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41  Gaming / Console / PC Gaming / Re: What's happening with E3? on: March 05, 2016, 06:04:32 AM
Yes, this has happened before. It will adapt as needed.
42  Gaming / Console / PC Gaming / Re: [PS4, XB1, and PC] Mass Effect Andromeda Will Release In Q1 2017 on: March 03, 2016, 06:32:52 AM
I'm fine with delays, as usual.

After all, I think one of the reasons why ME3's ending was so controversial was they had to cut it short just like KotOR2.
43  Gaming / Console / PC Gaming / Re: [PC] SUPERHOT on: February 27, 2016, 10:13:44 PM
A friend as the Occulus DK2, I'll probably play this game on it.
44  Gaming / Console / PC Gaming / Re: [ps4, Xbox1] Resident Evil 4, 5 an 6 on: February 27, 2016, 05:45:33 AM
Wow, Capcom really is losing that much revenue? No wonder they jumped on SFV deals.
45  Gaming / Console / PC Gaming / Re: [ps4, Xbox1] Resident Evil 4, 5 an 6 on: February 26, 2016, 06:44:03 AM
They did, it's Revelations 2.

But, I'm okay with remasters because honestly, it really doesn't take much in the way of money or studio time. They can pump these out for people who haven't played them to try. It's not hurting any internal projects (assuming the management is good) and can even fund a better game in the future.
46  Gaming / Console / PC Gaming / Re: [PS4] Uncharted 4 on: February 25, 2016, 05:56:52 AM
Eh, it's still stylized enough that I can enjoy it.

And yeah, I have the remastered collection too and I'll definitely be replaying it through on very easy difficulty.

You can definitely see the difference in tone in the advertising and game due to the change in leadership. Honestly after Uncharted 3's mess I'm glad for a little switch up and a slightly more serious tone, so long as they use that highlight some better humor.
47  Non-Gaming / Off-Topic / Re: [movie] Deadpool on: February 20, 2016, 04:47:01 AM
I loved how much fourth wall breaking he was doing, but somehow they kept that aspect flowing as part of the movie, instead of a constant series of annoying cut aways. Jokes making fun of the comics, himself, Marvel stupidity, and even his stint as Green Lantern.
48  Non-Gaming / Off-Topic / Re: [TV] The Flash on: February 18, 2016, 06:48:03 AM
Zoom in the comics was a pretty interesting villain in motivation, but they haven't hinted at anything like that. So, it's unfortunate that they've been waiting so long to add a twist to zoom in the form of whoever that man in the iron mask is.
49  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 12, 2016, 11:01:02 PM
UFO attacks are actually a good way to farm experience for your troops, but only if you have a good setup. If you have good troops and invest in the defense matrix then you can risk the UFO attack, it's not certain the UFO will catch you anyway. So the potential for one tough mission is less dangerous than making every mission for the upcoming month that much more difficult.

There's plenty of screenshots of players that had endless avenger defense missions where the entire map is littered with enemy corpses.
50  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 11, 2016, 07:11:09 AM
Okay, so I'm very, very angry right now at the level of bugs in this game.

I reached the final mission, I'm doing very well, I've slogged through the whole thing killing aliens left and right. There is one last objective to do, and the game bugs out and I can no longer complete the objective normally.

So, I've decided to break out the cheat codes because this bug is just so damn stupid and obvious. Having done game QA myself, there is no way they didn't know about this.

I'll describe it in detail in spoilers:
Spoiler for Hiden:
At the end of the final mission you're tasked with killing 3 avatars while enemies constantly pour in from the sides via gates. I killed 2 avatars pretty easily with my squad, and had the third one dead to rights. Now the Avatars do teleport around, but everywhere in the room that he could teleport to I had someone that could hit him along with my ace sniper perched on high.

However, when the Avatar teleports for what should be the final time, instead of staying in the room, it teleports literally 5+ rooms away back near the start of the level. At first I thought this was intentional and that I had to fight a few waves of enemies before it would come back. But the enemies just kept coming and I scroll around and finally found the guy just sitting there. So I start running guys back there to try and get him, even mind controlling a Codex to teleport to him and attack. But instead of teleporting back to the boss fight room the Avatar teleports in that area hidden from sight, and the codex breaks its mind control. I just end up with my lead guy mind controlled since he'd run ahead of everyone and everyone else hit with a psi bomb.

