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Leal
Oct 2, 2009
The enemies in Division are hilariously overly lethal. I'll be heading to a mission and by the time I realized I'm being shot my armor is completely destroyed and I have a 50/50 shot of any cover I manage to dive behind having another enemy on that side of the cover and finishing me off. Missions start to feel like RNG if a guy enters from stage left and deletes my health while shrugging off buckshot to the face.

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Rampant Dwickery
Nov 12, 2011

Comfy and cozy.
Playing my way through Psychonauts on a lark has reminded me how glad I am that the "let's scramble the player's controls for fake difficulty" school of design has largely died a screaming, fiery death. The game largely holds up to the test of time, but scaling Thorney Towers with those exploding Confusion-blasting PSY-rats, each scaling the walls and ceilings to keep up with me, has caused me no end of grief.

I am not looking forward to the Meat Circus (spoilers for a fifteen-year-old game, I dunno).

Mierenneuker
Apr 28, 2010


We're all going to experience changes in our life but only the best of us will qualify for front row seats.

Lil Swamp Booger Baby posted:

On another note, Metroid 2 has the most inane music, besides the initial track that plays at the very first area, the music often just seems like a collection of random notes. It reminds me of the Resident Evil Dualshock Greatest Hits Edition for PSX (a mouthful) where they very clearly had some dude who knew nothing about writing music make the soundtrack.

I wish I could turn it off but unfortunately that is not an option.

I think it’s intentionally a series of random beeps and bloops in that south-eastern area that’s nothing but vertical shafts with teensy platforms. I would get lost for hours in that place as a kid. Even if you hugged the wall that was confusing.

The Moon Monster
Dec 30, 2005

Lunchmeat Larry posted:

I never really got into the DLC because it seemed a bit of a slog and I was already burned out on the ridiculous postgame missions like fighting Nobunaga and frost lady together. did I miss much?

I never played it either. I enjoyed that game while I was playing it but the whole loot system kinda leaves me uninterested in going back.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
Continuing my thoughts on seeing new players play XCOM 2. I'm wondering if the Codex enemy is too much. Most of us who played it know its weaknesses, but it is scary otherwise.

It first appears using a certain item on a certain enemy as part of a main story objective. You're not given a warning that something will happen, so you probably didn't prepare. So it teleports and drops a bomb that drains your guys ammo and forces them to move or be caught in a follow-up explosion. Or you do have some actions left to spend shooting at it, only for it to split into clones on taking damage. One of which drops a psi bomb on you.

It has weaknesses, but they're not apparent at all. It's an energy being, with a mechanical brain, but it's vulnerable to flashbangs and certain psychic powers like an organic enemy. It's vulnerable to anti-robot special ammo and EMP grenades, but not to specialist class abilities that do bonus damage to "regular" robots. A couple of other nasty "organic" units have this similar weird selective vulnerability to some anti-robot measures. It's great if you know, but it's very obscure.

Another thing XCOM 2 did a bad job of conveying are supply raids. They are presented as nothing more than a nice opportunity for some loot, but if you fail or ignore them, you lose contact with the region where they happen, decreasing your income. I don't think there's a way to know this until you decide to skip one when it pops up. IIRC the warning it gives you when you try to advance the clock after it pops up just warns you that you'll miss out on the mission, not about the penalty.

Daneru is doing an LP of XCOM 2 on this forum where he got the opportunity to do a supply run as a reward for scanning an area, but it unexpectedly came with a sitrep where he could only bring three soldiers. He encountered an excess of tough enemies, made the decision to retreat, and lost the region. All because of the "reward."

One last fun thing I saw was in a special story mission in the War of the Chosen expansion that introduces the new features. The second leg of the mission simultaneously introduces a soldier class with the ability to yank an enemy to their location for a melee attack (who has to survive the mission) and an enemy that has a chance to explode on death. It even introduces the new guy executing the new enemy with his melee weapon. So it's a good thing they don't send you all the way back to the beginning when you fail.

Dr Christmas has a new favorite as of 22:26 on Mar 29, 2019

Strom Cuzewon
Jul 1, 2010

Can my little thing be that the stats system in Nioh is completely and total bullshit garbage?

