Omg the Arkham Origins Cold Cold Heart dlc achievements leaked on Steam. I can barely contain the hype looking at what this is gonna contain.
Ooooh. Is there a release date on that?! I have the season pass, so I should be all set!
HALF MINUTE HERO TWO.
HALF MINUTE HERO TWO.
HALF MINUTE HERO TWO.
HALF MINUTE HERO TWO.
HALF MINUTE HERO TWO.
HALF MINUTE HERO TWO.
I think someone broke him...
Ahh alright, that makes more sense
I'm quite excited for it. Hopefully I'll get around to it whenever it comes out
Apparently not as excited as the poster you quoted...
Man I'm totally going to be in lurker status more often if this thread moves to monthly status. Although I guess that was the case already with the threads burning out in size in like a month anyways. I guess I need to post some game impressions more often, so without further ado:
Orcs Must Die 2: Surprisingly enjoyable for a game where I spent 95% of the time running backwards and shooting mindlessly. I feel like this game should have annoyed me more due to the fact that it's not really a good game to maze in (due to expensive blocks and lots of explosive sappers) and I'm usually a bit fan of routing. So I think once I realized that the game required me to be a bit more active with my hero and just to control a few chokepoints I started to have more fun. The big appeal here was that the toolbox of trinkets / traps / guardians was both extensive and visceral. Lots of cool different ways to watch orcs get chewed up and the respec option was nice for trying different layouts.
Dust: An Elysian Tale: A feel super bad knowing that this was a labor of love of a fellow GAFfer, but it was just an ok game for me. Animation was beautiful no doubt, and it was incredibly impressive that this was basically a one man show creating. My issue was more with combat evolution and balance. My moveset (aside from some traversal abilities like slide and double jump) seemed pretty set from very early on in the game, really the only big upgrade / variation seem to be from Fidgit abilities. Combine that with a pretty low number of enemy types including many that seemed to pretty much just be meat with one melee attack and the combat never really evolved very much to me. I felt like I was doing pretty similar stuff to mobs of enemies all game long without any really incentive to mix things up or any new progression of moves.
I'm going to get myself into trouble here, but...
With any game with variation of moveset, a lot of the responsibility for being creative and using the advanced systems or being stylish falls upon the user.
This is why people say you can beat the God of War games using mostly [ ], [ ], /\.
This is why I beat Bayonetta on hard using the [ ] x 5 combo and witch time.
Unless the game forces you to use a particular moveset to do something to a particular enemy type (and this can be done well and not so well... a bad example being games that color code enemies and force you to use only that moveset on them (DmC, Strider); a good example being something where you need to use a particular move to open an enemy up but are then free to deal with them as you see fit (sort of like the Arkham games -- those also encourage variety with the variation multiplier)).
This is not saying you're wrong... just and observation I've made lately when it comes to some games with action type combat.