This is the closest I've been to completely losing my temper. So, I'm about to cheat the hell out of the game then not touch it until they patch. It's one thing to have graphical and timing glitches, it's another to let something that dead ends progress.
51  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 11, 2016, 12:35:48 AM
There is no diagonal cover, only cover in the cardinal directions. However, if an enemy is at an angle where he's near the plane that your cover is on, they get a bonus to counteract that cover.

You can see it yourself in by opening up the To Hit percentages any time you  take a shot.

One tip is that if you put someone in full/high cover at a decent distance, it's very difficult to hit him, so it can be useful to just move into full cover instead of taking half cover. And if you want to make sure they don't get hit, add on an Aid Protocol from a specialist, it doesn't use up their action, so that specialist can shoot or move on their own.
52  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 11, 2016, 12:13:47 AM
Part of the issue is that you need to manage how much you encounter at one time. That mission isn't on a timer, so don't push forward and trigger more enemies when you're already fighting one group, the same goes for any mission, even timed missions when you have a turn or two to spare.

If you are overwhelmed, don't hesitate to back off into full cover and overwatch, preferably also behind complete line of sight blocking terrain. Because enemies move at different speeds and at different angles, they'll reach you at different times. It gets easier when you can fire your entire squad at just 1-2 guys, statistically you'll hit even with a lower hit percentage from range.
53  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 09, 2016, 05:37:24 AM
Okay, here's a really weird technical tip but I swear it works and has been confirmed many places elsewhere:

While loading after a mission, if it's taking a long time to load you can just hit the CAPSLOCK key. The game will stutter for a second, then it'll load immediately.

I know it sounds like one of those crazy sounding things that gamers do because of hearsay, but I just checked. This won't work if you have a slow HD and if your system is slow in general due to hardware, but if you have a powerful PC and it weirdly takes forever to load back into the Avenger after a mission, this will help. I haven't tried it during pre-mission loads though.

On the other hand, after trying it a few times more just now, it might have caused my game to crash. So yeah, this game has a lot of weird technical issues.
54  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 09, 2016, 01:34:56 AM
Yeah, even the devs said to play on Veteran even if you were experienced with the original XCOMs, specifically saying there were some traps in the overworld/tech game that could lead to a loss.
55  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 09, 2016, 12:47:11 AM
So, what building do you guys build first, the Advanced Warfare Center or the Guerrilla Tactics School?

In my next play through, I plan to start AWC to try to get more cross class abilities early. They've been incredibly useful for my current play through, despite getting the center late. A few of the GTS upgrades also seem retroactive, and to get other upgrades you need experienced troops anyway. Plus with fewer troops I can at least use an engineer to reduce recovery times.
56  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 08, 2016, 07:24:29 PM
Flash bangs are absolutely critical, there's enemies out there that are almost completely nullified for a turn using a flashbang.

The one item I really like and use, but have a problem with balance-wise is the Mimic Beacon. When you use it, it might as well be psionically taunting every single enemy in view of it because almost without fail enemies will go after it until it dies. I've seen only one instance where an enemy tried to act against one of my own troops. Even Sectoids don't try to use psi attacks and will shoot at it.
57  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 07, 2016, 05:54:36 AM
In homage to Rick and Morty, my next play through might be one where my entire soldier base is made of Jan Michael Vincents.

As a tip for speeding up evacs, if you use Tab or whatever button to switch to a different soldier while the Evac animation is playing, it will skip that animation and jump straight to the next soldier.
58  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 06, 2016, 07:19:17 AM
So after using some of these mods, I'd have to say they're interesting but don't have the polish to truly mesh with the game right now.

Most leader abilities have weird limitations or trade offs that are trying a bit too hard to put in that limitation.

The SMG's extra movement is very nice, but the damage in a damage centric game is far lower than expected, and the range is poorer than the shotgun which already does well at medium ranges, but also kills at short ranges. A blade-centric ranger could get a lot of use out of this, but rarely ever will you need that extra movement to get within range of a blade since you have 2 moves worth of movement.

