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Messages - fauxshot

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16
Sweet. Will plan on playing video games at that time  8)

This needs to be added the original announcement... "please plan to play video games during this time."  ;D

17
Video Showcase / Re: 'Solving' displaying Gameboy cartridges?
« on: November 15, 2017, 10:52:05 pm »
Great video! Very well done... gosh, these mini boxes are ADORABLE. <3 And a great idea, since it can be used with any game!  ;D

18
Gravity Rush Remastered and Gravity Rush 2...

Totally forgot about those! I'm not sure how they translate to console, but I enjoyed the original for what it was. I'd also recommend Gravity Rush if you can find it for a good price.

19
Horizon: Zero Dawn would be a big one, it's a big open world action game that has you fighting robot dinosaurs in what is technically a post-apocalyptic world.

Bloodborne is a must, unless you don't like the Dark Souls games.  I think this one is my favorite of them for sure.

Nioh is similar, but has much more depth to it's gameplay with stuff familiar to Onimusha and Ninja Gaiden (More modern ones).

Uncharted 4 is good for the third person shooter adventure angle and if you played the previous ones, it's good to get into.

To me, those are kinda some of the biggest.  Some light recommends would be Last Guardian, Yakuza 0, Persona 5, Nier: Automata, and Infamous: Second Son.

Not too mention what is coming in the future with God of War, Last of Us 2, Days Gone, and others.

Same. Basically, look into the exclusives, and see if there's anything you like. In most cases, used PS4 games are more expensive than their XB1 counterparts, so I'd keep to buying most of your cross-platform games on the XB1... unless you're adamant about buying them for your PS4.

I haven't delved much into Sony's library for this gen, so I can't really suggest anything specific. There are more Eastern exclusives on the console, so if they're at all to your taste, I suppose I'd head in that direction.

But, I will second Yakuza. Heard it's really good and that the games are actually relatively authentic.

20
General / Re: Squad Based Shooter Games Single Player Campaigns
« on: July 22, 2017, 05:31:10 pm »
As was mentioned earlier, consoles haven't seen many WWI releases. If you are serious about playing these types of games (though if you're collecting, perhaps part of the requirements is having something console-based), I'd definitely try looking for options on the PC. Verdun and Valiant Hearts are the only ones that immediately come to mind, though.

*EDIT: Sorry, Valiant Hearts isn't a shooter, but it is based in WWI I think.

21
Site Feedback / Re: Attention: PlayStation Portable [NA] Collectors
« on: July 12, 2017, 08:15:05 pm »
Give dat handheld some love. <3

22
Modern Video Games / Re: Leaked Life is Strange prequel
« on: June 22, 2017, 02:55:55 am »
In the end, 'my' Max chose to not save Chloe; for her, the meaning of the journey wasn't just preventing it's central tragedy/the murders, but also being given the chance to make amends with Chloe and rediscover the bond they once shared.

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This ties to my #1 complaint about the game, the ending. You DON'T make amends. Nothing you play in the game actually happens (unless you choose the "bad" ending which isn't much of an ending at all - the devs made it clear that was the "wrong" choice). I hate any game or movie, any story, where in the end if the characters had just done absolutely nothing it would have all ended up the same. And that's literally what the ending to this game is - you go back and do nothing.

Ok so first MAJOR SPOILERS THAT'LL RUIN THE GAME IN THIS POST TOOT TOOT SPOILER TRAIN COMING THROUGH YOU HAVE BEEN WARNED READERS BEWARE IF YOU HAVEN'T PLAYED i WOULD JUST SKIP RIGHT OVER THIS THANK YOU.

Also, as I reread my post, I'll ask you to keep this in mind. I think our differing opinions are partly a result of what each of us values in the game. I feel that your perspective (and what you value in your experience with this game) largely prioritizes game design/mechanics, whereas mine favors the game's philosophy. So I'm hoping that I can convince you to, before reading on, perhaps allow yourself to shift your perspective more towards mine a little bit. You don't have to change your opinion, but I think if we frame our dialogue in this way, our differences in opinion make much more sense!

