Weekend Confirmed Episode 31
by Garnett Lee, Oct 22, 2010 12:00pm PDTGarnett, Brian, and Jeff confirm what's sure to be an awesome weekend (and week to come). The festivities kickoff in Whatcha Been' Playin? with Medal of Honor, Rock Band 3, Costume Quest, Fallout: New Vegas, and more. Our skipping cutscenes discussion became the most talked about subject this past week and leads off the Warning. There's also the question of how well shooters handle the sensitivities of real-world situations and whether game designs include things like crouching simply out of habit. A full slate of news wraps the show up in the Front Page with Patrice Desilets' new THQ Montreal studio, Kinect adding support for seated players, Steam posting tremedous growth stats, and more.
Weekend Confirmed Ep. 31 - 10/22/2010
Subscription Links:
- Subscribe to Weekend Confirmed in iTunes
- Weekend Confirmed is also available in the Zune Marketplace
- Subscribe to Weekend Confirmed via RSS
We've got a handy player to listen to the show right here on the site if you like:
Listen to Weekend Confirmed Episode 31 (player window will pop-up)
And if you're on GameCenter, you can play the show here:
Download Weekend Confirmed Episode 31
Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:
Whatcha' Been Playin: Start: 00:00:00 End: 00:31:19
Whatcha' Been Playin and Cannata-ford a New Game: Start: 00:32:23 End: 01:07:37
The Warning: Start: 01:08:47 End: 01:45:11
Music Break featuring "Good Times Remix": 01:45:11 End: 01:48:30
The Front Page: Start: 01:48:30 End: 02:19:29
NFL Pick Three: Start: 02:20:30 End: 02:31:10
Music Break this week features a reprise of Ongaku's "Good Times" remixed by and featuring the lyrics of our own Del Rio. He was inspired to pen the verses when he heard the song the first time, contacted Ongaku to setup this collaboration, and the result speaks for iteslf.
Original music in the show by Del Rio. Get his latest single, Small Town Hero on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page.
Jeff can also be seen on The Totally Rad Show. They've gone daily so there's a new segment to watch every day of the week!
Our Official Facebook Weekend Confirmed Page is coming along now so add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.
In case you missed it, watch the Xbox One recap here
Xbox One doesn't require always-on connection, but mandatory installs tied to accounts
Call of Duty: Ghosts preview: rebooting a franchise
Call of Duty: Ghosts DLC exclusive to Xbox One first









Comments
===== http://www.goshops.org/ ====
you can find many cheap and fashion stuff
(jor dan s-h-o-e-s)
=== http://www.goshops.org/ ====
( lv h-a-n-d-b-a-g)
(cha nel w-a-l-l-e-t)
(D&G s-u-n-g-l-a-s-s-e-s)
(ed har dy j-a-c-k-e-t)
(UG G b-o-o-t)
YOU MUST NOT MISS IT!!!
welcome to :
===== http://uggbootsshop.hk ======
U-GG Nightfall Boots
U-GG Coquette Slipper
U-GG Sundance Limited Edition
U-GG Classic Argyle Knit
U-GG Bailey Button Boots
U-GG Classic Cardy Boots
U-GG Classic Tall Boots
U-GG Classic Short Boots
U-GG Ultra Tall Boots
U-GG Classic Tall Metallic
U-GG Sundance II Boots
U-GG Ultra Short Boots
U-GG Classic Mini Boots
===== http://uggbootsshop.hk =====
+++ http://uggbootsshop.hk +++
★∴
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
===== http://uggbootsshop.hk ======
On the other hand, by making the choice to abandon any piece of art that doesn't grab you quickly, you are almost certain to be cutting yourself off from works that you would ultimately find to be worthwhile. There are works of art in every medium that start slowly but by the end achieve something transcendent. Not every piece that starts slowly will pay off in the end, and even if I think that a particular piece's ending makes it worthwhile, you might have a different opinion if you force yourself through it. So I certainly can't say that you or anyone should always force yourself to finish every game, book, or movie you start. Especially since there are also pieces of art that end well and also start quickly. But the fact remains that you might be missing out on something that would otherwise be the best thing you ever experience.
