QuoteDisplay MoreEveryone is fine with the seer kid dying. Even his sister is over it pretty quickly. Only exists to bring Bran to creep old Warg guy. I thought Bran was told in a dream
he was the three eyed crow so I'm a little confused what's going on there. Either way he's going to become the super witch.
I wonder if The Hound is actually dead or is going to come back like his brother, Frankenmountain. And if Frankenmountain will have a different actor.
Looking forward to Arya reuniting with cool assassin dude.
Dragon Lady plot remains boring and linear even in the series finale.
Posts by Taylor
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Fingers crossed for P1 advantage.
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The only thing worse than people being disappointed because not every surface in a city has a real-time reflection, is journalists and gamers asking to cut it some slack for being "the first in the series."
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Quote from Marcem
so, in other words, the same thing. How much do all these samey dota-like games make, anyway? So far, it seems that all this has going for it is "we have historical figures mixed with fairy tales". Who is this for?
There are two, maybe three, successful DotA games and one of them is DotA. They both seem to host a trillion dollar tournament every year so that would suggest they're doing okay.
This looks very by the numbers and the characters are so random. Even if you accept the premise that it's fantasy and historical figured plucked to fight, why does Red Riding Hood have a huge cleaver? Why is Robin Hood evil? Why is Fenrir related to fire? I'm confused.
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Yeah, it's not the same as simply buying power, but you need to unlock all your options and if you don't have all your options it's not a level playing field. Most F2P games operate via time = money.
I think I worked it out that if you won three games a day it would take about 5 years to unlock everything. Although this also includes runes (and most of those are pointless) and doesn't account for the continued stream of more content to unlock.
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Fairly sure I've read this article fifty times already by different authors, although this one at least gets credit for length. As usual it pretends mobile and traditional gamers are the exact same demographic, but the former have just been mislead by the evil people in suits. It also has some pretty suspect examples: Mobile games don't care about UX design? Please. Like all other opinion articles in Polygon, it's link-bait to advertise something, although at least it isn't quite as factually inaccurate as Bennet Foddy's "my game collection won't have net-play because I don't understand net-code" piece.
The F2P model is already ingrained in PC gaming and Steam, and accepted and beloved by gamers who will defend it as being fine because you're never "paying to win." Go tell a League of Legends player LoL's model is exploitative and they'll bite your head off. Valve are pretty much leading the F2P charge with Team Fortress and Defence of the Ancients being a constant test-bed for different monetisation models.
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Yeah, I entered this time as well. In fact I just submitted my entry: Sword and Shovelry, which is based around the Zelda shovel mechanic where you dig up every single tile in the Overworld looking for about two items.
“Hidden” in each level are three seashells, although their locations are hinted at with arrows at the sides of the screen, and until you uncover them you cannot damage enemies. It’s short and hopefully sweet.
[Blocked Image: http://i.imgur.com/Cz4xVqH.png]
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Quote from Minos
Aren't most Square-Enix JRPGs like that though?

Most of them are super awesome and great overall, but there's always some massively stupid design/story choice along the way that can potentially ruin the whole experience if you don't swallow your gamer pride and keep going.
I'm not sure I agree with that. Or at least not to this level. I mean, the Light Pillar is comparable to the World of Ruin in Final Fantasy VI. Except the WoR strips your party down to one, completely changes the world map, changes every single location, changes all the enemies, adds a whole bunch of extra content, and then gives you an open path to recruit your old party members and enter the final dungeon whenever you're ready. It's basically an entirely new world. BD just respawns everything and adds flat statistics to them with very flimsy reasoning. It really is another level of lazy.
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I've been playing Bravely Default which recently got some news because it was selling unexpectedly well and could even create a shake up within Square-Enix. Perhaps 75 million dollar corridors where you don’t do anything but select auto-battle for one character are not the best formula for an RPG?
But while Bravely Default is decidedly old-school when it comes to making sure you’re actually looking at the screen while playing, I cannot help but think a lot of the hype is from people who missed the SNES – PS1 era.
The job system is really broad but there are a lot of optimal strategies like Sleep + Twilight or just using four ninjas that breeze through everything. And a lot of the bosses force skills like Rampart or Spirit Ward with Speed passives so it’s not like you have the freedom to do what you want.
But my main problem with the game is your motivations for doing things are poor and you often feel like you’re on a wild goose chase rather than a mission to save the world. Take this sequence from the first temple you visit.
Quote- You need to go to the Wind Temple to cleanse the crystal so you run down there and head inside.
