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Punished Chuck
Dec 27, 2010

Caufman posted:

I guess the reaction to hobo Sam must have been pretty powerful since Ubisoft turned the car around on that one, but amazingly they decided to go ahead with not-Michael-Ironside Sam, which is still grinding my gears.

I think Ironside himself probably decided to quit. I remember an interview with him before Conviction came out where he said that he was tired of playing the same character for so long and was going to leave, but he read the script for Conviction and liked the way the story was more personal to Sam and decided to do it anyway. The official excuse was that they wanted a younger actor to do the mo-cap stuff for Blacklist, but I wouldn't be surprised if Ironside just wasn't impressed with the script for Blacklist and decided to continue with his plan to retire from Splinter Cell.

I think the new guy did a perfectly good job, but he just didn't have a chance to live up to a voice as distinctive as Ironside's, especially when Ironside's been playing that character since the beginning.

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Punished Chuck
Dec 27, 2010

Tiggum posted:

Going on a rampage in Saints Row IV just isn't as fun as it should be. Your notoriety goes up way too fast and the enemies who show up at higher notoriety levels are kind of a pain to deal with. The police are the most fun to fight since they just have ordinary cars and guns and can really only rely on outnumbering you, which means that you can take out groups of them together. But you barely notice they exist because they almost instantly get replaced by aliens, and the on-foot and ground-vehicle aliens don't last long either. As soon as the portals start showing up you start getting smaller numbers of more powerful enemies and a whole lot of flying vehicles. And even if you're enjoying that, it takes hardly any time for a warden to show up. During actual quests it all works very nicely and the different enemy types add some variety, but outside of them they just don't work very well.

Effortlessly destroying dozens of cops with superpowered wrestling moves was easily the best part of the game, I was really pissed that you can only do it for like 10 seconds before the aliens replace them.

Punished Chuck
Dec 27, 2010

nematode antipode posted:

Particle effects in general. Yes developers, we're all very impressed that you can make pretty smoke clouds, but it's kind of counterproductive when they slow the game to an unplayable crawl. For god's sake, at least have an option to turn them down like with other graphics stuff.

It's frustrating me with Skyrim's Dragonborn expansion. It's a really cool throwback to Morrowind and I'm enjoying it a lot, except for the ash spawn. They're an enemy basically covered in particle effects. Ash (as the name implies) and embers are constantly radiating from their bodies, they explode into a cloud of ash when they die, they're just generally about 50% particle effect. If there's too many on screen at once (and they often come in pretty big groups), my 360 freezes and I have to reboot the system.

Punished Chuck
Dec 27, 2010

Croccers posted:


Crippling Police for life is slightly better than murdering them! :eng101:
I mean... they're right but you know, you still really shouldn't encourage shooting police.
Actually the Scarface game had an interesting way of handling police.

It's a universal law of fiction that a bullet to any of the extremities is a minor inconvenience that will be healed by the end of the day.

Punished Chuck
Dec 27, 2010

Anatharon posted:

I hate how games break my immersion by letting people walk away from injuries to their arms and legs.

Hacking the databases to turn off helicopters, that's okay though.

My point was the exact opposite, actually: That's how it works in fiction, so just roll with it and don't sweat it about "crippling them for life" or whatever. :v:

Punished Chuck
Dec 27, 2010

I guess this more belongs in the other thread, but I think Splinter Cell: Blacklist did really good with that. You got 100 XP for stealth kills, 150 for stealth KOs, and 200 for every enemy that you sneaked past entirely (once you reach the end of the mission). It subtracts 50 points for each if you were spotted. So leaving absolutely no trace of your existence was rewarded more by far.

Of course, I don't think that could really work in an open-world game like Watch_Dogs, at least not the part where it determines which enemies you just ghosted past. Maybe in the linear missions themselves (I haven't actually played Watch_Dogs yet).

Punished Chuck
Dec 27, 2010

Limb-shooting was sometimes effective; deathclaws were much less dangerous if you crippled their legs so they can't jump at you, shooting off a cazadores wings instantly turned them from one of the most frustrating deadly enemies in the game to a helpless bug, and targeting powerful weapons like miniguns and flamethrowers would force them to use something else and you could usually destroy the gun quicker than you could kill the bad guy holding it. Other than those really specific situations and a few others that probably exist but I can't think of them right now, though, yeah, it was better to just shoot for the head as many times as your AP allowed all the time.

