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Diogo Ribeiro

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Everything posted by Diogo Ribeiro

  1. I'd like to give an actual enlightning response, but the only thing I can muster is the obvious: regardless of what they say, it's still typical Biowarish good and evil, which just means its as simplified as ever. It's a shame that they make the effort of separating the styles of responses in the game, but then undermine it by giving blatantly obnoxious choices to the player. "Smart evil" for Bioware is asking for money in advance.
  2. If only this bit had been written at the beginning I could have stopped reading it a whole lot sooner.
  3. Wasn't the Platinum edition the American version and the Deluxe edition the European one? In any case, I think they are the same thing.
  4. Ahem. ATI rocks. Thank you for your attention.
  5. I find that statement weird, considering Fallout didn't have that many memorable characters (at least not more than several other CRPGs out there), and it really wasn't one of the game's strong points. Most characters people remember are either the ones they disliked because of bad AI (Ian shooting players in the back, Dogmeat getting stranded in map corners) or those with animated faces and forced quirkiness (Harold, Sulik, Marcus). The key difference between TES (Morrowind, specifically) and Fallout, in regards to characters, is that characters in Fallout, wheter major or smalltime don't feel lifeless.
  6. While I'm not trying to crush your hopes, I suggest expecting more of the same, ie, single or multi characters being the Chosen Ones. While I agree, I don't see changes to that anytime soon.
  7. We killed it and offered its virgin blood to the great gods of Poor Module Planning, Poor Group Planning, Distance, and It Seems I'd Be Happier Spending My Time Playing Games Rather Than Developing Modules.
  8. "Everything is Possible": Inside the Minds of Gaming's Master Storytellers is a nifty little article over at Gamespot which discusses the importance of stories in videogames, and is helmed by several people in the game development business, from Tim Schafer to Chris Avellone. Not sure if this has been brought up before, so apologies in advances.
  9. I particularly love that last skill.
  10. I wasn't very interested to begin with. I can't remember Bradley having thoroughly developed anything I liked, and his comments of how Dungeon Lords would be great for somewhat contrived reasons didn't really help. At this point, its gone off my radar permanently. Combat RPG of 2004? Right.
  11. OMG vol u dared compaer a krapy akshun title to teh great fallout !!! I kid, I kid. Good review, but still not interested in the game, though
  12. but OMG WTF ur wrong thats nitpicking game is supah belaive me i know carsten himslef hes god this gaem roxxorz and pwnzorz!!! Or something. I just felt the thread would be incomplete without some heartfelt defense of the game, so I emulated one the best I could. Hey, it's not a great defense, but it seems likely any defense wouldn't be very good either, so...
  13. The game of waiting for the blokes at the tech store to fix my heap o'junk PC.
  14. Daggerfall was great, specially in regards to random dungeon generating. At least this meant that upon replaying, dungeons changed their layout, instead of always remaining the same like in Morrowind. In a game the scope of MW, and with a clear focus on exploration, the static gameworld - and dungeons in particular - threw me off in terms of replaybility.
  15. It did the same as the prequels, and even then, it wasn't as replayable as Daggerfall.
  16. Watching tiny fragments sparkle in the air as I hit them with a hammer is nice, but I'm big into the brightness of fire and the *pop* and *crackle* of burning thingies.
  17. I usually just throw them into a burning barrel and dance around it with the rest of the hobos near it, trying to warm up.
  18. Rule No. 3: You never talk about a review from Gamespy or IGN.
  19. Might I suggest living the real life outside of your head? It might put some things into perspective.
  20. And after that they should do it unlike Morrowind where anything you can do there ultimately turns boring or pointless, and actually add some nifty content. Sure, why not?
  21. I know they were selling points, not saying otherwise. Just making a distinction between a game (ie, what you play), modding tools and other things included in it. You're looking at a game as 'the entire contents of the package', I'm looking at it from the usual perspective of what a game is.

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