The stats are so stupidly spread out. Every piece of armour needs different minimums, so you need to have a wide spread or you won't be able to wear half the poo poo you find.

But even if you do min/max, it makes no difference. I could pump all my points into Body, wear heavy armour, and my survivability was still rubbish. Sure, the bosses would deal only 51% of my total health bar each hit, instead of 75%, but that still equates to two hits = death

Every piece of armour had a Defense Rating AND a Damage Reduction %, with no indication of the difference. Is 50 more points of Defense better than an extra 1.5% reduction? Who the hell knows! You could sacrifice weapons to upgrade other weapons, but the cost to do so would be either "peanuts" or "the contents of fort knox" with nothing in between. Loads of weapons would buff elemental damage on attacks, but the weapon themselves wouldn't have any elemental damage, so it'd be useless unless you were applying your own buffs.

You also had a way to recover your ki (stamina) after each attack, which was one of my favourite mechanics in the game. But you had a "ki pulse" stat that would determine how much you'd recover. I had a "Ki Pulse" of 352, but only 110 max Ki, so that number could mean literally anything, and I never saw any change in recovery.

And then throw on the most over the top Diablo loot I've ever seen. Dozens and dozens of different armour pieces in every level you played through, but all with the Japanese names, so unless you know the difference between a Go, a Do, a Joi etc you have to scroll through every loving slot to figure out what you just picked up.

But this push towards perfectly accurate naming somehow never applies to the prologue (the first of three tutorials for some reason), and I have to sit through "William the 1st" and "Tower of London Guard". Must have been revenge for all those awful weaboos with their hats.

rodbeard
Jul 21, 2005

Dr Christmas posted:

Continuing my thoughts on seeing new players play XCOM 2. I'm wondering if the Codex enemy is too much. Most of us who played it know its weaknesses, but it is scary otherwise.

It first appears using a certain item on a certain enemy as part of a main story objective. You're not given a warning that something will happen, so you probably didn't prepare. So it teleports and drops a bomb that drains your guys ammo and forces them to move or be caught in a follow-up explosion. Or you do have some actions left to spend shooting at it, only for it to split into clones on taking damage. One of which drops a psi bomb on you.

It has weaknesses, but they're not apparent at all. It's an energy being, with a mechanical brain, but it's vulnerable to flashbangs and certain psychic powers like an organic enemy. It's vulnerable to anti-robot special ammo and EMP grenades, but not to specialist class abilities that do bonus damage to "regular" robots. A couple of other nasty "organic" units have this similar weird selective vulnerability to some anti-robot measures. It's great if you know, but it's very obscure.

Another thing XCOM 2 did a bad job of conveying are supply raids. They are presented as nothing more than a nice opportunity for some loot, but if you fail or ignore them, you lose contact with the region where they happen, decreasing your income. I don't think there's a way to know this until you decide to skip one when it pops up. IIRC the warning it gives you when you try to advance the clock after it pops up just warns you that you'll miss out on the mission, not about the penalty.

Daneru is doing an LP of XCOM 2 on this forum where he got the opportunity to do a supply run as a reward for scanning an area, but it unexpectedly came with a sitrep where he could only bring three soldiers. He encountered an excess of tough enemies, made the decision to retreat, and lost the region. All because of the "reward."

One last fun thing I saw was in a special story mission in the War of the Chosen expansion that introduces the new features. The second leg of the mission simultaneously introduces a soldier class with the ability to yank an enemy to their location for a melee attack (who has to survive the mission) and an enemy that has a chance to explode on death. It even introduces the new guy executing the new enemy with his melee weapon. So it's a good thing they don't send you all the way back to the beginning when you fail.

I went into the game blind, but I also just played on regular difficulty my first playthrough. Codex was definitely a brick wall the first time, but the fight is only unfair if you're playing on the highest difficulty and ironman mode in which case you're really just doing that to yourself.



Strom Cuzewon posted:

Can my little thing be that the stats system in Nioh is completely and total bullshit garbage?

The stats are so stupidly spread out. Every piece of armour needs different minimums, so you need to have a wide spread or you won't be able to wear half the poo poo you find.