Please feel free to have me explain or expand on anything mentioned here!


Hi Argyle! Allow me to address a few of these points, hopefully I can change your mind haha.  :D

I'm going to address this criticism in a few ways, so allow me a long response, here.

First, let's consider "you don't make amends." By this, I assume that you mean making amends with Chloe, correct?

I would sort of disagree. Let's look at a phrase Chloe says in the ending (before you make a choice):

"Look at what's happened in Arcadia Bay ever since you first saved me... i know I've been selfish but for once, I think I should accept my fate... our fate."

"Chloe!"


"Max, you finally came back to me this week, and you did nothing but show me your love, and friendship. You made me smile and laugh, like I haven't done in years. Wherever I end up after this, in whatever reality... all those moments between us were real, and they'll always be ours. No matter what you choose, I know you'll make the right decision."

From this, we know that Chloe feels Max has more than made amends with her for any past wrongdoings.

That leaves us with the reverse: does Max feel she has made amends with Chloe? From the ending scene, Max does clearly show that she cares for Chloe, from the hug/dialogue to saying that Chloe is her "number one priority". Again, I do think it's sort of up to the player on how they want to interpret some things/impose their own feelings upon Max (to a limited degree here), but I guess my question would then be, if not this, what does it mean for the player/Max to "make amends"? I feel that by making Chloe feel how she felt, and Chloe saying what she said, it's clear that Max has made amends for her absence or wrongdoings toward Chloe in the past. Not to say that she doesn't feel some guilt, still, for everything.

Now, I suppose you could also mean "making amends" towards other people in the game, but this is a key part of Max's struggle during her dream/vision/perhaps another alternate reality that she undergoes and wakes up/time hops from right before the ending choice (I mean that thing with the maze and the copies of all those people, limbo or whatever). She's struggling to understand/come to terms with a lot of things, including what she's caused to happen to other people (what I mean here by "making amends" towards others). Whether these are actually real people from different timelines, or just dream images reflecting her guilt, she's clearly struggling here with what she's done to others in the course of using her powers, and taking responsibility/making amends.

That conflict is important here, and again, it's sort of up to the player to decide what all of this means for Max, though Max is obviously distressed by it (I'm trying to be careful in all of this walking the line between player interpretation and what the game says for itself). I think the choice in ending is an extension of this interpretation by the player (as I sort of mention later, your interpretation of the ending is tied in with how you interpret your choices in the game to have meaning, or alternatively, lack meaning), but I'm not going to elaborate here, I don't want to be too long-winded.

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Nothing you play in the game actually happens (unless you choose the "bad" ending which isn't much of an ending at all - the devs made it clear that was the "wrong" choice). I hate any game or movie, any story, where in the end if the characters had just done absolutely nothing it would have all ended up the same. And that's literally what the ending to this game is - you go back and do nothing.

So first, let's address the notion that there are two endings (or rather, two choices), a "good" choice and a "bad" choice.

By this, I assume that you mean the "good" choice is allowing Chloe to live in this reality, and the "bad" choice is sacrificing Chloe after going back in time? What makes each of these choices good or bad for you?

I'm going to argue for subjectivity; that there is no good or bad choice ever present in this game. Rather, there is the interpretation by the player of one choice as being the right choice to make, and one as being the wrong choice. I actually had a conversation with Chris about this during my early game experience. I felt that one choice was being rewarded by Chloe or an NPC with approval, while another was met with their backlash; was this the Dev's way of painting a clear right-or-wrong narrative? In reality, as the game shows, this is not the case. Part of the experiment in choice is allowing the player to see how characters react, and (without actually asking it) asking the question "how will you react to their reaction?" If Chloe gets mad at you for sticking up for her Dad in Her room, will you change your final decision on how to handle the situation? It may feel as if the dev is steering you a certain way, implying "that was wrong" by Chloe being mad at you...