Now, that in itself isn't such a huge deal, since in the end you're only hurting yourself, and most likely this is a trade-off that you're making consciously. The problem arises when enough of the audience shuns a slow burn that publishers become unwilling to finance or distribute such works. The reasons why that kind of mass shift in the audience's willingness to engage with a slower work are going to be complex and certainly beyond the scope of an Internet comment to fully explore, and even if I could figure it out, I don't know what would need to happen to change the audience, nor even whether changing the audience would be the right thing to do. But it still seems like it would be a tragedy if it weren't possible for a great but slow game, movie or book to get made.
Thread Truncated. Click to see all 3 replies.
1. Garnett, great job on keeping the drama out of the GT5 delay blurb. Otherwise, that was a great episode.
2. So, Garnett, you finally got you hands on a Move controller but only discuss it nonchalantly...and Brian's constant negativity towards it was grating.
3. Cringe worthy discussion about the role of crouching in first person shooters. What were you thinking?
Thread Truncated. Click to see all 39 replies.
The latest game I've played that I've enjoyed the player reward system is Halo: Reach. I don't like the fact that I am automatically thrown into an uneven playing field in Modern Warfare 2 because I don't play it as often as most COD-fanatics out there. Making it cosmetic allows for players to customise their character to their own personal taste, and at the same time communicates to opponents (along with the military or Arena rank) just how good the people they're playing with are. All in all, I think cosmetic rewards (in multiplayer) are the way to go.
I think developers could put a lot more into the Xbox 360 Avatar reward system as well. Just doesn't seem as though it has hit it's stride yet.
Thread Truncated. Click to see all 2 replies.
I don't care about stories in games any more than I care about stories in sculptures, music, or sports. It simply isn't what I want from that. I can't think of a single game I've played with a good story. Even with games like Planescape: Torment I barely remember the story. I remember the gameplay. If I want a story I'll read a book or watch a movie.
Thread Truncated. Click to see all 8 replies.
But I DO want you guys to revisit the idea of certain game mechanics that are always and forever present.
This isn't the best one ever, but the first thing that comes to my mind is: Why does failure in games almost always relate to death? More often than not, losing means dying in games. How come?
Thread Truncated. Click to see all 4 replies.
I will admit sometimes in instances of FPS games i use it like maybe i would imagine a real soldier would use it, after i get hit i will crouch and slow down get my bearings together and go for another round with the enemy.
Thread Truncated. Click to see all 20 replies.
To me, this month has been absolutely insane with regards to the sheer volume of game releases. However reading reviews and through discussion with various people, some of the games that have come out appears to really fall short from the potential shown when they were demo'd at conventions and such, with the most recent being Star Wars: The Force Unleased 2, where it appeared that the game mechanics were improved from the previous game but the story felt unfinished, Medal of Honor and Fallout New Vegas with their bug and glitch issues.
Now I don't think its new to have a mass of games appear roughly around the same time, but just this year, I get the impression that all these games have been rushed out, just to get something out there to compete. Actually when the whole 'taliban' controversy was made aware for Medal of Honor, I was surprised at how late that news came out in relation to the release date of the game, which had me wondering how finished this game really would be.
The main thing I was wondering is if there should be a mandatory period for QA after a game is 'finished', regardless of the release date. Basically if QA is not passed, then a delay should be imminent. Obviously one should not have it go as long as Duke Nukem Forever. Afterall, it does suck to have a great game that is either mired in bugs and glitches that break the experience, or a great game that ends up feeling like a beta campaign.
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 7 replies.
Thread Truncated. Click to see all 12 replies.
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 2 replies.
In fact, it's pretty much common sense. Friendly fire is on by default in that game. Why? Because they want players to be aware of each other and work as a TEAM. Team work has ALWAYS been a strong point of Left 4 Dead. If you're just standing there and shooting in circles, you're going to piss off your team. Crouching allows you to shoot from whatever point you want, even if it's directly in front of someone else. Doing this not only creates a wall of fire, it keeps the team close together and makes it harder for anyone to get over run or dragged away.
In a game that slaps you in the face with the concept of team work, however loose you coordination is, I don't get why this wouldn't occur to anyone.
There are also plenty of moments where you're not only moving slow, you're at a complete stand still. A wall of bullets would be a great thing to use against a wall of zombies during any of the dozens of times you wait for a horde to show up while you hunker down in one spot.
P.S. Using your radar in Halo is NOT cheating, and crouching to sneak around without showing on the radar isn't cheating either.
