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My biggest question too. I adored the first game, but only have a modest PC, so it’s the only thing keeping me from getting the second
i type way too much about video games and sometimes music
My biggest question too. I adored the first game, but only have a modest PC, so it’s the only thing keeping me from getting the second
I wanna say this is a possible symptom of people who beat the game ages ago, put it down for a year or so, returned for the DLC completely not warmed up, and then perceiving it as insane difficulty off the bat
That’s how it seems to me due to his twitch ban as well. The guy is fairly popular and brings money in, I couldn’t see Twitch banning him and losing the shared revenue unless the claim had damning evidence
Difficulty isn’t black or white. There’s a real difference between Monster Hunter and I Wanna Be the Guy
From my viewpoint, it’s usually more of a coercive thing. Something you’re not necessarily entirely opposed to, but you might rather not, and in order to avoid a situation you might perceive as bad in a different way, you relent and allow it to happen, leading to years of questioning whether it even was rape or not, even though what it does to you mentally is irrefutable.
Look at a world of Warcraft database and steal all the cool NPC names
Ahh, so once the AI can develop smarmy humor that doesn’t add anything to your discussion with it, THEN it’ll be like real people
I am glad that others are noticing that change, too. I do believe it was a change necessitated by the Switch, but was also half ideological. In World, the Ancient Forest showed where they could go too far with the map design.
Even today after how much I played that game, if it weren’t for the guidance bugs I would get lost in that forest because of how mazelike it is. I do actually prefer Rise’s maps that have no loading zones, but are not as gigantic and mazelike, instead more vertical. though I do wish there were more of them, but remember that Rise is made by a different team than World, so not committing to all of World’s design decisions doesn’t necessarily mean they’re gone, as we move back into a new game developed by the World team once again.
I also feel that there is more to the transition from hunter to killer than the maps. The speeding up of gathering animations, the removal of most gathering and miscellaneous quests in World and Rise means that instead of having a lot more pacing variety in what you could be doing, it’s pretty much constant back to back large monster hunting, and if you want to change pace you have to play a different game instead of tackling some backlog gathering and transport quests.
I do know that I’m likely in the minority as someone who wants more non-hunting quests back in the games, and who didn’t like that gathering continually gets more and more streamlined out of the game as the series goes on, but I think that the monotony of being constantly railroaded into hunting and more hunting may eventually hit a breaking point.
What World did to Monster Hunter’s environmental design and interactivity between its monsters did so much for the immersiveness of the game and the expression and scope of its titular boss monsters.
I think seeing how much that can add to the game experience is worth seeing before they get diminishing returns.
Pretty Girl Rock by Keri Hilson is a fucking jam
Yeah, I hope people don’t mistake bad comedy for letting the games down. The games probably got a laugh out of me once every 75 jokes.
Just beat Catherine Full Body last night. There are a lot of things I like about the game, and some things I both like and dislike. It’s really more of a “this is the main character’s story and you’re mostly along for the ride” than it is a narrative experience where you choose every move the protagonist makes.
Because of that, I think how you feel about the story will be determined by your own stance on relationships and the morality of them, hedonism, marriage, and things like that. For me, I felt familiarity with my experience watching Breaking Bad in its painful spectation of characters who make questionable decisions and their creation of damning consequences.
Easy mode treated the puzzles well, just takes away the time pressure of the blocks falling away (save for the boss battles where you’re being chased). I ended up quite enjoying the puzzles! In the end, I don’t know if I’d recommend the game. If you’re interested in games doing something neat and novel with the topic of relationships then I think you’ll find value in it.
I did that with the first KoTOR a year ago! It was more difficult than using a saber for sure, you really get the impression they didn’t really think anyone would want to main blasters. How is it in the second one?
Eternal Sunshine of the Spotless Mind. I’ve seen it too many times now for me to know if it’s really as good as I find it, but I think I’d really like it all over again if I could forget it.
When I was reaaaaally playing too much Hitman I began to notice large containers that could fit human bodies inside.
I think you can enjoy it as a sometimes absurdist rollercoaster. It’s not necessary to hang onto every word and understand every bit of symbolism. The insanity is interesting enough and startling enough to get you by on surface level entertainment alone as long as you find craziness fun.
Sucks for you, I love barely comprehensible fever dreams! Keeps me on my toes, and I find the “is this symbolism or just insanity?” game a pretty fun thought process to have throughout
To that, I’d say it’s likely better if we use landmarks. Identify unique furniture or a window or something on each side. Then, refer to them as “Window side” or “Lamp side”.
I’d say it’d be from the perspective of laying in it, since no one cares what side of the bed is which unless they’re going to lay in it
Does anybody get free samples because they need them? They get them because they want them.