But even if you do min/max, it makes no difference. I could pump all my points into Body, wear heavy armour, and my survivability was still rubbish. Sure, the bosses would deal only 51% of my total health bar each hit, instead of 75%, but that still equates to two hits = death

Every piece of armour had a Defense Rating AND a Damage Reduction %, with no indication of the difference. Is 50 more points of Defense better than an extra 1.5% reduction? Who the hell knows! You could sacrifice weapons to upgrade other weapons, but the cost to do so would be either "peanuts" or "the contents of fort knox" with nothing in between. Loads of weapons would buff elemental damage on attacks, but the weapon themselves wouldn't have any elemental damage, so it'd be useless unless you were applying your own buffs.

You also had a way to recover your ki (stamina) after each attack, which was one of my favourite mechanics in the game. But you had a "ki pulse" stat that would determine how much you'd recover. I had a "Ki Pulse" of 352, but only 110 max Ki, so that number could mean literally anything, and I never saw any change in recovery.

And then throw on the most over the top Diablo loot I've ever seen. Dozens and dozens of different armour pieces in every level you played through, but all with the Japanese names, so unless you know the difference between a Go, a Do, a Joi etc you have to scroll through every loving slot to figure out what you just picked up.

But this push towards perfectly accurate naming somehow never applies to the prologue (the first of three tutorials for some reason), and I have to sit through "William the 1st" and "Tower of London Guard". Must have been revenge for all those awful weaboos with their hats.

Defense seems absolutely useless. The only reliable damage mitigation is not getting hit.

Sally
Jan 9, 2007


Don't post Small Dash!

Mierenneuker posted:

I think it’s intentionally a series of random beeps and bloops in that south-eastern area that’s nothing but vertical shafts with teensy platforms. I would get lost for hours in that place as a kid. Even if you hugged the wall that was confusing.

as ambient noise i thought it worked well for the area. sounded alright enough coming out of those ol grey brick Game Boy speakers. good lord i can still hear them. it's just the caverns area i think. yeah it is not good as music. the ost devolves the deeper into the surface you go. it sounds like an old carpenter sci fi track.

PubicMice
Feb 14, 2012

looking for information on posts

food court bailiff posted:

You probably already know this but while Rocksmith 2014 for PC has a bunch of the same loading issues, it freezes less and lets you use custom DLC and is basically the coolest drat thing ever.

And if low notes on bass strings aren't registering well it's probably worth raising your pickups a bit? I genuinely haven't noticed much of an issue with it across a couple different guitars.

Not everyone has a pc that can play games, some people's chug when they watch youtube. And I don't really trust cdlc to be of the same quality as official charts.

It's mostly an issue when playing actual bass, open and first fret on the e get iffy

Lil Swamp Booger Baby
Aug 1, 1981

Blind Sally posted:

as ambient noise i thought it worked well for the area. sounded alright enough coming out of those ol grey brick Game Boy speakers. good lord i can still hear them. it's just the caverns area i think. yeah it is not good as music. the ost devolves the deeper into the surface you go. it sounds like an old carpenter sci fi track.

I have a lot of positive nostalgia for older games, but I also have a lot of negative nostalgia, mostly that feeling of being lost in a game like Metroid 2 and listening to the music nonstop as I frustratingly look for where to go next.

John Murdoch
May 19, 2009

I can tune a fish.
nm

John Murdoch has a new favorite as of 14:37 on Mar 30, 2019

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



Finally beat PS4 Spider-Man on my second playthrough (I gave up in the first section of the final boss fight last time around), and forget about the stupid forced stealth missions, the true thing dragging this game down is being forcibly switched away from the cel-shaded Toon Spidey costume for the fight and ending cutscenes. When will game developers realize that the joy I get from wildly incongruous character models far outweighs the impact of any big emotions they want me to feel?! Also looking at you, Shadow of the Tomb Raider :arghfist::ninja:

Owl Inspector
Sep 14, 2011

Boss fights where you kill the boss and then the game reveals "ha HAA that was just the easy phase" and it grows another health bar can eat an entire bag of dicks.

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Hollow Knight is rather bad at this. Like the game is already a solid challenge I don’t get why the major bosses start having 500 health and four phases each

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
I'd like to see a game where boss fights boil down to endurance matches between you and the boss. Too often the boss gets stronger (more abilities, more speed, more damage, etc) with each phase, while you get weaker (spending potions/ammo, losing buffs, putting abilities on cooldown) as the fight progresses.