I haven't faced the muton commander yet, but I'm not looking forward to it.
59  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 06, 2016, 01:28:36 AM
It's definitely due to technical issues and bugs. The core game is sound and good as ever, but for some reason there's all sorts of oddities, and while most are cosmetic some do affect gameplay.

The big one for gameplay is that sometimes the game doesn't recognize when a soldier can lean out a tile to the side to take a shot or throw a grenade. The whole game is based on this functionality as most of the time your guys are temporarily stepping out of cover to shoot. However, in just my first session of playing, I had 3 critical times that my guy could take a shot or throw a grenade due to this bug.

The other bugs are stuff like walls and roofs not disappearing and other cosmetic glitches. There's also a lot of cases where soldiers seem to shoot through walls, which is understandably strange until you realize that enemies and soldiers all occupy the entire cuboid shape (or rather, the abstract digital representation) for the purpose of line of sight calculations.

My biggest tip is to watch out for those convoy trucks in convoy attack missions. While it may seem like only the front is on fire, the whole thing will explode like any other car. I had to reload due to a death from that on the first mission.

Also, use flashbangs and mimic beacons. In fact, the mimic beacon may be the most powerful item in the game.
60  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 04, 2016, 04:36:56 PM
So, anyone see the latest video from Firaxis showing the latest changes? They put in the final tuning on Legendary difficulty and if you've been seeing how it seemed a little easy for other pre-release youtubers, well it's no longer easy.

The new Chrysalids are a nightmare, but it's not a straight up increase in power, as there are some things about them that are also much more manageable. But the addition of an enemy that can come out of nowhere and do damage, forcing you to do the old 1 move and overwatch, while also forcing you to forge on ahead to save civilians is incredibly tense.

Also not sure if mentioned already, but if you've been watching videos of people putting their guys in the open to drop concealment and get an extra turn of shooting, that's not going to work as cleanly anymore, and enemies catching guys out of cover but in concealment will now sometimes stand and shoot without moving.
61  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 01, 2016, 08:07:50 PM
I don't judge anyone for playing the game as they like. In fact, XCOM is one of those games that really can appeal to both types, and you can definitely try to up the challenge as you become more experienced and it becomes less stressful to you.

I've been watching new videos that popped up today since an embargo over, it's looking like there's a lot more story in the game. So playing this one for the narrative is even more appealing than before. The increase in story elements has been mentioned in multiple reviews. There's even hints from the devs that as the game escalates later in the game, things change more than you'd expect.
62  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: February 01, 2016, 06:50:25 PM
So how many of you guys are playing with those Day 1 mods from Long War Studios?

I think I will play with all 3, the SMG and Leader skills tree to give me more choices, and the Muton Commander to balance out the potential advantages those mods.

I'm also considering making some mods since they're really pushing that aspect.

The first one I'm considering is Soldier Quirks and Relationships. The quirks are very minor advantages to soldiers upon recruitment for very specific things, meant to differentiate soldiers in the base game, without being as extreme as the random stats in the second wave setting. Stuff like +5 to shooting a very specific enemy because that enemy type killed his best friend. Depending on the reception, these could turn into greater advantages through some method.

Soldier Relationships are similar, but gained by soldiers going on missions together and doing things. They might confer advantages like extra Will when near, or extra Aim when shooting at the same target. It'd likely start as smaller advantages, such as gaining +5% to hit when shooting at an enemy that has flanked someone that the soldier is friends with. Of course, effects for death or serious injury of one or the other is a must.
63  Gaming / Console / PC Gaming / Re: What are you buying this week? (2/3/16) on: February 01, 2016, 07:44:21 AM
XCOM 2 on Friday, let's see how many friends and forum members survive the first week.
64  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] The Division (Tom Clancy) on: January 29, 2016, 05:08:45 PM
So, how's this comparing with say, Destiny?

More importantly, is there any indication of a good story, or is it primarily MMO-like fare? Destiny drove me away with its lack of coherent and interesting story despite how much its advertising and setting really seemed to push the idea of a deeper narrative. The Division didn't seem to push that element, so I won't knock it as much if it doesn't have as much, but I would like to know how interesting the story that's there is.
65  Gaming / Console / PC Gaming / Re: Homeworld: Deserts of Kharak on: January 28, 2016, 01:34:02 AM
I was completely unaware you had a youtube channel, I've subscribed. I wonder if I could produce some multiplayer streams or casts for GT since I have time.