Punished Chuck
Dec 27, 2010

I thought it was a perfectly okay game, just not great. I rented it from Redbox, played it for a bit, enjoyed it well enough, but when I turned it off after having difficulty with a part (it wasn't even that difficult, I'm just a perfectionist with stealth and restart from checkpoints every time I get spotted no matter what) I just had no real desire to pick it up again and I turned it back in. I didn't hate it or even actively dislike it, I just didn't care for it either.

My only concrete complaint is that the open world part of it sucked. The actual missions were okay but between each one there are long stretches of boring city to cross through, with barely anything to steal and no objective but "get from your base to mission start."

Punished Chuck
Dec 27, 2010

I don't think his issue is with the fact that they're presenting EuroCorp as the bad guy, but rather that he was enjoying being the bad guy? It was pretty clear that EuroCorp was a bunch of assholes from the beginning, it didn't really need a hamfisted "ALSO THEY KILLED YOUR PARENTS" and betrayal plotline to hammer it home.

Punished Chuck
Dec 27, 2010

I guess I just don't understand why you're freaking out so hard at the idea that someone might enjoy playing the bad guy in a video game. Do you go ballistic when people play Grand Theft Auto, too?

Punished Chuck
Dec 27, 2010

Lord Lambeth posted:

In vanilla Skyrim the horses are incredibly slow.

Horses in Skyrim are for climbing mountains, not getting from A to B quicker. I don't know if that's how Bethesda intended it, but those fuckers can climb practically anything short of a 90° angle so you don't have to "climb" mountains by circle-strafing around the side of it while constantly jumping up and down like a deranged clown.

I will agree that FO4 needs horses or at least some kind of transportation, though, I didn't mind it too much in FO3 but the majority of New Vegas's overworld is just featureless desert and that gets real boring, real fast.

Punished Chuck
Dec 27, 2010

moosecow333 posted:

Also, why did you wait until the end-game to give us the wing suit? That thing is sweet as hell and I would have loved to play with it for longer.

If it makes you feel any better, the very first bit of gameplay footage they showed from Far Cry 4 had the main character using the wingsuit, so I think they listened to the fans on that one.

Punished Chuck
Dec 27, 2010

While I think anyone who prefers Oblivion to Skyrim must be crazy, I will say you've got a good point in the Oblivion gates vs. dragons thing. I think the thing I liked most about Oblivion gates compared to Skyrim's dragons were the fact that you had to trigger the gates by going to Kvatch. In Skyrim, if you want to make a sneaky thief character that focuses as little as possible on combat and just stealths her way through everything, you can still get a dragon fight forced on you out of nowhere because dragons are in the game from the very beginning. I'd definitely have preferred it if they made that mission where you go with Delphine and see Alduin reviving the other dragon from the burial mound happen earlier in the MQ and dragons don't start spawning until after that mission.

Also, now that I think about it, I do feel that Oblivion had more memorable quests. In my opinion Skyrim's quests were better overall but Oblivion had a handful of some standout great ones, like the "And Then There Were None" murder mansion or the one where you travel inside a painting. I'm having a hard time thinking of Skyrim missions that really stand out in my mind like that.

Punished Chuck
Dec 27, 2010

Heavy Lobster posted:

Dragons don't show up until you kill Mirmulnir at the watch tower, which takes you finishing Bleak Falls Barrow and returning to Whiterun to talk about it, after talking to the Jarl and court mage before about doing just that.

Hmm, I could have sworn I've been attacked by dragons without having done that. I guess I must have been remembering wrong. I think I still prefer the gates just because one of them won't suddenly open up at your feet while you're in the middle of something else, though.

Punished Chuck
Dec 27, 2010

ElwoodCuse posted:

The plot stuff of GTA4 was nowhere near as annoying as "chase this dude and kill him oh but 99% of the chase is scripted and he's invincible"

I wouldn't even mind this as long as they made it clear which missions were "chase this guy until you reach the point where you can kill him" and which were just "chase and kill this guy." Like if the objective popup would say "Follow So-and-so" if they're scripted invincible until you hit the part where you can kill them vs. "Kill So-and-so" if they're not invincible and you just have to kill them, that'd be great. It's the part where you waste a ton of ammo because you can't tell if the guy's invincible or if you're just missing the driver that pisses me off.

Punished Chuck
Dec 27, 2010

Captain Lavender posted:

I'm a guy that actually likes QTEs in most games, but Stick of Truth did a really poo poo job with them. I can never decide when exactly it wants me to input it or at what speed. I spent 15 minutes farting at Randy in the bathroom once. Got so sick of hearing "Kee-yah!"