I'd like to see a game where both you and the boss have to spend down what you have as the fight goes on, with game mechanics properly structuring the fight so that you know once the boss fires ability X, it's on cooldown; or when you rip his arm off he can't block from that side anymore, etc. Ideally the rest of the game's enemies are in a similar position: like dark souls where each enemy is dangerous until you learn it.

Probably a nightmare to balance but I think it would be pretty sweet. Mechs might be a good medium, allowing you to have shields as a mainstay, lose limbs, have missile racks to magdump and reload, coolant to manage...

Evilreaver has a new favorite as of 02:24 on Mar 31, 2019

Riatsala
Nov 20, 2013

All Princesses are Tyrants

Evilreaver posted:

I'd like to see a game where boss fights boil down to endurance matches between you and the boss. Too often the boss gets stronger (more abilities, more speed, more damage, etc) with each phase, while you get weaker (spending potions/ammo, losing buffs, putting abilities on cooldown) as the fight progresses.

I'd like to see a game where both you and the boss have to spend down what you have as the fight goes on, with game mechanics properly structuring the fight so that you know once the boss fires ability X, it's on cooldown; or when you rip his arm off he can't block from that side anymore, etc. Ideally the rest of the game's enemies are in a similar position: like dark souls where each enemy is dangerous until you learn it.

Probably a nightmare to balance but I think it would be pretty sweet. Mechs might be a good medium, allowing you to have shields as a mainstay, lose limbs, have missile racks to magdump and reload, coolant to manage...

FTL sorta did a good job at this, where all the systems for you and your opponents work in the same way and they suffer the same degradation and are vulnerable to the same dangers as you (loss of oxygen, fire, shields going down, etc). The sad part is that the final boss still has ultimate gently caress you techniques where it summons a poo poo load of drones or a super shield regardless of the state of it's drone core or shield status, and could run on AI if all its crew died.

Come to think, I'd like to just throw in that FTL's final boss is dragging down the game. The rest of it is excellent, but the final boss has a lot of poo poo that operates outside of the normal mechanics of the game and while there are dozens of valid strategies for surviving the rest of the game and getting to the boss, only a handful actually work against it.

I like your idea a lot, though.

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



Next up, I just picked up Infamous: Second Son (now on sale in the PS4 store!) - I've heard good things but it's rubbing me the wrong way in little areas. It starts off having you rotate and shake the controller to prep a spray paint can, then motion control it a couple times. Also, a bunch of normal moves (opening doors, refilling power bars) are mapped to swipe functions on the touchpad, all with rampant use of the controller's speaker. I feel like these are the things nobody really likes with enhanced controllers, they just get in the way for me like the worst of first-gen Wii control design.

Also, some of the early semi-tutorial missions just feel wonky so far, like there's not much direction and you get almost instant transitions from a "Hey, don't go outside this area" message to "YOU STEPPED OUTSIDE THE AREA, MISSION FAILED!!!". It reloads quickly so it's not the worst, it just feels weirdly unpolished for what I thought was a pretty big-name game. The core of the game feels pretty good, so hopefully things work out as I go along.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

Evilreaver posted:

I'd like to see a game where boss fights boil down to endurance matches between you and the boss. Too often the boss gets stronger (more abilities, more speed, more damage, etc) with each phase, while you get weaker (spending potions/ammo, losing buffs, putting abilities on cooldown) as the fight progresses.

I'd like to see a game where both you and the boss have to spend down what you have as the fight goes on, with game mechanics properly structuring the fight so that you know once the boss fires ability X, it's on cooldown; or when you rip his arm off he can't block from that side anymore, etc. Ideally the rest of the game's enemies are in a similar position: like dark souls where each enemy is dangerous until you learn it.

Probably a nightmare to balance but I think it would be pretty sweet. Mechs might be a good medium, allowing you to have shields as a mainstay, lose limbs, have missile racks to magdump and reload, coolant to manage...