Later on, however, you may see that Chloe took her Dad's gun, and see how Her Dad is struggling to try and keep her "on the right path," and get Chloe to accept him as Her new father, and that He means well. This perspective may change how you interpreted that situation, in terms of what the right and wrong choice was. If you also consider that she later implies she may kill him if He lays a hand on her again, you can't help but to wonder if this decision was actually the 'wrong' one, and you should have picked the other to avoid a future conflict.

Now, I'm not going to deny that the game makes some obvious statements, with bullying being wrong, etc. I think they expect players to make certain decisions (like thinking Chloe's new Dad is an ass and siding with her), and reveal information later that may change your mind (revealing that Chloe's new dad isn't actually a total jerk, and giving you information that may make you sympathize with him). But I think that it's not a matter of a choice being right or wrong here, even if the devs have some strong opinions on bullying, etc.; rather, what they are really saying with every choice is that life has consequences; this is made even more apparent by the phrase stated after every choice, "this action will have consequences." It's not about right or wrong, good or bad, it's about making a choice and living with it.

[*NOTE: There may be the argument "but my choices didn't matter/have consequences, since they didn't effect the outcome!" Two things: first, they did matter to the player at the time, when we didn't know how they'd matter, and impacted your game experience accordingly. Keep in mind that at certain points in later chapters, we also don't know if Max will have time rewind, which reinforces this experience throughout. So from the perspective of game experience, they do matter, even if the impact on game mechanics is minimal or nonexistant. Second, they may not have effected the last choice mechanically, but all of your choices were important in that Chloe/Max's relationship couldn't have been mended without them, and that even if you change your decisions, Max's memories (and yours) of what happened are irreversible. Max, and consequently the player, are effected in a philosophical way, even if the game isn't effected mechanically through a non-binary final choice.)

A slightly better example is Chloe when she's disabled, in her bed. Did you assist her with suicide, or deny it? There is never a statement made which implies a right or wrong choice here; it's a topic that is very relevant in recent times, and had some spotlight in California with the legislation happening concerning it not all that long ago. The game doesn't protect you from Chloe's reaction, however; if you make a choice, you will have to live with it.

One more choice, the junkyard, where you choose to keep the gun or let that guy have it. Is there a good or bad choice? No, there is a choice that allows you to keep the gun but put the guy on your bad side (Chloe reward you by implying badass status), and there is a choice where you lose it, keep drug seller on your not-so-bad side (and Chloe disapproves). Is Chloe's reaction a gauge for what is good or bad, right or wrong? No, not objectively; there's merits to each, and in the moment where you don't know how this choice plays out, it creates a complicated consideration. However, Chloe's reaction is used as a tool to perhaps make you re-think your choice, and plays into the game's mechanics of time-reversal and making it worth seeing different reactions, etc.

Hopefully, this evidence will convince you to approach the game's choices, from first to last, with an objective lens rather than right/wrong/good/bad. After all, we could argue the merits of what makes each ending good or bad. Is it really a good ending if you're choosing to kill countless others to save one life? Is it really a bad ending if you lose one life to save many lives, not to mention all the destruction in Arcadia? Is it really a good ending if you're choosing to allow Kate and others to suffer emotional and physical trauma they endure throughout the game? Is it really a bad ending if you're preventing this trauma? Seeing the game in such stark black/white choices (almost like... black and white photography???  ::) ;) ) is going to diminish the game an awful lot, and perhaps works counter-intuitively to the actual game design, which can result in you actually enjoying it less.

(I'm not asking you to abandon an opinion about a choice being good/bad, just the idea that these choices are designed in a way that presents one as being good/right and the other as being bad/wrong.)

As for the ending/choices not having meaning... well, didn't they? Again, it's game mechanics (answer: no, technically they didn't effect it) vs. philosophy (answer: yes, they did). All of these alternate realities exist, after all... or... do they? The game never completely explains how all of this works, but then again, we are seeing things from Max's perspective, and she doesn't really know, either. We won't go into multiverse vs. universe, which from a theoretical (not gameplay) perspective impacts this argument decisively.