If you disagree at all, I challenge you to ask any of these developers face-to-face what their opinion is on this.
Thread Truncated. Click to see all 2 replies.
Crouch is a mechanic that affects the way other entities (either player or non-player) relate to you. If crouching does not affect the way those other beings relate to you, then it may be omitted.
There is a reason crouch has become a mainstay in FPS games. In many games, crouching also increases your accuracy and decreases recoil (eg: Counter Strike). These are elements of realism that are designed into a game that have a significant impact on the gameplay to create balance and strategy.
Also, Jeff, saying that it's "ridiculous" to be moving around on your knees in a FPS game parallels the ridiculousness of running around holding a gun out, ready to fire. Nobody in the armed forces walks or runs from place to place with their gun held to their shoulder while looking down their sites. You can't just bring that point up in a vacuum without acknowledging that many "ridiculous" gameplay elements exist, are prevalent and are required in order to produce an effective FPS experience.
If you want to talk about gameplay elements that are used simply because it's the norm, what about RPG elements? Cliff Blezinsky even admitted in an interview that the Gears 2 leveling/ranking system added absolutely nothing, NOTHING, to the gameplay. Why did they put it in? Because other games did it and they wanted to superficially give players a reason to hold onto the game longer. That's it.
I think this topic had the potential to expand into a broader and deeper discussion, but you guys got too focused on the crouching (Garnett included).
Pretty much any movement modification in a games controls come down to a trade-off. Crouch sacrifices speed for something, whether that's stealth (Halo), less chance of getting hit (Arma), better accuracy (Borderlands), or improved team dynamics (L4D). We should be appluading developers that offer greater tactical depth in games, and what is a trade-off but an option to make tactical decisions? Should I be running in guns blazing, or crouching behind cover to snipe from a distance? Should my team hold this defensible ground, or push forward?
Risk/reward decisions are the bread and butter of an satisfying game, and, up to a point, the more tactical options a player has, the more satisfying exploring that possibility space becomes.
Thread Truncated. Click to see all 3 replies.
And since I'm hating, enough with the Del Rio rhymes. He raps like Justin Timberlake.
Thread Truncated. Click to see all 29 replies.
Thread Truncated. Click to see all 2 replies.
Therefore, I can enjoy a game where I hate the story due to game play. Conversely, I can enoy a game where I hate the game play if the story is amazing (this works less for me, but some people say this happens for them e.g. Dragon Age).
It's also true what Jeff said that the games that integrate game play and story the most, are games like:
Dwarf Fortress
The Sims series
Armegeddon Empires
Ultima Online
These are pure sandbox games, where you DO write your own story via game play. They are also among my favorite games for this very reason.
If the game makers get too heavy handed and "force" the story to impact your game play too much, this can be annoying to some players: including me.
The cut scene issue is connected to this in a pretty obvious manner.
Thread Truncated. Click to see all 6 replies.
Thread Truncated. Click to see all 7 replies.
I have precious little leisure time and when what I intend to do with that time gets mucked up by a developer's vision I tend to check out. I feel bad saying that because I agree with Jeff that people do not look deep enough at what they consume in media, but if I want to watch a documentary I will do so, when I want to play a game please let me play. Civ does a great job of giving you a sense of a fictional world history, without making you sit and watch it passively.
Thread Truncated. Click to see all 3 replies.
I recently picked up my old copy Dragon Age, a game that I loved when it first came out, and was completely bored to tears. It was so strange because I was excited to see the different viewpoint of playing one of the origin stories I had not chosen my first time, but the combat seemed terribly slow and I was horrible annoyed by the dialog and situational redundancies that I ran into.
Conversely, while trying Killzone 2 again after being underwhelmed my first time playing it I found that the slightly sluggish control, the over-the-top cussing, and the barely-there story bothered me much less than it had the first time through. I actually found myself getting pumped for Killzone 3, which was just barely on my radar before.
Just last night I tried Heavenly Sword again after being obsessed with Enslaved for the last few weeks, and found that game to be just as weak as I had when I first played it. Sure, it looks great and the story is extremely entertaining, but the weak exploration elements and slight depth made the experience just as murky as it was when I first played.
Have any of you ever gone back to a game and felt radically different than you did when you played it the first time?
Thread Truncated. Click to see all 2 replies.
