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Everything posted by BagLunch
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No, I was thinking more like the latter half of this combo: http://www.youtube.com/watch?v=kG6bNJH4WiI except that on the stream, somebody did it without a j.B in the loop, so it was just nonstop slapping Evidently a similar thing is possible with Doom's airdash cancellable j.B, so one guy was doing a combo that was just a buttload of j.B's airdash cancelled and it looked hilarious.
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Sometimes I get the feeling that after some years, ArcSys loses license on the recorded voice of the announcer and instead of paying it, they just snag somebody from the office (whoever wins a raffle!) to fill in for it. Like how GGAC got the super-nasal announcer, and then CSII got the lady who is neither properly emotive nor has good (or at least charmingly bad!) pronunciation. EDIT: Wow, GOTO 15 minute mark to see Joker palette for Hazama. CS2 is not so bad after all!
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The presence of dora allows for garbage rush hands to actually work given riichi, which I think is a fairly significant difference from the chinese system (which just bans chicken hands outright). There are some subtleties in the scoring system that I never bothered to learn that somehow give the game more granualrity than the chinese system's otherwise elegant powers of 2 scoring, and the game throws out the flower tiles (which are just hella luck based... bonus for not drawing any? All that tells me is that I'm not rigging my draws enough) Of course, dora is also hella luck based, and the way that a huge chunk of the tiles are locked out from play make planning difficult unless you are mad rigging. Riichi and dora tiles is like... rage explosion or something. I don't know if the dealer passing system is the same in the chinese system. There is some BS that is possible there if you are actually playing a game with the correctly fixed rounds that enables a player that is behind to keep the game going so long as he keeps winning. F*** comeback mechanics. EDIT: also I'm curious how the thought that chi and seung were different came about. It sounds like an interesting interpretation story.
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One of the things about the force gun that always bugged me in DS1 is that it's really fun in the zero G areas because it's alt fire turns into a rocket launcher, but one of the most common enemies in zero G are those things with the 3 tentacles that shoot you... and the force gun's grenades are really ineffective against them.
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The problem with instant-death games like Siren, Amnesia, etc. is that since you can't do anything but run the hell away it makes death this sort of par-for-the-course thing. After awhile, I find that I just get deadened to the dying, and it turns into an experience where the trial and error become glaringly apparent. When instant death games pop stuff out at you, I find that my first course of action is to walk right up to it to find out whether or not it's going to kill me instantly so that I can figure out whether or not it's actually going to block my way as quickly as possible. I think that I'm exposed to horror stuff little enough that grotesque imagery and SCARY BOOGIEMAN NOISES still kinda works on me; it's funny, I've played so many games that the interactive/game component of horror just doesn't work on me, but the basic horror imagery does. I have to say that I like the near-pastiche style of horror in RE5. Things are just TOO AWESOME to be legitimately scary, with the horror setting providing an entertaining backdrop for awesome adventures (motorcycle riding zombies swinging chains is so 80s awesome that it can't be scary).