- Fight your way through the temple to the Crystal and learn you can’t do the ritual without the vestments. This is something your party would have known before entering the bloody temple!
- Go and find vestments but oh no they’re ruined.
- Leave Temple.
- Walk half a continent back to the airship and fly to a house you couldn't enter before.
- Old man says he can repair the vestments but needs Rainbow Thread.
- Go and get thread from nearby dungeon that you also couldn't enter before.
- Go back to the Old Man so he can repair the vestments.
- Fly back and walk halfway across the continent again.
- Go back through the Wind Temple (thankfully you unlocked a short cut).
- Fight boss.
- Cleanse Crystal
And this is pretty much how it goes for the whole game, with your party kind of ambling along aimlessly and occasionally stopping like they can’t remember if they left the oven on and forcing you to backtrack. But the ultimate slap in the face comes with Chapter 5.
QuoteChapter 5 resets everything in the game. The crystal objectives reset, all the bosses reset, all the side-quests reset and a flat statistics boost is added to all enemies. Then it gives you the airship and tells you to do it all again. Enemies don't even drop better stuff.
No thanks. -
Just landed a permanent position at Space Ape as a Gameplay and Content Designer (just Game Designer will do I imagine!).
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Only if I can do the vehicle sections and have creative license to make the game have no vehicle sections.
But I'm less Mapcore Elite and more Mapcore Still Here.
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Puyo Puyo predates Puzzle Fighter by at least half a decade and the chain and junk tile rules are significantly different.
From a mechanics point of view I think the bigger grid, at least in the single player mode, is kind of a negative so long as drop speed is tied into cancels. Puyo Puyo is ridiculously easy to chain (in competitive matches there are usually only 1-3 in the whole thing!) and I find putting junk blocks where you want can actually increase chain potential... But maybe this is cool, start the game and construct the world’s largest chain with no pressure, then die as it’s maximum speed.
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I thought it was alright. I guess my main issue with F2P is most of the drama is external to the competition itself. The girlfriend, the father and the, err, desk are very important parts of the film (the father part really hit me in the feels), but there is no real relationship, let alone rivalry, between the players we’re following. Instead they have the shared and somewhat-manufactured antagonist of The Chinese, who are presented as some kind of unstoppable DotA2 force with no background on their own tribulations. But hey, it was well told and had all those cool artsy shaky-cam shots. One of the best adverts I have ever seen.
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Tower of Icarus
[Blocked Image: http://alexandertaylor.net/images/pre_tower_f.png]A platformer created for the Procedural Death Jam where the goal was to create a game in the newly coined Procedural Death Labyrinth genre (roguelikelikes, roguelites, etc).
The world is randomly generated as progress is made up the tower. The player and enemies all benefit from statistics that can be rewarded or removed either permanently or temporarily by drinking potions. Potion effects are randomised each game. It was rather 'inspired' by Kid Icarus.
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Haha, I'm cool with it.This thread is weird thread anyway. It probably should be in games discussion as a more general jam thread.
Nice game action! I jumped on the things and read the signs and then landed in spikes. 10/10 would game again.
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Quote from generalvivi
That twitter account doesn't belong to anyone who worked at Irrational Games. It's a kid trying to troll everyone. For the sake of less exposure you might want to remove it from your comments.
Yeah, I know. I think it's clear from the link it's not someone from Irrational.
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Quote from Skjalg
I think this is a change that we are bound to see happen more in the industry as we shift from large 100+ sized teams into more manageable 15-30 sized teams. There's three reasons why I think this.
A lot of companies strip down to a core team once a game is out. It's why I've not seen another full-time position since I first entered the industry 7 years ago - everyone is on contracts now so you can get rid of them at the end of the project and avoid scary headlines.
Also, here's something fun: https://twitter.com/visteps/status/436100945668096000
Edit: Clarity
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Brick Force
[Blocked Image: http://alexandertaylor.net/images/pre_brick.png]
Brick Force is a bad clone of Breakout for The RR Cassette 50 One Screen Remake Mini Competition, where the objective is still to remake a retro title in a flawed way parodying compilations like the original Cassette 50. Unlike the above I didn't go off on a weird YouTube Slender Let's Play angle and it's my actual entry.
Brick Force is a rather terrible rendition of Breakout for many reasons, but mostly the fact that if any of your multi-balls exit the screen it's game over - making it basically impossible.
I promise the next thing I make will not be intentionally terrible.
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