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About Me

Found 1,089 results

  1. This can be the new "what are you playing this weekend" thread. Lately, I've been completely absorbed in Persona 5. It's amazing. I played 10 hours when it first released, quit for over a year, now I'm back at it, hardcore. Just completed the 4th palace last night. I absolutely adore the mix of traditional turn-based RPG play and social simulation. I'm over 40 hours in and still have a looong way to go, but I'm enjoying the ride quite a bit.
  2. I knew that Mortal Kombat II was cheap as all hell because the AI seemed to know what I was doing before I did, but pinpointing why/how it did what it did was pretty interesting to watch. 5:09 in the MK2 video made me LOL, as did the Kintaro stuff. Some of this I knew; some of it I just needed an explanation because I figured something was way off. Enjoy!
  3. Post your friend codes, Gamer tags etc here if you want to share... Switch Friend code: 2967-5756-8960
  4. Why the hell would you ever need to "reboot" a Call of Du...Y'know what? Nevermind - video games really are absurd.
  5. Link to live stream below: https://www.pcgamer.com/watch-the-borderlands-pax-east-2019-livestream-here/?utm_content=buffer55259&utm_medium=social&utm_source=twitter&utm_campaign=buffer-pcgamertw Let's do this!
  6. Looking for some advice from the gamer dads out there. Im looking to start getting my 5 year old into console gaming for the first time and I need some advice on good games to start with. He’s been playing games on a phone/iPad since he was 2 so he’s got a pretty good grasp on general principles of games. But transitioning him from using his finger to using a controller, especially today’s controllers, has me at a loss. Any good games out there that would be good for a kid, that aren’t too complicated control wise that he can start to learn how to use a controller with? Thanks guys!
  7. https://kotaku.com/after-disappearing-for-six-years-cube-world-is-finally-1837938692?utm_source=Kotaku_Twitter&utm_medium=Socialflow&utm_campaign=Socialflow_Kotaku_Twitter
  8. ... until their mid cycle refreshes come out. Cued for time: We've now reached a point where the X/Pro are targeted to such an extreme that launch hardware is untenable. I feel like the focus here was building an inter-generational game (this gen to the next), without much respect for baseline hardware. I imagine it'll only get worse as cross-gen titles are announced. It was already a problem before Control. But the sign is clear: If you buy at launch, don't expect to get a full generation. That's kind of shit to be honest. I know that good trade-in deals are a viable option (for now ... Gamestop might die). But it really seems to me like a little patience pays off more. If I wait until a revision, I'd get to experience the games I'd wait for at higher fidelity and cheaper price. For two to four years, sure. Why not? The industry will be slow to transition. I expect the cross-generational period to take quite a while, especially with the Pro and X as options. The ~$200 I'd lose in a trade in deal could be put towards something with less overlap, like a Switch successor. Or maybe put in part towards a PC GPU, which could feasibly get much better RT bang for the buck than the next-gen consoles, per NVIDIA. Allowing for a "mid-cycle refresh" before its here, without breaking the bank. Anyone else share similar sentiments? Disagree wholeheartedly? I'm more skeptical than ever about the new consoles.
  9. E3 2020 pitch proposes overhaul with 'queuetainment,' new floor plan, industry-only day [EXCLUSIVE]
  10. Now that the calendar has rolled over to 2019, it's time to post our usual thread where we talk about what games in 2019 we're current playing, have completed, what we thought of 'em, etc. Remember that it's not necessary for the game to actually be released in 2019! I'm going to pick up where I left off in December by completing Metro: Last Light Redux as my first game of 2019.
  11. I beat GOW when it initially released. At that time, I wasn't into gaming much and I remember being critical of the game. I was thinking about replaying it since I'm on a roll with gaming. But, I remembered I never beat MGSV. I somehow lost interest or got distracted by another game. What should I do?