I was okay with most QTEs, like the spoilered one in the post you responded to didn't bother me, I think one of the fart tutorials (may have even been the first one) tripped me up because the directions were poorly explained but I was okay once I figured out what exactly it was asking me to do.

What fucks me up, somehow, are the ones that are just mashing a button. I never successfully pooped on a toilet because somehow I could never make "press A a bunch really fast" happen to the game's satisfaction. I had to redo the probe scene an absurd number of times because the game wasn't happy with my button-mashing speed, and let me tell you that scene becomes really uncomfortable after watching it for like 10 minutes. In the Cartman boss fight where you and he both fire farts at each other and you have to mash A to overpower his, I just gave up and let it hit me every time it happened because all my button-mashing did was wear my thumb out.

I have never had this issue with any other game, using the same controller and everything. No idea what causes it and I haven't seen anyone else complain about it :iiam:.

Punished Chuck
Dec 27, 2010

It never bothered me in the Elder Scrolls series because there's so many ancient ruins and weird-rear end caves and vampire lairs and poo poo that it seems like wandering around aimlessly treasure-hunting would be a feasible career path as long as you know how to hold a sword.

Punished Chuck
Dec 27, 2010

muscles like this? posted:

The original Stalker game tried something like that, with the added part of the NPCs would also do story bits but realized that it was kind of annoying to be playing and have everything already completed by an NPC.

It was also an idea considered by Molyneux for either Fable 2 or 3 (I don't remember which, I think 2), with the added bonus that you could open up a treasure chest and find that these other Heroes had already taken the loot. It was left on the cutting-room floor after someone realized that a feature that does literally nothing at all but inconvenience and rob the player for no reason may not be the best design decision.

Punished Chuck
Dec 27, 2010

I really liked what I played of Expeditions: Conquistador. Haven't gotten terribly far in it but the ten or so hours I've played were a very quality game. I had no idea it even was a Kickstarter project until a while after I had bought it on Steam, though, so I guess it's probably not too high-profile.

Punished Chuck
Dec 27, 2010

kazil posted:

Even then, Deathstroke was by far the best boss fight in the game.

Every boss fight would have benefited greatly by being about 1/5 as long as they actually turned out to be. They're cool for like a minute and a half, tops, and then they all just turn into you doing the exact same thing over and over again with no change in animation or anything.

The whole series had lovely boss fights, really. I wish more of them were in the style of the Deadshot fight (which still sucked, but I'm talking more the general idea) or the Mr. Freeze fight from Arkham City, where you can do your own thing to bring them down instead of a long series of canned animations.

Punished Chuck
Dec 27, 2010

kazil posted:

Funny you mention these two because Mr. Freeze is by far the best fight the series ever did and Deadshot is the worst.

Yeah, the Deadshot fight sucked so hard that I almost just gave up on it entirely since it was optional but towards the end of the game it was bugging me to see DEFEATED stamped on all the other assassins' profiles but not his. I just meant the general idea of making it where the two of you are hunting each other and it's basically just a big Predator Room, instead of the "throw three batarangs, then a glue grenade, then your grappling hook 20 times and watch the exact same animation play out every time" of most other boss fights.

Punished Chuck
Dec 27, 2010

...of SCIENCE! posted:

Speak for yourself, watching a bunch of armchair game developers opine at length about how every bad thing in Dark Souls is actually objectively good and every change in Dark Souls 2 is objectively bad because the YouTube video that they are mindlessly parroting verbatim said so is hilarious. It fills the hole that was left when the Silent Hill franchise died and you no longer had people writing up college theses about how the clunky gameplay and awful dialogue were actually intentional and brilliant because :itisapenismetaphor:

I still chuckle when I think of the guy who insisted that Spec Ops: The Line had bad gameplay on purpose because it was a metaphor for how war is also bad.

Punished Chuck
Dec 27, 2010

Leal posted:

More of Rome 2: Total War:

Navies seem to be worthless, when you can just move your armies onto the sea and they'll become transports. When boarding happens it uses the combat strength of the people on the transport ship, so you say buy a ship explicitly for the navy that apprently maxes out at tier 2 units, or you can recruit a bunch of tier 3+ units, throw them on a transport and just board everyone and everything. I guess transport ships have weaker hulls so they are destroyed easier by ramming and artillery, but who cares when you can just use the faster rowing ability and catch up to units and board them? gently caress, the worst of it was when my trained navy dudes rammed and sunk a transport ship and loving ROUTED cause the troops on the transport were sufficiently scary enough to cause them to route just off proximity. What the gently caress.