That being said, I can't change your taste in games. If you like games that have multiple different endings depending upon how you act, this certainly isn't your game... but I would encourage you to think about this as a journey; as they say, it's about the trip, not the destination. Now, I won't argue that the game does lose some of it's effectiveness when you learn that you have the ability to basically undo any past decision (as I said, I wasn't a huge fan of this 'butterfly effect' direction, as it had already been done before). However, I believe the game offers a lot in exchange, including what we've been discussing here. (Adding a note, as I mentioned before/later in this post, I think this design choice is a very deliberate one... the transition from having a feeling of non-binary choice to a binary ending is important for philosophical and narrative reasons, as I hope I evidence well enough overall).

In terms of narrative, however, there were only really ever two choices to make, at least according to Max. You use your powers, save Chloe, and endure the storm, or you choose not to use them, Chloe dies, but no storm happens. It sounds as if this is your real complaint; feeling that your choices never really mattered. As I said before, though, the ending is actually a very important, yet minimal, part of the game; what the story is actually about is Max's journey along the way. Even if  you choose to let Chloe die, it wasn't really for nothing- you did stop the murdering teacher, and equally important in a sense, Max had the opportunity to make peace with Chloe. That was the butterfly's gift to you.

Alternatively, you could save Chloe's life, also the butterfly's gift, but you have to live with these consequences, which is the butterfly's proverbial curse as well.

But this is a much bigger discussion. We could talk about the idea (or rather, illusion) of choice as a game mechanic and philosophy in it's own separate post lol. So here's a few questions I'll leave you with, not necessarily to answer, but to ponder:

1. What, if either, is fundamentally more important; the experience that choice as a game mechanic provides, or the function of the mechanic (i.e. allowing the player impactful choices which actually do change the game) itself? Or, are they equally important? OR, does this vary from game-to-game?
2. Why, and when, do players feel dissatisfied with the mechanic of 'choice'? Does this happen when a players' expectations of the functions of choice do not coincide with the game's actual design? If so, what causes this? Should this be implemented intentionally (if so, how/why?), or avoided outright? Does dissatisfaction happen when players feel they do not have enough agency, when they aren't aware of choices existing, etc.? Why do players feel this way?
3. Choice as a game design is actually more accurately 'the illusion of choice', as choices are always limited; how do we acknowledge this fact, yet at the same time design a game which makes choices feel meaningful to the player? And, again, what makes a choice feel meaningful?

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I don't hate the game, I thought it had several well-done ideas. There were choices throughout the game that felt like they had a real impact on the story and that you weren't forced one way or the other - which makes the way the ending was handled that much more glaring.

Like I said, I partially agree in that these choices feeling as if they had major impact worked to it's benefit- however, I also felt satisfied enough with the ending and the general idea around alternate universes/etc., so while I did hate to lose that impactfulness, I was satisfied enough (*EDIT - if you take the final questions I pose at the end of this post into consideration, I think it explains why taking away this feeling of nonbinary choice, and giving you a binary choice, is important, and actually helps the game philosophically).

I understand you to be saying here that earlier choices didn't feel binary (as in the options were binary, the outcome didn't feel binary, because it felt as if these choices could interact to cause the appearance or disappearance of countless other decisions).

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I will say that it is STEEPED in hipster culture, and that bugged me a little (I'm getting a little "get off my lawn!" in my old age I suppose :P ). I also didn't like how the game seemed to be forcing some aspects of the story, but at least you WERE given a choice regardless of if it felt like it was pushing you in one direction.

