Metal Gear Solid 5 is the best Metal Gear game, I'm surprised this is up for debate. It's also the least like all the other MGS games, which I roundly couldn't stand...so maybe that's why I think this?
MGS V is a generic Ubisoft game with a vague Metal Gear theme.
Also I reckon Janina is a perfect fit for this type of vapid, mass-market commodification of Star Wars, so I'm unsure why people are feeling sorry for her being associated.
I love it when people imply that Star Wars hasn't literally always been a vapid, mass-market commercial property.
It's about as bland and entry-level as sci-fi gets, and to act like it's some sacred cow that you're not allowed to disrespect by having the nerve to make money off of it is one of the funniest things in the world.
Today I learned that most people here are the ones that I don't want to play racing games with. No, you shouldn't barrel into the first turn crashing into everyone and hoping to come out on the other side. The people that don't like this is the reason this needs to exist (even if the game does a poor job at explaining the rules).
You aren't supposed to hit the other cars, even if it's a ghost. It goes ghost to keep it from hitting you, not from you hitting it. You don't need to guess when it's okay to drive through another car because the answer is never. You still treat it as if it's there.
I totally get that, but then it makes me question why even bother having multiple people on the same track at the same time? If the idea is that you're racing against yourself/the track and you ideally shouldn't be physically interacting with other racers at all, why not just make a single player time trial game?
I guess at this point I'm more talking about the sport as a whole, but... I dunno, man. I guess I just don't "get it." I like cars, I like the idea of driving cars really fast and taking the time to learn the nuances of a track, but then they have all these arcane-ass workarounds like starting positions/seeding and rules about letting people pass - which were obviously born of a practical need because you can't have "ghost" cars irl - that just don't seem necessary in the world of videogames.
Like, imagine if you're playing a golfing sim where you can hit the other person's ball any time you want, but people can report you for it and if you do it too many times they just ban you for griefing. Obviously you're not supposed to hit the other person's ball in real golf, but the game lets you do it anyway for the sake of realism because in real life there's nothing physically stopping you from doing it. It's a completely arbitrary addition that adds nothing to the experience, which could be solved in a much more elegant way by just not letting you do it.
I'm afraid this game will be this year's Witcher 3. A great game that will be snubbed big time because no one has the time to invest in it.
Witcher 3 won a couple awards that year. And GOTY is bullshit anyways and they even say as much. It's just something they do.
Yeah, Giant Bomb's GOTY has always been more about recognizing interesting elements of games (and smaller games that do really neat shit) rather than flat-out stating "This was the best x/y/z/ of the year."
Also most people don't approach the raid like this. Either a couple will have done it before and will explain the mechanics as the group goes, or people will look up the general mechanics to each part.
But, like... Why? What's the point of even experiencing the content for yourself if you're just going to watch YouTube guides and rely on people who've already beaten it to carry you through your first playthrough? I genuinely don't understand this.
And I know it's not just a Destiny thing, people in WoW and other MMOs have the same mentality when it comes to raid guides, but at least those games have enough content to sustain themselves and for those people the raid is usually just a means to gear up for said content but like... This ONE raid, this singular piece of content, is all Destiny 2 has until the next expansion.
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