"More specifically, something that bothered Blizzard about Diablo II was the introductory conversation that set the scene for the story. At a little over a minute, it was simply too long and prevented players from getting into the game itself. Ultimately, this went against Blizzard's policy of action-based story-telling. They want the player to be able to experience aspects of the story without drawn out expository sequences that interrupt the flow of the game."
One minute is too much? Now the question becomes: does this mean Blizzard is wanting to dumb down games for the stupid masses, or does it mean that they actually know something about design?
My own take is that this whole issue of "longer exposition = better" is bullshit... they are just different styles for different tastes. Nothing wrong with either approach, and thinking so would only deprive many of their flavor of choice.
Thread Truncated. Click to see all 7 replies.
I completely understand and sympathize with your frustration regarding people who's sense of entitlement is overdeveloped to the point of feeling like they deserve to be entertained by the world all the time, but I still feel that the connection a person exhibiting this behaviour and a person skipping a cutscene they don't want to watch is a bit tenuous. The latter might often be a symptom of the former, but I can't stress enough that it's not exclusively so. There could be any number of reasons why someone might choose to only skim the story in a game... after all, not everyone necessarily plays games the same way or for the same reasons.
I've mentioned this before, but perhaps it warrants repeating, I don't play for immersion. Strange as that might sound to anyone who does, it's just how it is. I don't need a sense of purpose, I don't need consistency or even coherence in my narratives, and I don't feel at all bothered at all when gamey things like HUDs or collectible doodads break the realism of the moment... all I need in order to enjoy a game are fun mechanics, and a world that allows me to make use of them. I have no trouble acknowledging that people worked hard on those cutscenes and story segments that I'm not investing in, even the bad ones, I tip my hat to those people, but those cutscenes weren't put there for me, they're for the people who do want that extra layer of involvement in the game, and I have no desire to see that part of the experience denied to anyone who wants it.
Getting to the point, no, I don't feel entitled to being entertained all the time. No, I don't just want to shoot (I don't even like first person shooters), and I certainly don't complain about not understanding a story if I wasn't paying attention... and yes, I do read. Sometimes, I get frustrated when the gameplay portions of a game are taken away too often or for too long at a time, but that in and of itself doesn't necessarily signify much more than simple disinterest.
If you still take issue with people who skip cutscenes in and of themselves, that's fine, we'll just agree to disagree, but it sounds like your beef is actually with actually with a certain attitude as taken up by a certain subset of the culture, and if so, then the act of skipping cutscenes in itself is entirely neutral. Sometimes it's because the player is a meat-headed fratboy, but sometimes not. If entitlement is what's really bothering you, then please, complain about that and leave cutscene skipping alone, because the more these two issues conflate, the more one is inferred onto the other.
Thread Truncated. Click to see all 29 replies.
However, regarding crouching in game, Garnett, have you ever even played L4D? The whole over/under crouching thing isn't some advanced strategy, it was easy to figure out and is something that was born organically by just playing the game. I think the first time I ever played it we were all using it. It adds a lot to the game, not to mention other games.
Like Brian mentioned in Halo, crouching can be used as a strategy that has it's pros and cons. Of course it makes you slower, that's the downside of not being able to be seen on the radar, etc. If you don't like crouching, maybe just don't crouch. I don't see how removing it would add anything to the game, especially in L4D where it's a pretty integral to the experience.
Firstly, love the podcast, great to listen to people chatting about the details of the gaming world.
Following dicussions on whether we are ready for the next generation of consoles, I am happy with my PS3. I would probably have a 360 too if I could afford and justify to keep both. The PS3 in my house is used for gaming, media streaming and my mother gets a lot of use from displaying pictures and music when she hold events around our house. I also like to commit to a product, I have a Playstation Plus membership, aswell as a FirstPlay membership (paid weekly episodes, on PSN done by the same team as OPM UK) . I recently bought Move too, as the Wii simply being a SD console has me struggling to get one.
The PS3 fills my needs for the time being. If Sony were to release a PS4 in the next 2 years I would struggle to convince myself to get one. The current console are still pushing more out and with innovations such as Kinect and Move, there is easily enough to keep us going another 4 years.
Finally to cover the PC spectrum. I stopped playing PC games because the time and cost of keeping a machine up to date is exhausting. I have though committed myself to build a super machine if and when Half Life (EP) 3 is released. Until then im happy with what I have.