I understand haha, totally a personal preference thing. But dude, you gotta let yourself get caught up in the moodiness of it to enjoy it haha. ;D It's visuals and music, as well as the weight of the game itself, really make it such a moody/dramatic experience, and that's one of the things I appreciate most about it probably. When I hear SYML's acoustic version of "Where's My Love", it takes me right back to the game.

https://www.youtube.com/watch?v=b3LJlZBWI8w

I like to look at it this way; this game could have never existed how it does now, at any time before the hipstery-stuff existed. Unlike Max, we can't go forward or backward in time to enjoy it... the way that we can experience it now, as people living in this time, is unique, and nobody else will experience it the same way we can. So try to enjoy it in that sense, I suppose. :D

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But yeah, the ending absolutely killed it for me. If it had ended with Max going to the art exhibit, her and Chloe were friends again, happy ending - I'd have a much better appreciation of the game. Heck, they could have killed Chloe at the end, it didn't HAVE to be a 100% happy ending, and I still would have felt satisfied. But the whole idea of every single thing I did in the game being pointless just really irritated me.

But was everything really pointless? Ah, these are the things that keep us up late at night... ;D

As I mentioned, I would argue that it wasn't pointless from Max's view. But this feeling of pointlessness, this question of pointlessness, is paramount to the game, and an essential factor which plays into the player's final choice. Really, it's the exact same question that Max is faced with as she makes that choice, too...

What does all of this really mean?

Chris pointed this out, so I'm going to paraphrase him here. What does a choice matter if I can change it? If I could go back and change my past choices after seeing the future, would I? What does that say about me? How does it change how I feel about myself, and how I see myself, as a person? How does it change how I see others?

The most important of these questions being the first two:

Does a choice matter if I can change it?

If I could go back and change my past choices after seeing the future, would I?


And, let's add one more of paramount importance: if I could choose to have this ability, would I?

There's a question to keep you up at night.



[TL;DR - From a purely mechanical perspective, I understand your problem with the ending; there's no getting around that argument, as it simply isn't designed that way. But hopefully, this helps to bring some understanding/enjoyment of the game in other ways. :) )

23
Ignition is right about the Vita being a commercial failure, as far as sales and such go.

That being said, I do think the Vita is a good system, and I think it'd certainly be wrong to say or imply it's a trash handheld. It has a lot of games that are worth picking up a system for: Persona 4 Golden, Danganronpa 2, The Walking Dead S1/2, Freedom Wars, the VLR series, and Sorcery Saga (it's CUTe oK) among them. The issue (one that keeps me from buying many games for it) is that most of these games are now available on console or PC, if they weren't already. Disgaea 3 is great to have on a handheld... but when it's available on a home console, is it really worth shelling out the extra (even if you consider that you already have the Vita) for the Vita version? Or would you rather play Borderlands 2/The Walking Dead on a handheld, when a console version will look (and possibly play) better?

It's not that I obsess over graphics, but look at something like Hyrule Warriors vs. Hyrule Legends... sometimes certain things are lost in the port from console to handheld/mobile which are formative to the game's feel/experience.

Xcom is another great example. I bought the game two or three times, including once to take around on my Vita. Its good on the Vita, but is a much better experience on a console or PC as far as graphics and functionality go. What is lost in no way ruins the game, but when there's a higher-quality version out there for the same or less money, it sort of ruins any reason to buy the handheld version.

That being said, I know it's not all about graphics, and part of the reason others (like myself, I'm sure) buy a handheld game is because it just makes it easier to actually get more playtime in when you're traveling, or even just preferring to be able to play it somewhere in the house besides in front of a TV (I probably would have have a much harder time finishing console versions of P3/P4). But every time I look at Strangers of Sword City or Earth Defense Force on the Vita, I think "yeah, but I could buy a better looking version for my PC/PS console" and sort of just ignore it.

I know this isn't a very thoughtful post, but that's most of my argument in a nutshell. It's a nifty little system, and deserves some love, as it's got heart... it just didn't get the support it needed. And again, most of it's games are available on consoles, so that kind of kills some of it's purpose for me.

The real loser here is the PSTV. Now THERE'S something you can take a dump on lol. :-\

24
Modern Video Games / Re: E3 2017!
« on: June 08, 2017, 09:47:15 pm »
I do wish somebody would makes another Vampire: The Masquerade entry. Heck, if Hairbrained would pick up on it, I wouldn't complain.