Positioning is super important, in a good way similar to Company of Heroes, where some engagement distances are long. But thankfully not beyond a screen distance.

I mentioned above that the scale works well and they don't fall into the super zoom trap like SupCom and PA did. The sensors manager is really good at providing just enough into and control that you can pop in and out of it. There is no mini-map though, so good players will have to check that more often

One major problem is that the game has a rush problem as the Gaalsiens. Their early sand skimmer vehicle and ability to produce units on the move from production cruisers is dictating the early game way too much. You just rush production of skimmers and keep producing them right into the enemy starting area. If you aren't directly countered with 1, maybe 2, of the only opening strategies then you win. It's even worse if you encounter an enemy Gaalsien player who are often using the same strategy, so the whole match devolves into a boring scrum in the center until one side lags slightly behind in producing these fast and cheap vehicles, then concedes.

I even saw one twitch stream go through an hour and a half of games devolving into Rush with Gaals, win within 3 minutes, if not, concede the moment things go slightly wrong the complaining about his inability to handle mid to late game. Then he got all stuffy when I called out that basing your entire play on this samey opening move is boring and stupid.

It also just pointed out one of the things I hate about so-called hardcore RTS players, and often in other game communities. People who are willing to put up with really bad, stale, or broken design just because there's a tiny narrow way to counter it. Then whining about how fixing this glaring design and fun factor issue is somehow limiting their play, then later whining about how bad matchmaking is because all players looking to actually have fun have left. I think it's one of the reasons why RTS games lost so much ground, not just the consoles, but a player base that was so unwilling to adapt to new game dynamics while somehow willing to adapt to every strategy.

Thankfully, when this rush strategy was countered it quickly opened up and the better player showed through, with the overall game being much more dynamic. However, it's just a shame that this singular powerful strategy locked up the early game into some boring and narrow pathways.

Oh and multiplayer match length isn't that long either, around 15-30 minutes which is just right for these days.
66  Gaming / Console / PC Gaming / Re: Homeworld: Deserts of Kharak on: January 27, 2016, 03:25:12 PM
I'm going to pick this up soon.

I've been watching video of MP matches and while it's in the early stages of learning the game, there's a lot to the game so far. There's a lot of the homeworld feel in the MP, but also it goes beyond that.

The biggest change I like is that you really can, and should, use the carrier more directly as both support or in combat. People are still figuring this element out, and it is dangerous, but it's an incredibly powerful move. This is helped by the power upgrades system, where you have a set amount of power for the carrier that you distribute between four systems, the amount you get can be upgraded, and you can run hot for a short time. Switching distribution takes a short time after every change, but if you set them properly you can adapt to the situation. The Coalition carrier can do this more easily from the beginning, since it moves quickly from the beginning, and has a built in armor system. Meanwhile, the Galsian carrier moves slowly to start, but has a Speed power system that can make it much faster. After that you can put power into repair systems, weapons strength, and weapon range. The repair system repairs units around the carrier and I think the carrier itself, so having units around the carrier in combat will last a lot longer. The Weapons turns on various weapons systems, but the weapon range power system can make the carrier's weapons reach as far as artillery.

This is a great improvement over Homeworld's motherships, which just sat there most of the time as a base and target. Now, you can risk the carrier for great rewards. Most players are still figuring things out, but I'll probably play MP trying to learn how to use the Galsian carrier as a fast moving attack platform, using the speed to strike, switching to weapons, to cause damage, then zipping out with repair and speed systems maxed.

The other elements are all looking good. The combat happens at a very homeworld pace, units can die quickly, but it's at a manageable pace if you make sure units aren't being attacked by their direct counter. They don't fall into the zoom trap, although you'll spend a lot of time hopping in and out of the sensors manager, you still have enough time to and are encouraged to manage fights directly.

Unfortunately, there are issues with matchmaking, since all the MP matches are region locked. They also don't have Replay functionality yet, which is why there aren't the usual replay casts on youtube to promote the game. The skirmish AI is pretty bad as well, but they've already committed to fixing all of these issues.

Right now there's also only a limited amount of difference between the two factions, which has been a problem in homeworld, but the differences that are there will become more obvious as people learn the game more.