  12. Figured we needed a thread where we can come together to complain... er... um.. chat about all things Destiny 2.
  13. https://www.kickstarter.com/projects/iga/bloodstained-ritual-of-the-night/posts/2266944
  14. 71% on Metacritic Despite not being particularly fond of the recent installments, the Jurassic franchise is one that has always held a special place in my heart. I've also been known to fall prey to the allure of a few building simulators. Sim City 2000 was one of my first real gaming obsessions, and I put more than my fair share into roller coaster tycoon. So with even middling reviews, I jumped straight into Jurassic World Evolution, and while it's a game with some very notable flaws, I got my money's worth. If you have been known to fall prey to that "just one more turn" mentality, you'll be familiar with the kind of addiction that JWE tries to instill. There are a set of systems built into the game to insure that you're always working towards something. You always have very concrete goals that you're constantly working on, in addition to the general desire to build a bigger and better Jurassic Park. There are three different factions that you'll need to appease as you build your park: Security, Science, and Entertainment. Each faction will offer quick "contracts" that can be as simple as building a specific building or incubating a specific dinosaur, or slightly more general in needing to reach a particular park rating or guest count by any means. Each contract completed will raise your profile with that faction. Each faction will also have one mission with a set of more difficult requirements to fulfill. All of these systems mean there are constantly things to do. You're always working on multiple things at once. You can choose not to do contracts or missions, but there are various rewards for doing so, and they synergize into a very pleasant feedback loop that keeps you hooked in the game. The game isn't about building a single park either, but a series of them across different islands. Each time you start with different challenges and have new missions to complete. The island progression means there's a real sense of advancement in the game, beyond just building a better park with more dinosaurs. You'll want to get each park to five stars and complete the missions to unlock everything the game has to offer. While those gameplay loops are very satisfying and well done, the core gameplay of actually building the park is not quite as successful. There are limited options for types of buildings you can create, and their effect at times seems minimal. There aren't difficulty sliders as far as I could tell, and it's actually quite easy to appease the guests, even given the limited feedback you receive. I found that a lot of my optimization was unnecessary. At a certain point, I was building things better for myself, not because it seemed to affect my score in a meaningful way. As you build out your park, you'll undoubtedly come across the single most frustrating part of the game: dealing with the terrain restrictions. Each island is rather small and has more elevation changes than it often appears to have from a mostly top down viewpoint. Buildings have to be placed on mostly level ground, but it's often very unclear why a certain building can't go in a specific spot, even after leveling the terrain. It's very frustrating that it doesn't show you what part of the building is having trouble; the whole thing turns red, and you get a very general error. The other major frustration is the system of dinosaur comfort. When dinos are too uncomfortable, they'll break out. Give them too little green space or too little forest, too many or too few of their species or others, or not enough food or water and it's just a matter of time before they break out of their pen, no matter what fence you have. It's annoying that you can't see these limits before incubating a dino, so you might release a single one when it's only happy when in a group of 3 or 5. Getting just the right amount of space for larger dinos can also be a real pain. It seems to be a system of what the dino can "see", not what is available to them in their pen. So if you build a large enclosure with plenty of the forest they crave, but they are in a big open field, they might stay there and break out before wandering over to the forest. It's an opaque system that can really frustrate, especially when you run out of space. Aside from building the park, managing comfort, and researching new dinos, you'll spend a lot of your time sending out rangers to refill feeders. In the least satisfying busywork of the game, you're constantly told when a feeder runs out, and to tell a ranger to go refill it. There's a cost to refilling the feeder, but the rangers can't get hurt and they can't accidentally let a dino out, so there's not much thought that needs to go into it. You just have to select your rangers and tell them to replace the feeders. In a big park, this can become rather tiresome. You do have the ability to manually drive a ranger jeep, and some contracts will require you to. It can be a good bit of fun, even if the driving physics were clearly not at the top of the developer's priorities. You can also pilot a chopper that is used to tranquilize a dino when it needs to be moved. As I mentioned before, the game is rather easy. After you get a park off the ground, money is rarely a concern. The first hour or two of a new island you have to watch your budget carefully, but after that I almost never needed to think about my income. I quickly racked up a few million in reserve and couldn't spend it fast enough. Even after forgetting to let guests out of storm shelters or losing a few dozen guests to escaped raptors, my income would recover so quickly that those issues were hardly noticeable. That last bit of optimization to get a perfect 5 star rating can be a little illusive, but for the most part the game is firmly on the easy side. Overall I think it's a rather poor building simulator that is packaged in a compelling theme and visual package with a set of systems designed to keep you playing. For me, that was enough. I enjoyed moving through the parks, getting better at building and finding better strategies for park layouts. After about 40 hours I'd completed the primary missions and gotten five stars on all the islands, and I haven't felt any real need to go back and play in the sandbox mode, or even finish my plans for a few of the islands. Without concrete goals pushing me forward, the limitations and frustrations of the actual building sim take center stage, and even a game full of dinosaurs can't overcome that.
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