If you're going to postulate about a possible sequel to Alan Wake, maybe you really should take the time to play the DLC? I mean, it only takes you an afternoon, and it not so much hints at the coming of a sequel as it beats you on the head with it.
Oh, and I did enjoy the crouching discussing, but I feel Garnett was ill-equipped for it. But that's ok because it's fun when Garnett fails.
On a different note, I loved the remix of the Portuguese music, but I'm biased because I'm from Portugal.
Keep it up! :)
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 5 replies.
Of all the features shooters tend to incorperate, crouching is far from the most easely expendable.
Thread Truncated. Click to see all 19 replies.
Thread Truncated. Click to see all 4 replies.
My wife just showed me this video on youtube.... she used to watch it as a child. It's a Russian cartoon from 1975.
It instantly reminded me of Limbo... the visual style, the dream like journey.... check it out!
http://www.youtube.com/watch?v=dRsXU4Q6a0Q
Hell, I'd argue that footsteps were maybe a mistake in Q2 and Q3...it actually took depth away, because it reduced the importance of using item pickup cues to know where someone was on the map...and as those games and Q1/QW are played now...there's an emergent choice that arises from movement tricks that IMHO already allows for that depth...if you want to move silently in Q1 you just run...if you want to move faster (with the trade-off being that you make noise) you bunny-hop (or strafe-jump in Q2 and Q3...though they have footsteps). I've been toying around with making a free FPS game based on the XReal source port of the GPL'd Quake3 engine that would basically be an oldschool DM game in the vein of DOOM or Quake...and I actually have given thought to removing crouching...as it would add nothing to the game that I would be making (and probably won't be making, as I don't have nearly enough free time and right now I'm focused on helping out a Q3 mod team who's stuff I dearly love).
I think part of where Brian's argument was coming from was for specific kinds of games (and L4D was a bad bad example from Garnett and I think the discussion got hung up on those examples). I also think that Brian tends to come from a very Halo oriented view on competitive multiplayer FPS games because thats what he likes...so that was going to make his stance more rigid. I think that in Halo given its design crouch makes sense for what the developers wanted to do there (though if they'd wanted to remove crouching and radar that would be an equally valid approach and its perfectly fine to take issue with those things in general...otherwise Brian couldn't take issue with things in Ruse or prefer SC2 to it or DoW). Holy shit I got off-topic there.
What I'm trying to get at is that crouching should be put in or left out on a game by game basis...its a design decision. In some games you won't be taking cover...because moving is your cover...you should never be not moving...and you should never be crouching behind something...in some FPS games you really should be moving toward or away from something...its all about that sort of dynamic and I think the ability to do that, to adjust to fluid circumstances, and to think quickly adds a lot of depth to those old school games that I think we've lost to this fallacy that a slower pace means more time to think so there's more strategy if things are slower. Thats not necessarily true and there's a skill to being able to do a lot of thinking in a little bit of time. I'm not saying that slower paced games are lacking, just that they are different rather than better or worse. And pacing might be one of many factors to consider (as well as what sort of game it is) in determining if a feature (like crouch) is needed.
Finally, I'll note (and end my rambling) that this discussion of crouching actually got me noticing how much and when I crouched when I was playing BF:BC2 today...and got me wondering if they finally added in toggle crouch...I discovered that they did and I checked it and rejoiced. I like having the option of either holding or toggling the crouch (and the aim down the sights feature if a game has it)...I don't find it comfortable at all to have a button mashed down and a finger made useless in a game...I have a hard time moving my mouse around with the right button held...and I really hate contorting my fingers to get to my movement keys (ESDF) with crouch held down. I really think all games on the PC should offer the option to do it either way...its a preference thing just like mouse sensitivity and different people are going to want different things (I get the impression that archvile is going to want to hold and let go of those buttons and if thats whats comfortable to him, he should have that option).
It seems that gaming, like academy awards for movies, have grown to the place where it needs special awards, so here's mine:
-Innovation Award
Heavy Rain: this game is the first where I truly feel that it let me tell my own story with my own choices. This feature has been promised for many years, and never delivered before, at least to my standards.