The map situation may seem bad with only 5 maps, but not only have they announced a new map already for the next patch, the maps that are there are utilized really well. The terrain matters and is interesting. It does get a little samey since it's a desert planet, but the maps are utilized well. It's also amazing to see how all the units move around the maps.

Overall, I find myself more excited for Homeworld 3 if it keeps these ground war elements some how. It's very much homeworld, but on a more manageable ground combat scale.
67  Non-Gaming / Off-Topic / Re: [movie] Terminator: Genesis + a TV series? on: January 22, 2016, 11:08:13 AM
New terminator series set in the future war against Skynet, but this time, a Terminator from an even more distant future arrives and seems to be playing both sides of the conflict. Entirely new actors, no more arnold. Really reboot the whole thing such that only 1 and 2 matter.

The new trilogy could do a better job of the whole man/machine and introduce shades of gray in terms of machines that become smart enough to disobey Skynet. Then also make use of something Cameron said about how Skynet is now so intelligent that it's guilty about destroying most of humanity, and its inefficient efforts to exterminate what's left of humanity is only a part of Skynet's defensive programming that won't let itself be destroyed, but it also can't finish the job.

Then weave in the concept that the use of the time travel has trapped everyone in a recursive loop that a new trilogy could help untangle.

And throw in Robocop. Tongue
68  Gaming / Console / PC Gaming / Re: Homeworld: Deserts of Kharak on: January 20, 2016, 12:50:30 AM
Some footage of AI Skirmish:

There does seem to be some interesting power balancing and upgrade mechanics with the carrier.
69  Gaming / Console / PC Gaming / Re: Homeworld: Deserts of Kharak on: January 17, 2016, 11:42:11 AM
So, this game is out really soon, 3 days from my post here.

The videos look good, but has anyone seen some more in depth opinions of the gameplay, specifically multiplayer?

A long time ago I was part of the pre-alpha test, but had to excuse myself due to conflicts of interest. I completely lost track of it and there wasn't much to see then.

Now, I've been itching for a good RTS to play some multiplayer in.
70  Gaming / Console / PC Gaming / Re: Psychonauts 2!!! on: January 12, 2016, 10:24:58 PM
It's a terrible investment, but glad it got funded enough to create a sequel.
71  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: January 10, 2016, 09:32:33 AM
A bunch of youtubers got their hands on the game for extended gameplay, even allowing full class breakdowns.

It seems that one of the big design changes was allowing more customization and abilities for XCOM troops, but also that each mission now has more dangers and time sensitive objectives.

For example, the new version of terror missions now has a requirement of a certain number of civilians rescued for the mission to be considered a success. The only way to get artifacts to research is to pick it up off timed loot drops. A majority of missions have timed objectives on top of that

Meanwhile, troops are freed up in movement a bit, like the Specialist class able to do hacking objectives from a long distance. Reloads don't take an entire turn now. Assault also get crazy movement and attack abilities, later on.

You can even start combining class abilities, although randomly, it can lead to soldiers with even more powerful combinations, but they're asked to do a lot more. The new enemy types and new takes on current enemies are just nasty.

72  Gaming / Console / PC Gaming / Re: Fallout: New Vegas - late to the party thread on: December 29, 2015, 10:38:11 PM
The reputation system was interesting in that it also tracked how consistent you were. If you just did whatever you wanted, you got to be known as unpredictable.
73  Gaming / Console / PC Gaming / Re: Project Morpheus: Sony Playstation VR on: December 28, 2015, 07:05:31 PM
Have they said if this thing can be used with the PC yet?
74  Non-Gaming / Off-Topic / Re: Star Wars Episode VII Director Revealed on: December 20, 2015, 09:43:30 PM
Spoiler for Hiden:
Well, you can't say that Starkiller base wasn't effective. That one shot knocked out a lot of the Republic fleet and many core worlds from across hyperspace. Not only that, it actually repulsed the usual attack from the Rebels/Resistance, creating a deadly trap for the fighters that came to attack it, requiring multiple infiltrations from Galaxy's Best types to put a crack in the armor, just so that another Galaxy's Best pilot could fly in to destroy it. Most of end was the fighters flying around crying about how well defended that station was.

