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AnxiousTube

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AnxiousTube

245

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So I've played MGS5. I've watched others play MGS5. I heard about Quiet's controversy and was immediately interested to see what her character was about, beyond her image. When I saw Quiet's... figure I was not taken back, I wanted to know more about her. Jeff, on the last podcast, made some deal about Quiet. I beg the question: why even obsess over Quiet? Why not look past it? Sure, it's overdone, but don't you think it says something about you that you are so absolutely obsessed with how strange it is? I think Quiet's controversy is ridiculous, and making it an issue perpetuates that there is a problem with the female figure; even when over-animated.

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AnxiousTube

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Have you ever thought that culture is just a way to study humanity; like a scientific experiment that's been going on for millennia?

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AnxiousTube

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@extomar: But there was a coming age of computers; it was called the 90's. Who's to say that roguelikes don't have their rise coming?

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AnxiousTube

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#4  Edited By AnxiousTube

@believer258: Either way there's repetition. I guess I would rather have a rule-set than nothing at all; being aware of its nonsense though.

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AnxiousTube

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@hone_mcbone: Unfortunately, or fortunately, I wasn't around for the major arcade scene stage of gaming.

@popogeejo: Labeling what is and isn't rogue-like at this point in time is, somewhat, an argument for semantics. The games I listed have rogue-like elements; just as shooters all have different elements within themselves yet remain a shooter.

@khann: Yeah, pretty much. They're not for me.

@believer258: I get what developers are trying to do, and it just isn't appealing to me. I can still learn mechanics when things are listed; BoI doesn't do that, it just sets you up to your own devices and while that may be the appeal it is simply too undefined.

This whole MB prompts me to question our learning methods. Individuals who are into rougelikes seem to enjoy the grinding educational tract, while I, on the other hand, enjoy both learning by grinding and learning by rule sets. I wonder what this says about human beings and their, 'real world,' methods of learning and understanding the world around them; based off of their enjoyment or disdain for roguelikes.

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AnxiousTube

245

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Spore is my all-time greatest gaming disappointment. I dreamed of all the great things I could create in that game only to find that it was far more shallower than I had presumed.

The creature creator in the main game hardly lived up to what Will Wright had shown in his promos and press events. It was like a sticker party. You just selected from a conglomeration of different parts and slapped them onto a putty beast.

The civilization stage was awful as well. I was expecting a chance to build up a civilization, like in Civ but it, again, was all face value. War with those vehicles was so awful. It was simply a throw-a-bunch-of-units-at-each-other style of gameplay; which is incredibly boring.

The space, the crown of my sadness, led nowhere interesting. It, too, was rather shallow, leaving the player to explore the void and to face an enemy that wasn't that demoralizing; those Grox were more annoying than anything else.

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AnxiousTube

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Clearly there is a community behind these games that I am not apart of, and many of you have highlighted my exact opinions on the genre; good and bad. However, I'm still not sold on what games like Rogue Legacy and The Binding of Issac do. I'm, however, now, more interested in The Dungeons of Dredmor and will give it another go when I get the chance.

As for the Divinity tangent, I'll take another look at its reception and its gameplay, but I'm still wary of what that game has to offer based on my past experience; as I've stated.

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AnxiousTube

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@schreiberty: I'll give it another go. I bought it on a Steam sale for cheap and I didn't explore it enough to make a decision on it yet.

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AnxiousTube

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#9  Edited By AnxiousTube

@believer258: I dislike Rogue Legacy for the same reasons you disliked it. It wasn't based on a players skill, it was gear and class based. The Binding of Issac's mechanics were based on pattern. You could observe a creature attack pattern and learn from it. Issac also had loot pick ups that were random and did little to mark what they actually did; an internet source was needed to know what each item pick-up did and how to properly use it. That is two faults in two well know rogue-like-like-likes.

@fisk0: I understand how the learning process works and I even enjoy it, but I feel that, upfront, developers do little to exemplify what is needed to be done. e.g. the item pickups in The Binding of Issac; you do not know what they do until you use them or pick them up.

@ghostiet: Based on my past experiences with other Divinity games I have the absolute right to say I am not confident in how good it is. I didn't like the other Divinity games and I probably wouldn't like that one. On top of that, I don't want to shovel out 50+$ for a game that I may or may not like and that doesn't appeal to me and what my sense of a good RPG is, e.g. Dragon Age: Origins, Skyrim, Oblivion.

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AnxiousTube

245

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#10  Edited By AnxiousTube

@believer258: I, as well, enjoy the concept of how they teach you the game, but I think that what rogue-likes have done so far to highlight their mechanics is done rather poorly; especially in games that have you restarting every time you die.