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punpun

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punpun

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#1  Edited By punpun

Monster Hunter. There's also this one roguelike I always seem to go back to called Dungeon Crawl.

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#2  Edited By punpun

My biggest complaint after playing the demo is the lack of an option to invert both axes. In my brain, the right thumbstick should be moving the camera around my character. If I point the stick right, I want the camera to go right. If I point it up, I want it to go up. What most games consider default is totally backwards to me, and only inverting one axis seems insane.

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#3  Edited By punpun

I'd be the happiest person alive if they started bringing more Monster Hunter over to the west. I'm not too excited about any of that other stuff. Dragon's Dogma seems like it could be interesting I guess?
 
 @JJOR64 said:

@PixelPrinny said:

(though honestly, I'd rather we just see a Monster Hunter 4 >.>)

They are making Monster Hunter 4.

That isn't Japanese only?
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punpun

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#4  Edited By punpun

Yup. The only example I can think of though is Boethiah's daedric quest.

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#5  Edited By punpun
@ViciousAnchovy: No I was thinking of autism alright. Or maybe it was Asperger's. Whatever, same difference. Point is, I've heard that sufferers have a hard time telling when people aren't being serious, hence my assholish comment.
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#6  Edited By punpun

Maybe I just have incredibly low standards, but there's usually at least one or two decent shows per season I find. This season really doesn't look good at all, and I haven't gotten around to checking anything out yet, but Bodacious Space Pirates and Natsume Yuujin-chou have piqued my interest, and what little I've seen of Daily Lives of Highschool Boys has been pretty damn funny despite how generic it sounds. Also noticed Nichijou on that list, and Nichijou fucking owns.

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#7  Edited By punpun
@idoublespy said:

@Commisar123: It's of course subjective, but I was referring to the elephant being Dark Souls because if you look at games like Monster Hunter; the reward comes from countless hours of grinding and out dating design decisions from Japanese developers.

I suppose I meant to ask if you think this game will make Japanese developers rethink their design approach.

In Monster Hunter, the reward comes from smashing a big thing in the face with an oversized hammer, knocking it unconscious, and then continuing to smash it in the face with an oversized hammer.
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#8  Edited By punpun
@Brodehouse said:
@Animasta The story really has nothing to do with the difficulty or gameplay, and if you found it difficult to control, then I don't know dude. Super Meat Boy is what Greg Kasavin calls direct, when you touch the controller, he moves rather than begins to move.
Meat Boy sticking to walls when I jumped and the general movement/momentum/whatever never felt quite right to me. It's responsive, but I don't think meat boy controls as well as people like to say it does.
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#9  Edited By punpun
@david3cm said:

@Brodehouse said:

Patrick, Super Meat Boy has roughly nothing in common with Dark Souls. Super Meat Boy handles incredibly well, presents you with clear objectives and allows you to try again with a second of failure. Dark Souls handles like a third person game from 1996, is deliberately opaque with the information you require to play it, and punishes mistakes by erasing an hour of progress. That comparison is one of the most cringe-worthy things I've heard you say. And I'm not one of those dicks who hates you.

I was about to write down this exact paragraph, then I looked at your comment. This exemplifies what I wanted to say, but I would have added the word "fucktard" somewhere in there.

He never compared the two. He was just pointing out that they're both really challenging games.
 
edit: oh that vvv
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#10  Edited By punpun

I guess it's good to know that all of that nude fanart I see when I GIS "team meat" was just part of some terrible idea for a fundraiser.