the era, probably only beaten by GTA and Metal Gear.

Okay, so what I see there is a reward/punishment system where if you play well you get increase character relationships and if you don't do well you don't (i.e. you are punished). Sure, not being able to advance the relationships doesn't usually feel as punishing as permadeath, but you're still going to miss out on