(Never finished the game, because I realized I had accidentally used the glitch where you get way too much experience starting out... I would feel like I was cheating too much haha.  ::)  )

Honestly, I'm not anticipating much of anything. It'd be nice to have a few excuses to buy a Switch sometime, but other than that, this generation has kinda been a bit of a pain with the new console installments being pushed every year. I've also got plenty of games I need to catch up on, really.

That being said, it would be cool to see a new Metroid, just for the sake of it. And a few Switch surprises, too. Something really different.

25
Modern Video Games / Re: Leaked Life is Strange prequel
« on: June 06, 2017, 08:06:54 pm »
Well they are making a sequel... but from what I can tell, it's new characters, new local, etc.  I'm hoping personally that the "Life Is Strange" series isn't all about butterfly effect shit, but absolutely different mechanics with the same core gameplay and a story about how life can be a strange thing.

That was definitely one of the game's strong points, which Chris pointed out when we talked, was trying to figure out the game's philosophy towards time travel/etc. I think a lot of what made Life is Strange interesting would be lost if, like you said, we were to start out knowing all these powers, how they work, etc.

Then again, for Max, the crux of the power was linked with photography. Maybe it works differently for someone else? (I.e. a painter might use bottles of paint, another might use old toys, etc.).

But yeah, the whole 'life can be strange' thing certainly might be a good common thread... and it's so true. o.o;;; Ever since I played the game, stuff happens that just makes me go "life is really, really strange." xD

And thanks, Glazball! There's certainly a lot more that could be said about it; Chris and I wanted to record our thoughts on the game, we just never got around to doing so.

26
Modern Video Games / Re: Leaked Life is Strange prequel
« on: June 05, 2017, 07:05:26 pm »
Oh goody, a prequel. Nothing more exciting than following boring characters before there was any kind of mystery or mysterious powers! I hope the prequel takes place in the timeline where Zoe was crippled, because it's the only time where her character wasn't completely awful and unsympathetic (also I laughed my ass off when it happened, despite having predicted it). Or if it was a sequel, it should focus on the party everyone held after she got shot because nobody would miss her. In case you haven't caught it yet, I hate Zoe.

Also, the other characters where ranged from not too interesting to almost as awful, and Max & Zoe's friendship was completely forced and unbelievable, and game's story was overall H-E-L-L-A stupid.

In other words, I guess I am not too excited, hehe. E;R will tell you in more detail.
Her name is Chloe.

Ooops, shows how much appreciation I have for her character, hehe. Well, I got the rhyme down!

Aw man, I am actually of the complete opposite opinion. xD For me, Life is Strange is probably one of the most dramatic and, perhaps, emotional games I've had the pleasure of playing.

I guess what I would say to not liking Chloe, and feeling that the friendship was forced, is perhaps that it must be looked at from a certain perspective. I'm going to get into super-duper spoilers, but since this is a prequel thread I assume that's okay.







You have to consider that, in a certain way, Chloe's character isn't supposed to be friendly and likable. She's abrasive, straightforward, kind of an asshole, mostly to everyone except for Max, though she's also this way towards Max too. But you have to consider why she acts that way:

1. Max up and left her, and never spoke to her for years and years. They might have been young, but Max was her best friend. What really is sort of the source of that anger though is...
2. Chloe's Dad dying in the accident. Even if Max would've never spoke to her, Chloe may have just moved on if it wouldn't have been for her Dad dying. She loved her Dad to pieces, and on top of her Dad leaving, so did Max; Chloe lost two people who were dear to her in a short amount of time. I imagine her Mom wasn't around much trying to pay the bills at the diner. Chloe must have felt terribly abandoned and distraught on both accounts, as one really reinforced the other. Again, on top of this:
3. Her Dad being replaced by what's-his-name-I-can't-remember. Chloe's hardheadedness, and her new Dad's, were not a good match. It made for a sort of toxic family environment. Especially because Chloe failed to understand that, despite Her new Dad's hardheadedness, he was truly wanting the best for her, and (I believe) for him to be accepted into the family. Keep in mind this is a veteran trying to re-adjust to civilian life, a guy who definitely saw his fair share of things, and is probably suffering his own trauma. The game didn't go into it much, but I thought it was a nice nod at the struggles that former military men and women go through as they try to reintegrate into society.
4. Rachel. Rachel Rachel Rachel. Another person who abandoned her, a person she truly loved, just like Max and her original Dad. If she was abrasive before, I imagine this added to the hurt, as it was another person who seemingly up-and-abandoned her. In a certain sense, we could also see why this contributed to her anger with Max, because (depending upon how you play the game) Rachel was sort of a replacement for Max... or, was Max a replacement for Rachel?

That's what I liked about the relationship between Max and Chloe; on the contrary, I didn't feel that it was forced in the same way. While they are partners in crime throughout the game, a few small choices sort of let the player determine the relationship between these two. I chose not to write Max's name on the wall in the junkyard; nor did I have Max kiss Chloe. In the same way, she never kicked it off Warner (I think that was his name?). Sure, these choices were brief, but they allowed me to create the story a bit myself. 'My' Max struggled to understand her and Chloe's relationship in the game; was Max just a Rachel replacement? Could she replace Rachel? Or was Rachel a replacement for Max? I used these choices to create a version of the story in which 'my' Max never fell in love with Chloe, not in a romantic sense. Rather, Max's journey was about rediscovering an old friendship, and realizing that while she could rebuild an old bond, she couldn't replace the one Chloe shared with Rachel. In the end, 'my' Max chose to not save Chloe; for her, the meaning of the journey wasn't just preventing it's central tragedy/the murders, but also being given the chance to make amends with Chloe and rediscover the bond they once shared.

So again, on the contrary, for me it didn't feel too forced, because I felt that 1. their partnership is just sort of a given to a certain extent, and 2. these small choices allowed me enough agency to determine what kind of bond it was that Max and Chloe shared, as well as how Max felt about others, and what the journey meant for her.

I really liked Kate's character, but I did feel that after she got better in the hospital, her part just kinda got swept under the rug... which was sad. Kate was one of my favorite characters, and her chapter was the most powerful one in my opinion, I would have liked to see a little more of her in later chapters, it just felt too cut off.

But I'll also say this; Chris (DashV on here) felt differently than I did on some parts, as well. I didn't find chapters 4/5 to necessarily be all that moving, but due to his experience with being a father and having a kid of his own, I think He was able to relate more with some of it's content, and therefore it was more powerful for him.

Of course, I have no problem with us disagreeing! :D But I hope these words may give you something to mull over. One thing I enjoy about games like persona is how you can hate a character, but over time learn to like them, and understand them. I feel like Life is Strange is similar in that regard of allowing your perceptions of characters to change, at least slightly.

For me, the game's shortcomings were...

1. Chapter 2 being so strong, and the following chapters not keeping up that tense, suspenseful feeling. Kind of like getting to the best part of a roller-coaster early, then the rest being kinda tame in comparison.
2. The Kate issue.
3. Not being given an option to hug Chloe before/after making the final decision. THAT WAS NOT FAIR I WANTED TO HUG HER LOTS. :'(
4. Once it instituted the whole butterfly-effect thing, I felt like it lost a bit of it's originality, since it reminded me of the movie. It wasn't bad for the game, it just made it feel a little less original to me.

So yeah, it holds a special place for me as a very dramatic, moody, emotional game, but I do feel that it fell a bit short of it's true potential.

As for a sequel? I dunno, I like one-offs. I mean, who doesn't love Kill-La-Kill? But a new season wouldn't be good; it's better to let some things die with dignity. But hey, the prequel could be grand, so I guess we'll have to see.