World of Warcraft has fights where you progressively disable various boss abilities, often at the cost of giving the boss a raw damage boost or giving the players another disadvantage (eg reducing the boss area in size). Sometimes the players even got a choice in what aspect to disable, although there was often a clear min-max order.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Captain Hygiene posted:

Next up, I just picked up Infamous: Second Son (now on sale in the PS4 store!) - I've heard good things but it's rubbing me the wrong way in little areas. It starts off having you rotate and shake the controller to prep a spray paint can, then motion control it a couple times. Also, a bunch of normal moves (opening doors, refilling power bars) are mapped to swipe functions on the touchpad, all with rampant use of the controller's speaker. I feel like these are the things nobody really likes with enhanced controllers, they just get in the way for me like the worst of first-gen Wii control design.

Also, some of the early semi-tutorial missions just feel wonky so far, like there's not much direction and you get almost instant transitions from a "Hey, don't go outside this area" message to "YOU STEPPED OUTSIDE THE AREA, MISSION FAILED!!!". It reloads quickly so it's not the worst, it just feels weirdly unpolished for what I thought was a pretty big-name game. The core of the game feels pretty good, so hopefully things work out as I go along.

It only came out a few months after the ps4 released which probably explains the use of the swipe and speaker.

The stand alone sidequel Last Light was better imo

muscles like this!
Jan 17, 2005


Yeah SS was basically a launch game so they had to cram in as many features as they could.

RareAcumen
Dec 28, 2012




Correct me if I'm wrong but you've gotta give Microsoft credit. Xbox has just had controllers and that's all.

muscles like this!
Jan 17, 2005


They also had the Kinect and tried to shove that into things too.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


I like the touchpad :shrug:

RareAcumen
Dec 28, 2012




muscles like this! posted:

They also had the Kinect and tried to shove that into things too.

Oh that's a fair point. On the one hand, the Kinect, but on the other they kept all that poo poo out of the controller in the long run though.

Doesn't mean that the Kinect wasn't obnoxious with how they were trying to push it though.

Len posted:

I like the touchpad :shrug:

Personally I'm just griping about launch games needing you to play with the controller all the time. The DS with that blow in the mic mechanic, all the swinging for the Wii Mote. Stuff like that.

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



Len posted:

It only came out a few months after the ps4 released which probably explains the use of the swipe and speaker.

Oh drat, I didn't know it had been out that long. I can give it a little leeway I guess (although some of that stuff should've never made it to that generation).

Len posted:

I like the touchpad :shrug:

I've been okay with it as just another button to tap for a map or something, but I hate gesture controls - tapping it imprecisely is easy, but doing a motion on it makes me adjust my grip/finger position enough to aggravate me. It just bugs me when it's something that feels like it could just as easily be a context prompt for the square button or something. Edit: ^^^^ yeah, exactly :arghfist:

LIVE AMMO COSPLAY
Feb 3, 2006

Lair (PS3)

I wonder if the patched in non motion controls were any good.

BioEnchanted
Aug 9, 2011

He plays for the dreamers that forgot how to dream, and the lovers that forgot how to love.
I have a question on Ni No kuni 2 - the 65th building? In evermore I have 64 buildings made, but on the map it says 64/65 and there is one building missing on the list below Evermorian Gardens - what the hell is that? It's right at the bottom.

Deified Data
Nov 3, 2015


Fun Shoe

Lunchmeat Larry posted:

I never really got into the DLC because it seemed a bit of a slog and I was already burned out on the ridiculous postgame missions like fighting Nobunaga and frost lady together. did I miss much?

It's good but it's rough for sure - specifically that Nobunaga/Yuki-Onna fight is quite easy compared to a lot of the DLC bosses (weirdly enough the first boss of the first dlc, the centipede dude, is the hardest in the game in my opinion)

Nioh tells the story it wants to tell in the main campaign though, the dlc content didn't feel as essential as say Old Hunters.

Barudak
May 7, 2007

LIVE AMMO ROLEPLAY posted:

Lair (PS3)

I wonder if the patched in non motion controls were any good.

They were good in so far as they worked but they were bad in ao far as they let you play the game and gind oit how not good it was on a fundamental level.

Mierenneuker
Apr 28, 2010


We're all going to experience changes in our life but only the best of us will qualify for front row seats.