I was surprised to read this, because I've found that transports are so much weaker than actually navy ships that I'm just terrified to let my transports travel any farther than, say, Rome to Corsica without a naval escort. Any time I'd try to board an enemy ship with one of my elite infantry transports it would just get smashed into splinters when the other ship sees it coming and turns to ram it. I always have to distract them first, and the best way I can find to do that is to start ramming them with an actual naval ship and then board them from the side while they're engaged.

Not saying you're wrong, maybe it's just the AI reacting to your playstyle differently than it reacts to mine or something, but my transports always get totaled if I try sending them in alone. Maybe Emperor Edition changed it, though, it changed a lot of things and I haven't done a lot of naval stuff since it updated.

Unrelated, I just beat Infamous: Second Son for the first time and I really hated how fragile Delsin is. I feel like you have to be way too careful and conservative in your playstyle to not get killed. In both the previous games I'd fight by just charging in, punching and zapping everything in sight, where SS had me mostly trying to pop enemies from a distance and then ducking behind cover. It's not even a question of difficulty, I don't think I died significantly more in SS than in the others, I just feel like the last games had a more aggressive style to the combat that I enjoyed more. Still a great game, don't get me wrong, but I wish just charging in swinging your flame-chain like a maniac wasn't practically guaranteed to get you killed.

Punished Chuck
Dec 27, 2010

Sardonik posted:

On the note of Rome: Total War, did anybody else think the building management system is the worst in the series? I don't see why they ditched Shogun 2's.

This is something that was supposed to be improved with the Emperor's Edition (basically a fancy name for a huge free patch). I haven't spent enough time with the EE to say for sure if it worked but I do appreciate that the main building in each settlement has two easy "military vs economic" trees to go down now.

Unrelated, I know I just bitched a little about Infamous: SS yesterday but something I forgot then was that the moral stuff seems kinda hastily shoved in at the last second. There's like 4 moral choices in the whole game and none of them seem very dramatic. Most of your moral points will come from whether you execute or nonlethally subdue your enemies and the little side activities like healing injured civilians or beating up protestors or whatever. The idea of a system where your morality is determined more by your gameplay and less by distinct "THE ORPHANAGE IS ON FIRE: WHAT DO YOU DO?" events is cool in theory but since all that stuff was in previous games and there's only two or three side activities per karma alignment it just feels like the system was neutered.

Also for a game where choosing not to kill your enemies is the most important way of gaining good karma, all the dialogue in the game except for literally a single sentence at the end seems to assume you just murder all the DUP guys you fight. The most egregious was once towards the end, when Delsin's all pissed off about the big evil thing the bad guys did and is trying to hunt one of them down. You come across a bunch of DUP troopers and I fight them like I always do. At the end of the fight Delsin says "man, I should have left one of them still breathing so they could answer some questions." Uh, Delsin, they're pretty clearly all still breathing. I took them down nonlethally, like I always have since the game gave me the option. You can even see them moving around as those words are leaving his mouth :saddowns:

Punished Chuck
Dec 27, 2010

Kalos posted:

Is Sera supposed to have some sort of disability? Is the player taking someone to bed who literally doesn't have the mental capacity to distinguish imagination from reality?

I'm afraid to ask if Sandal is a romance option too.

I think Dragon Age: Inquisition's writing is perfectly fine for the most part, but Sera feels more like an over-the-top satire of Bioware's worst writing than an actual character. Even her codex entry is loving insufferable.

Punished Chuck
Dec 27, 2010

moosecow333 posted:

That's a character that you can kill, or otherwise shuffle out of the game somehow... Right?

You can say "HELL no" when she asks to join you, something I deeply regret not doing when I had the chance.

You can't even be mean to her, she just thinks it's funny. At least in the previous games I could get some catharsis with the annoying companions by being an rear end in a top hat to Alistair all the time or selling Fenris into slavery or w/e.

Punished Chuck
Dec 27, 2010

Len posted:

Yet noone said a thing about Buff McSquareJaw genociding large amounts of Chinese people or Leon murdering the entire population of Not-Spain.

I think the issue wasn't the fact that it was a white dude shooting a bunch of black dudes but the fact that the zombie virus apparently makes black people start wearing grass skirts and chucking spears.