27
General / Re: Well... This happened.
« on: June 04, 2017, 12:35:10 am »
This weekend I was invited to sell some of my extras at a Pokemon Con in Madison.
It was mainly for Pokemon Card players and vendors but there where a few selling video games.
A youtuber rented a small booth to promote their channel and invited me to sell my extras.
I priced them a little under the going value because well I want to get money to get something else for my collection.
I was hit by the large resellers who bought a lot of my stuff. I checked their booths and good lord where they over priced. $55 for a gold NES Zelda? $50 for FF7 GH? ouch. Anyway after they bought what they wanted they contacted the people running the show upset I was selling games so cheap and where threatening to leave to show unless I was gone. They tried to iron out the issue but in the end they asked me to leave.  :(
My Youtube friends where more mad about it then I was, and they ended their booth as well. I told them they didn't have too, but they didn't want to be at a con where a larger vendor got their way just because they can pay for more space.
I never thought this was a thing at cons, that bigger vendors can muscle out the little ones so they don't have competition. What BS.  :(

I'm just gonna put a couple of  >:( >:( >:( >:( >:( >:( >:( >:( faces here, because this situation is so ridiculous. Just reading about it makes me salty.

Sorry that happened, dude. I hope your next experience, if you have one, is much better.

28
Classic Video Games / Re: WonderSwan suggestions
« on: June 03, 2017, 09:43:16 am »
I know that there has been an old topic to talk about the WonderSwan, but I thought that it would be better to start a new one.

I just got a SwanCrystal in great condition, and I am thinking about going gaming chasing tomorrow. So, do you guys have any suggestions of games that I should pick up for it?

I can read japanese, so anything goes!

I would definitely check out CGR (classic game room's) video game reviews for the WonderSwan. I think there's a Klanoa (however you spell it) game on there that's good! I don't really know what all besides that is available, though.

29
Hardware and Tech / Re: A little Help Here ...
« on: April 16, 2017, 11:39:06 am »
Hey there Doafan,

You'll definitely want to get your hands on a power and AV cable if you need to test them. Since the power supply is built in, you should be able to just use one of those two-hole power cords like the Dreamcast uses (I think any similar cord will work, I can't think of what they are actually called though). You'll have to buy the AV cables, or borrow some from a friend.

If they turn on, try out a game. Make sure to play it for at least like 15 minutes, because one problem you may run into (depending upon the age of the 'box) is the disc drive. You can look this up online, but I believe there were two or three different disc drives they used throughout the Xbox's life span; if you have one of the older ones, it has a disc drive (Thompson?) which is especially prone to failure (i.e. you can play for a while, but at some point around 10 or 15 minutes in it'll say there's a disc error, because the drive fails to function). These are kind of expensive to buy on their own; you can buy another Xbox for the $30 or $40 you'll pay to get a new one.

If you want, you can open them up by taking the six screws out of the bottom, removing the shield over the Disc drive (left side, if console is sitting in front of you in a normal position), and looking at the drive; again, if you google search you can find pictures that'll clearly show you how to identify which drive it is. (Edit: This is very easy to do, you just need the right screwdriver.)

Other than that, I'm not sure if Xbox's have any other big problems. I have my original, and aside from the disc drive failing I haven't had any issues. It's a great system (games look better on it than the PS2), and since it doesn't have the perceived value that Nintendo consoles have, you can get games cheaper on it than the GameCube equivalent.

Also, I'd highly recommend playing Metal Arms: Glitch in the System (you can find it pretty cheap) if you like 3rd person shooters with a nice amount of content. I'm not sure how well it holds up nowadays, but I really enjoyed it back in the day. ;D

30
Modern Video Games / Re: Where do you see Nintendo in 3 years?
« on: April 13, 2017, 10:54:45 pm »
I liked Jeremy's Facebook comment, which was essentially:

"Hi, my name's Nintendo, and I hate making money."

But hey! They're coming out with new amiibos!... yay?

(Edit: Not that I have anything against amiibos (gimme dat Bayonetta), but like... people would literally be handing cash to them if they'd just do some stuff right for once when it comes to stocking official merchandise.)

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