When it comes to bosses and endurance fights I’m reminded of Jade Empire’s final boss on the hardest difficulty. But that’s because I was chipping away at his health bar and to damage I needed JE’s version of mana. So I constantly had to switch to the fighting style that earns you mana while hitting stuff... which did even less damage (or maybe not all).

I just looked it up on YouTube and found a video of somebody beating it in 5 minutes by constantly applying poison and dodging. It is essentially the same 10 seconds repeated for 5 minutes. What a terrible loving boss, it is probably dull as hell on the easiest difficulty too.

Barudak
May 7, 2007

I vaguely recall obliterating him on normal with Jade Golem style but that might have only been first form

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Its 2019 and everything has online and can connect at least 4 controllers by default. Why don't we have fun brawler types of games like we did during the ps2 era? Baldurs Gate Dark Alliance, Champions of Norath, Hunter the Reckoning, D&D Heroes.

BioEnchanted
Aug 9, 2011

He plays for the dreamers that forgot how to dream, and the lovers that forgot how to love.
OK, Now I am done with Ni No Kuni 2's postgame - there is one final kingdom upgrade to get, it's a building that won't get to level 4 without a particular requirement, and that requirement is buying a DLC. That's RUDE. You do not mix DLC with the main campaign like that, you keep them distinct so that if someone doesn't want to buy the DLC they don't feel bullied into it with withheld main game content.

Mamkute
Sep 2, 2018
Splinter Cell: I don't have enough bullets for all the lights and dudes I want to shoot. But maybe I'm just bad at aiming.

Strom Cuzewon
Jul 1, 2010

Mamkute posted:

Splinter Cell: I don't have enough bullets for all the lights and dudes I want to shoot. But maybe I'm just bad at aiming.

Skip to the third game and you get a cool pistol that can short circuit lights.

It's also infinitely less frustrating than anything else in the rest of the series.

LeastActionHero
Oct 23, 2008

BioEnchanted posted:

OK, Now I am done with Ni No Kuni 2's postgame - there is one final kingdom upgrade to get, it's a building that won't get to level 4 without a particular requirement, and that requirement is buying a DLC. That's RUDE. You do not mix DLC with the main campaign like that, you keep them distinct so that if someone doesn't want to buy the DLC they don't feel bullied into it with withheld main game content.

What. I was already mad at the last (I guess second last now) upgrade being hidden in the postgame.

KingSlime
Mar 20, 2007
Wake up with the Kin-OH GOD WHAT IS THAT?!

Len posted:

Its 2019 and everything has online and can connect at least 4 controllers by default. Why don't we have fun brawler types of games like we did during the ps2 era? Baldurs Gate Dark Alliance, Champions of Norath, Hunter the Reckoning, D&D Heroes.

This kills me! I haven't tried console local multi in a long time, but back in 2012 or so I remember one instance where I went on a trip with my family. We all dragged our PS3 controllers so we could play some fun call of duty shooting at each other.

Well we couldn't find a way to play local matches on 2-3 games we had and I remember absolutely foaming at the mouth that they would remove such a basic feature. Obviously we had no internet out in the cabin we were at, but thats not the point. Even if we did, why couldn't we do split screen as an easy menu option? Growing up, nearly every game we had let you do this no prob

I feel like this is more and more common nowadays with online multi being a thing. Maybe it's gotten better now but that single experience killed my interest in local multiplayer for the rest of my life. That's the level of bullshit we're talking about here.

Sometimes I'll still play smash with friends but :effort:, though those jackbox games are always a good laugh

KingSlime has a new favorite as of 21:03 on Mar 31, 2019

Antioch
Apr 18, 2003
There's a new Marvel Alliance game coming out for the Switch and I am really hoping the monkey's paw doesn't curl a finger because I have been wishing for a new game in that series for years.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Antioch posted:

There's a new Marvel Alliance game coming out for the Switch and I am really hoping the monkey's paw doesn't curl a finger because I have been wishing for a new game in that series for years.

God willing it will be at least average.

The last one came out before the current microtransaction hell we live in.

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Lunchmeat Larry
Nov 3, 2012

the switch is good for local multi, I had mine at a Wi-Fi-less cabin over Christmas and it went down well.

the PC actually has a lot of good local mp games now which is just bizarre but I won't complain

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