zark169
zark169
zark169

Yeah, there are awkward aspects of the co-op gameplay. I suspect that’s just a side effect of having to build it into the pre-existing engine from SoD1. That said, once you get the hang of things the awkward aspects are at least tolerable. Overall I playing co-op was a lot more fun than single player. Plus it opens

The “puffy bread” looks a bit like a pancake.  That would be a good combo, flavor-wise, though it might be a bit too soft. Although, I just assumed it would be something similar to the chalupa “bread” they’ve already done.

As far as I know devices are no longer required. There’s an Apple TV app that I’ve been using on several different smart TVs.

“Bill, you keep saying that. Are you just looking for an excuse to use heroine? You don’t need my permission. You’re a movie star. That’s your excuse.”

Exactly. Ignoring the importance of plot, character development, and good dialogue is how we end up with more Dead Or Alive and Tekken movies.

It’s like a koala serial killer made a skin suit out of Mario...

What about Sanic and Dolan, though?

That’s a good point. I’d forgotten the “20 years ago” aspect (it’s been a while since I watched it), but that’s probably why I assumed he was in his 30s. The flashback scenes of the revolt show him as essentially the same age as the “current” time of the show, so whenever the revolt was he had to be an “adult”, even

It’s weird to me that 27 is considered old, especially since every indication of his age is that he’s an adult and not a teenager. Also, I always assumed he was at least in his 30s, just based on how many random events are revealed of his backstory as the anime/manga goes on.

Honestly, if they put Tennant in one of those muscle suits from Bill & Ted 3 it might work.

I think you hit upon an unintended “ending” for the game, which is that your goal was to hang out with cool aliens, so now your Shepard can do that forever. To me that’s fitting, because I’ve always viewed the game’s final choice as the player choosing/declaring what the goal was for their Shepard (or at least the

Almost totally agree, though I didn’t see the final shots as falling flat, just that they were a different artistic choice than the hollywood ending that many people were expecting. My view on the final choice has always been that the only thing the player should be deciding here is “what was my Shepard’s goal this

I like the idea of getting a videogame tattoo, but I’m torn. There aren’t many games I love so much that I would get a tattoo of something from it. Alternately, the games I do like usually have some sort of problem, like there aren’t any easy symbols to turn into a tattoo, or the symbols are super common (like the

I had the same thought. I would bet that the troubles with Crucible were probably a small blip on his radar last year (which might have been part of why it was handled so poorly).

This is very useful information, and I wish there were a common “internet primer” of sorts that called out this and other useful tips. On a related note, I can remember getting pretty much all of these suggestions from my college’s IT department back around 1999. It’s weird to think that as fast as the internet has

I can see 2 reasons why the game would change that rule:

That’s my thought, too. I think the FGC didn’t have enough clout at that point, but even now it looks to me like Capcom usually takes community input as suggestions then does it the way they think works best. In the case of SFA2 (and other 90s games) it looks like Capcom was experimenting with ways to give players in

Potentially, though I see a few tricky things there:

It’s interesting to me to see that even in the mid-90s devs were experimenting with rubberbanding in more genres than just racing games. For a game whose goal is to give the player a good time I can see how these mechanics are desirable, especially in the arcade where a player’s level of fun is directly proportional

I’m now 90% sure it’s the same building, and if it’s not then it’s from the same complex that all had the same style. Some of the features of the rooms (like the long thin window with wood trim visible at 17:00) are virtually identical to ones I remember, though the visible room dimensions don’t align with what I