-Immersion Award
Mass Effect 2: the new rapid positioning of my team mates allowed me to have the immersive and chaotic fire-fights of similar titles, without breaking my suspension of disbelief by fiddling with telling each team member what to do through some hokey interface. It also provided a well realized world, with a brisk but not too-brisk pacing that didn't have me dropping into "feeling bored mode" nearly at all, which is another big immersion killer for me.
-Value Award
Fallout: New Vegas PC: I've heard horror stories about the Xbox version of the game, but my PC experience has be excellent, so only the PC version gets this award. I'm 45 hours in and feel like the game might be half over done (level 14 of 30 and still a ton to see). Note that this award doesn't count for games that are fantastic for replay, but are repetitive my nature (like Starcraft 2). Rather, this is for games that provide OODLES of fresh content, such that there are easily 50+ hours of unique experience of a high quality.
-Technical Award:
Red Dead Redemption: This is like cinematography and other such awards that are for games who have technical production values that are of the highest quality. The animation, voice acting, and overall quality of Red Dead Redemption seemed like a real milestone to me: it is a great game on top of it.
-Thinking Man's Game Award
Dwarf Fortress v31.12: this game is very much not for everyone, but that can be said about most games in this category. It will probably never be released (it will probalby be evolving for many years), so unlike most games, I won't wait for release to give it an award. It requires installing a better tile set and a tool like Dwarf Therapist to be playable at all for my taste, and has an abysmal interface, but a game with more depth, detail, and freedom is difficult to concieve of. If you enjoy needing to learn the exact differences between igneous and sedimentary rock strata as a requirement to playing a game, and don't mind keeping a 1,000 page wiki open in the background at all times, and taking weeks of play to grasp the basics, this game is an amazing experience.
-Best Game
Just as the Best Picture award has often bothered me with movies, since it is so subjective in most cases, I will not give this award unless I feel one game is obviously best by a long shot, such that it as least someone overcomes my own subjective tastes. For 2010, there is no such game, so the tie goes to the above 5 games.
Runners up:
Starcraft 2: best esport game in existence at this point, maybe esport games could become a special award category, if they ever get out of only being played that way in South Korea!
Monster Hunter Tri: great teamwork game, even with the lousy graphics, and boss monster combat is nearly without equal in the history of gaming.
Thread Truncated. Click to see all 7 replies.
In order for player choice to have true meaning for the game, developers need to add or lock out content regardless of choice. If I choose to blow up Megaton or not recruit Wrex, I need an opportunity for an equivalent experience somewhere down the line that opens up specifically because of those choices.
One series that handles this situation pretty elegantly is Persona. In Persona 3 and 4, all of your social link content is laid out in front of you. With the time constraints that the game has in place, it is almost impossible to see all of the content. You have to choose what you want to see and what you want to ignore. If you want to hang out with the basketball team over working at day care, that's up to you. Sure, you can go to day care another day, but you might have to pass up another social link opportunity to do so.
Ultimately, it comes down to freedom vs. restriction. If players are free to do as they choose and given the tools to open up all content, they inevitably restrict themselves to the path that offers the greatest returns. If players are restricted to systems that limit their content regardless of choice, they are free to do whatever they please.
Thread Truncated. Click to see all 2 replies.
They walk you through getting back your robot costume as a tutorial; the rest range from slightly harder to get to "I had to check a FAQ" for a couple (specifically the second part of the unicorn). It's not a difficult game to complete, but there are a couple quests that'll get you hunting for costumes/acheivements.
I mean, it's pretty much an Evangelion rip-off that actually turned out to be better than the original in a few ways, but I couldn't understand anything happened that show. Not terrible by any means, but there is certainly better sci-fi anime out there.
One of the best dubs ever though.
Thread Truncated. Click to see all 3 replies.
That said, I don't think that would necessarily work for 'us'. To use ME2 as an example again, a lot of people got really annoyed at the end of the game (spoilers) because Miranda's advice and comments can end up getting people killed if you follow them. If you get to know her character throughout the game however, you'll learn that she's not as infallible as she likes to think. Her advice being wrong in that situation makes sense for her character, but if you're used to how games work you might have the expectation that whatever she says is the right thing to do, when in fact it's not.
The game is a bit inconsitent with itself in that regard, but in a positive way I think.
Thread Truncated. Click to see all 2 replies.
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=4235304&player=CruelLEGACEY
:p
ps I know I already posted this in a reply... that was an accident.
You must be logged in to post.