Punished Chuck
Dec 27, 2010

...of SCIENCE! posted:

And they couldn't think of any reason to motivate every other character in the game other than "the gubmint is bad", it's almost funny how almost everything in the game winds up being blamed on the government.

The bit where a U.S. Marshal says he distrusts you for fear you might be a federal agent and rants about how awful the government is was my favorite part.

Punished Chuck
Dec 27, 2010

Old World Blues was pretty decent generally speaking but I still have an overall negative opinion of it just for the beginning where you're frozen in place and forced to listen to some of the most godawful attempts at humor I've ever had to endure ("penis-shaped feet!" :downsbravo:) for like half an hour.

It was pretty good once that bit was over, but yeesh.

Punished Chuck
Dec 27, 2010

It's in beta so maybe it'll change by release, but it sort of bugs me that you can't pick your team in Battlefield: Hardline. I didn't mind not being able to in 3 and 4 since all teams played pretty much the same, with the CoD4-style thing where guns weren't locked to a particular team and both team's objectives were pretty much identical, but Hardline's gone back to having different guns locked in to different teams. Not only that, but with the new Heist mode, cops and criminals actually play pretty differently, with one side trying to break into a bank and steal a package while the other just tries to kill them before they can. It'd be nice to be able to pick the side that actually uses the new gun I just bought, or be able to choose to play as the robbers just because I think their objective is more fun.

Also, Heist mode is pretty badly balanced, with the cops being able to send the loot all the way back to the vault just by standing near it for a few seconds so the criminals never win, but that's what beta is for, I guess.

Punished Chuck
Dec 27, 2010

Gestalt Intellect posted:

You can choose your team as long as it won't stack the other team, you just can't pick which one you'll join the server on. Go to the Team tab at the top where you choose what squad to be in, there's a Switch Teams button on the bottom left. Also I found that the game would let me use weapons on the wrong team if I just tried twice (in battlelog it still let me equip a robbers-only weapon on cops for example, and it would revert it to the default cops weapon for one game but then if I did it again I could use the weapon on either team. Battlefield!)


I will be amazed if they ever make heist not be a mess though. It's like the worst parts of Rush mode combined with call of duty gameplay.

:monocle: I had no idea, in every other team shooter I've played team select was just something you did right before spawning in the first time, I never thought to start looking around in the tabs. Thanks!

And yeah, I think there's a couple things that can be done to make heist better (making it so the police have to physically carry the loot back to the vault instead of just standing next to it for five seconds and presto change-o it's gone so the criminals have a chance to take it back without fighting all the way through to the vault again, or so criminals can spawn in on the loot carrier like you can with your squadmates so he's not isolated while the rest of the robbers are halfway across the map after respawning), but as it is I'm just kind of resigned to the fact that the police are going to win literally every time after a long pointless slog.

Punished Chuck
Dec 27, 2010

dataisplural posted:

I loving hate the sword's voice

Was just about to post this, the fact that he makes some inane comment after every little thing you do is bad enough but that irritating whispery voice makes it 10x worse.

Punished Chuck
Dec 27, 2010

It doesn't really bother me in Skyrim or Far Cry 2 because I can accept that I'm supposed to give them the deathblow in grim gray Vikingland or amoral wartorn African hellhole (and hell no I'm not giving up my chance to loot an enemy corpse in Skyrim :cmon:), but this did sort of bother me in Hitman: Absolution. Enemies themselves won't surrender, but if you grab one and the others see you holding onto him, they'll point their guns at you but they won't shoot and they start trying to talk you down, like "Come on, no one has to get hurt here, just let him go" or "There's nowhere to go, rear end in a top hat, be smart and let go of him."

...for about 10 seconds before they open fire on you and the hostage anyway. To be fair, this is usually presaged with a "Last chance, pal, I'm warning you" or something similar, and I can see the more scummy bad guys like the mafia dudes or whatever deciding to cut their losses and lose a guy in exchange for taking you down, but it seems weird that cops or corporate security guys would be so quick to light up one of their own men. It seems like it would be more interesting if they'd just hold you up, call for reinforcements, whatever, and you had to actually find a way out.

Punished Chuck
Dec 27, 2010

Elfface posted:

The plot as I remember it was:

Your guy kills whoever his answer phone tells him to and is most likely crazy and as you go on it gets harder and harder to tell what's real and what he's imagining. He saves a prostitute from the guys he kills and she moves in with him, then bad guys kill her and he goes on a revenge trip.

