Finished my second run of Transformers: War for Cybertron. Yeah, it's still good.
Purchased Darksiders II, but I think I'll hit up Book of Unwritten Tales first. Can probably knock that out before the weekend is over.
OnLive might be shutting down.
Fargo's tweeting about it. https://twitter.com/brianfargo One of the OnLive employees is trying to recall his e-mail saying they shut down. So, maybe it's not?
This guy's with IDG news service. He says he sees people with moving boxes outside the offices.
Transformers: War for Cybertron
HAIL LORD MEGATRON
Art direction is a bit messy. Far too often I have trouble telling enemies from background. Though the gunfire itself helps resolve the confusion.
FEAR 3 is actually pretty good. Once you get past the persistent unlock system that doesn't let you use slow-mo any reasonable amount for the first couple levels. And if you ignore the plot being terrible both on its own and in the context of the franchise. And if you can be okay with it lasting only 4 hours. And if you don't mind that it's a step back mechanically from...
Okay, so it's not actually good.
Start of old thread.
End of old thread.
I have no original content to provide to christen this new thread's maiden voyage. So I'll just steal my favorite from the end of the old thread.
http://www.teamfortress.com/mvm/
I hold to a firm belief that horde modes are the most boring multiplayer game mode ever devised. And you don't even get anything for suffering through it unless you pay a ticket per map session.
I won't be touching that ever.
Finished KOTOR 2 with TSLRCM. What next? Choices are:
1) Darksiders 1 replay to prepare for Darksiders 2.
2) Transformers: War for Cybertron replay to prepare for Fall of Cybertron
3) The Book of Unwritten Tales because I just want a good adventure.
4) Some random RPG from my backlog
5) Neverwinter Nights because I hate fun.
http://thecriticalbit.com/2012/08/15/interview-brian-mitsoda/
Interview with Brian Mitsoda. He talks a bit about Obsidian, Troika, and his work on Dead State.
I definitely think he's taking the wrong message from his own ideas. You could probably make a game around the concept of losing as an important part of learning. Not just using standard mechanics that allow you to lose but making it a focal element of the design to teach it.
Games can be used to teach. And if you see something you genuinely believe to be a problem, take the opportunity to try and fix it.
There was a patch pushed out yesterday that sounds like it was addressed at your problem. I know this is a month old, but if you happen to stop by, maybe you'll read about it.
I'm always kind of curious when we only see a single sequence across multiple pieces of media. Is that the only segment they have working?
I guess this might be the consequence of working on tradeshow builds. The demo area gets polished up enough to show off while everything else takes a backburner for the time.
I might be getting a raise at work soon. (by soon, I mean it might have started today, but that's not confirmed)
It would have to start after I rack up a weekend of overtime.