The next movie will likely be the weakened Republic reeling from an all out assault from the First Order now that its lost most of its fleet. That'd be a great time to start filling in the many gaps hinted at in the movie without needing to read books. Not only does Luke get to explain to Rey, Leia and Poe gets to explain to Finn, meanwhile Finn gets to explain to everyone how things work inside The First Order.

Also, did anyone see any other fighters besides X-Wings? I'd love to see an updated A, Y, or B-Wing. I guess they wanted to keep to New Hope in that regard.
75  Gaming / Console / PC Gaming / Re: [PC] XCOM 2 on: December 14, 2015, 10:07:27 PM

This video was released recently and actually has the devs running through some of the new soldier configurations and abilities.

I really like the new dynamics in soldiers that I've introduced, and they've added a ton of options for customization of equipment too.

Those weapon mods in particular seem to have a tiny chance of doing something awesome, like a 5% chance of getting another action after shooting, or the tiny chance of getting an instakill.

The XCOM troops seem to have more options around the mid-early game, by

I also like how they've woven in those objectives that force you to move up quickly to secure them. In the first game most people basically solved the game by just overwatching and crawling forward. Enemy Within fixed that with the decaying meld cannisters.

Other things, like the ability to do rookie training, which I think either guarantees or drastically increases the chances of making a rookie into a class that you choose.

76  Gaming / Console / PC Gaming / Re: [PC, PS4, XB1]Fallout 4 on: December 06, 2015, 12:16:52 AM
I think New Vegas might have spoiled us on quests that have non combat solutions, because Bethesda is all about everything devolving into combat in one way or another.
77  Gaming / Console / PC Gaming / Re: Final Fantasy VII remake fpr PS4 on: December 06, 2015, 12:11:38 AM
It won't be the same, but it could never be the same with the level of nostalgia behind the game. Most people don't remember FF7 as it really was, and a few friends of mind refuse to play the re-releases of it because they'll know it wouldn't hold up to their memories of playing it while young.
78  Gaming / Console / PC Gaming / Re: [PC, PS4, XB1]Fallout 4 on: November 27, 2015, 04:19:37 AM
I really should have thought my idea of going high intelligence, charisma, and luck build through when I selected to specialize in one shot pistols instead of rifles or automatics. In the mid 20 levels you really start to feel the lack of endurance and agility. Thankfully, one of the powered armors I have can get a level 4 Science mod that turns on the stealthboy effect whenever I crouch, so I'm aiming for that as soon as I can.

Enemies also start wearing armor that's more effective against energy, and everything, so location shooting is more important.

One thing I really hate about the inventory and UI system being a holdover ancient games is that around this time, enemies also start wearing a whole new tier of armor with a higher base stat, which is only indicated by a prefix, such as Sturdy Leather. So if you do anything to the gear that changes the title, you have no indication of this higher tier of gear.

If thee's anything I hope for the next Elder Scrolls is that they overhaul the UI completely.

Oh, and has anyone used the cover system in the game? I've heard reports that there is a cover system in the game, and the only way you see it is when your gun lowers when you're near a wall, haven't experimented with it, but my low endurance character should make use of it.

Currently travelling with Curie as well, only because I'm going through and seeing all companion stories. Big fan of Piper though, just because her commentary us usually funnier to me. But I did have a total heartwarming conversation with Codsworth.
79  Gaming / Console / PC Gaming / Re: [PS4/XB1/PC] Deus Ex: Mankind Divided on: November 19, 2015, 02:21:56 AM
Honestly, with the mess of the pre-order marketing, and Square's own internal issues, I'm not surprised at a delay, but that's a pretty big delay.

Hopefully it means more quality content.
80  Gaming / Console / PC Gaming / Re: [PC, PS4, XB1]Fallout 4 on: November 15, 2015, 12:40:47 PM
Enjoying it immensely, just to buck the trend. There are problems, serious problems, but the additions do rise above most of them.

The additions to companions, in particular, are spectacular. It's nothing compared to Bioware, but it is a big change for Bethesda games.

It can be a grind if you let it be a grind. The question is, how exactly are you grinding and to what purpose?

The only simplification I'm seeing is that removal of skills, but I'm not sure how complex you can get with a set of percentage numbers that are poorly laid out holdovers that even the original creators of have moved away from in their more recent games. I do think the perk chart has many oddities in layout though.
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