Then you switch perspective to a different murderguy you killed earlier in the story, and win that showdown instead and kill people for implied reasons of revenge. Then you break into a basement and two guys mock you for expecting a sensible story in a drug-fueled murder-em-up.

You can also collect all the letters scattered around the mission for the secret real ending that explains why you're doing all that, which leads to the player character declaring that he doesn't care and the explanation is wasting his time :v:

Punished Chuck
Dec 27, 2010

Len posted:

I have that trouble with SoM. loving no don't combat finish the little scrub guy. Combat finish a real threat you rear end in a top hat.

Talion deciding to use the in-combat mind-control finisher on someone who was already mind-controlled was always fun, since the effect is permanent and all.

Punished Chuck
Dec 27, 2010

EgoEgress posted:

With the combination of dragon attacks and the dlc vampires townfolk could just get slaughtered. It's interesting up to a point, but when a bunch of NPCs die because they decided to wail on the giant firebreathing lizard with their fists it just gets loving annoying.

Honestly, a simple change where only NPCs who are currently carrying a weapon would join a fight and everyone else would run to their home in case their village gets invaded by a dragon or vampire or whatever would make it so much better. Obviously you expect the guards to fight, being that it's their job and all, and it would be pretty cool to see villagers with weapons, whether they're hunters or Companions or just those drunk warriors resting at a bar or whatever, deciding to help defend their town, but no matter how many times I see it, some middle-aged housewife or rich dandy charging in to punch an Elder Dragon in the face never gets any less ridiculous.

ElGroucho posted:

I'm a big fan of 50+ quests I don't want stacking on me

We've already talked about it, but what the gently caress

Dragon Age: Inquisition was the worst about this. There was just too much content, which isn't a complaint I thought I'd ever make about a game. By the end my save file was 70 hours long and I had given up on a bunch of sidequests and one whole area just to finally be done with the drat game. You can't go three steps without tripping over a dead body with a ring you have to give to their wife or a letter directing you to find some rear end in a top hat in the middle of nowhere so they can inevitably be dead and you loot them for some middling gear.

Punished Chuck
Dec 27, 2010

Leal posted:

And in Shadow of Mordor: The nemesis system is great... if you do die sometimes. I hardly ever died (to orcs) and when I had to fight my nemesis I had no loving clue on who he was.

My nemesis was this irritating little twerp who killed me in our first encounter by popping up out of nowhere while I was swordfighting about 20 minions and shooting me in the back with a crossbow. I hunted him down and killed him in revenge, so he comes back and tries to ambush me again but it doesn't work and I kill him again. I was less than impressed when the climax declared that my archnemesis was this dweeb.

Croccers posted:

For real, wedge your car into a corner, climb over the car and hide in the corner so they can't make line-of-sight. Works better with boxy/tall cars (The Huntley and the armoured heist car work good). If you can park under an awning you can even block Police Chopper LoS. It's also funny watching all the cops telepathically rush your location in droves but the dozen of them never think to look behind the fluro-pink SUV riddled with bullet holes in the corner :cop:

Funnily enough, this is what I always did to hide from other players while hacking them in Watch_Dogs's multiplayer. None of the human players ever figured it out either. :downsgun:

Punished Chuck
Dec 27, 2010


He was constantly saying he wanted to leave violence behind but the whole point of the game and his characterization was that he's an angry person who doesn't know anything but violence and so he kept wading back into it.

Punished Chuck
Dec 27, 2010

OldTennisCourt posted:

MK 9 in general has a really weird difficulty issue.

I'm pretty sure MK9 makes the game progressively harder as you win until you finally lose, causing the difficulty to reset. While playing the story mode I noticed that happening a lot, fights getting harder and harder until what should have been a normal fight ends with my guy helplessly getting whaled on by an enemy barely even being damaged by my attacks, until I die and suddenly the same fight in round 2 is easy as poo poo.

At first I thought I might have been imagining things but then I played Injustice, by the same studio, and noticed the same thing.

It's a cool idea in theory but I feel like it shouldn't be that dramatic.

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Punished Chuck
Dec 27, 2010

I know this is like the tiniest of all possible nitpicks but I really don't like that ever since Shogun II, the Total War games have had their titles formatted like "Total War: [GAME NAME]" instead of "[GAME NAME]: Total War." The old way sounded better and I keep looking for Attila: Total War at the top of my Steam library instead of Total War: Attila at the bottom :saddowns:

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