This is a game that has an amazingly over-developed lore and some truly crazy, House of Leaves-style level design.
This is a game that has an amazingly over-developed lore and some truly crazy, House of Leaves-style level design.
But then, we wouldn’t have VtM: Bloodlines, Pillars of Eternity or The Outer Worlds.
Tim Cain has been hitting it out of the park since the first Fallout.
Thanks, I somewhat realized that I could expand house to allow backyards, but it seemed like an mid to end-game thing.
The thing I’m having the hardest time is crop management.
Ok, I remembered playing the demo, but I’m unused to this “temporary demo” thing.
In fact, I’m still unused to having demos back, which I kinda wish it was the norm.
There’s a demo available.
Maybe it’s a Minecraft-trained AI.
No. I already lost enough time to this game… And yet this description sounds exactly like my favorite sci fi movies.
What I understood was that a large budget also demands lower risks and therefore designers target conservative game mechanics, derivative themes and money making schemes (e.g., micro transactions).
Same here. It ran well, but somehow the gameplay was a tad shallow and it didn’t make me play twice.
I probably enjoyed more the introduction than the game overall.
Mountain Dew Verification Can when?
It’s truly you! The hero of Kvatch!
That’s the problem I have with their flavor of procedural generation: While there was some thematic difference between some planets, exploring them always felt like being on the same place.
Oddly enough I never felt this way with Minecraft and I can’t say why…
I heard Peter Molyneux is looking for a new job.
I wonder if it will be like the story mode in fighting games that’s a nonsense bonanza of characters suddenly wanting to fight each other for the most whimsical reasons.
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There were shenanigans then as well, remember Ecco the dolphin? Well it was made extra difficult so you couldn’t beat it in a weekend (as it was usual for rentals).