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BlackLagoon

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BlackLagoon

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So... here's a thought for Mike's wish... are there any Blight Club suitable coop games?

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BlackLagoon

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I like how only minutes in Tamoor has understood the aiming mechanics better than any of the others. If only he'd remembered to check out Chain Shot and the other skills.

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BlackLagoon

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Yeah, this is one of the tougher fights in the game, and considering they've blown through a lot of their ammo, turned the American soldiers hostile, and have a poor understanding of the game mechanics... this is going to be rough. There's also an alternate path you can take to get to a sniping spot, but it's probably too late to get to that now. I think there's at least a bit of extra ammo in a room there if they look around a bit before going outside and triggering the fight.

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BlackLagoon

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Edited By BlackLagoon

@bisonhero: The game plays terribly if you try to play it as a standard third person shooter, but becomes much more fun if you actually engage with the systems and charge up critical shots. Sadly Rorie had seemingly forgotten this.

As he eventually figured out, for assault rifles you just have to aim at a point without moving the reticle. For pistols it's keeping the reticle on an enemy's head. Since you can do this from cover it becomes immensely useful while in stealth. Also upgrading your skills doesn't do that much to improve you general accuracy, it mainly decreases time it takes to charge a critical, so that's why Rorie wasn't getting the benefit he was expecting.

I think shotguns and SMGs were more suited for run and gun gameplay, but I never used them so I don't quite remember how they worked.

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BlackLagoon

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Michael Thornton respects women!

Not if you keep picking suave options he doesn't.

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BlackLagoon

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Edited By BlackLagoon

Interesting so far, though I am a bit worried about how they're falling into the trap of relying on CQC because they don't quite understand how the shooting mechanics work. This works at first, but the enemies get harder and harder to CQC as the game goes on, and lead to a number of frustrated players when the game was new.

It will also be interesting to see how they handle the tougher enemies. The game has the same issue as Deus Ex: Human Revolution, where you can build a character that easily gets through the levels, but then hits a brick wall when the game forces you into open combat.

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BlackLagoon

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@bisonhero said:

@downloadsteve said:

Can someone explain the "Brad's Leaving" meme and the "<>" that people are doing? I've been watching GB for what feels like a long time, but i musta missed this somehow. Thanks

In the early years of Giant Bomb, people would just say "Brad is leaving" in chat or a forum thread to troll people and get a reaction. Longer term users would immediately recognize this as a running joke. Brad was quieter then, so maybe newer people in the audience could be gullible enough to believe he wasn't in it as long term as the others? I don't have specifics beyond that if there if there is a particular stream it started on

There was a period during the early Bombcast where Brad would repeatedly leave before they were done recording. I believe Ryan literally says "Brad's leaving?" at one point. I can't say for sure, but I strongly suspect this is where the joke came from.

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BlackLagoon

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Sadly I wasn't able to watch it live, but it's been a fun ride. If I were to give a tip, it would be not to rest so close to the room entryway. You'd want to have a lot of space between you and an any enemy that might appear. And I don't know about multiplayer Rogue, but there is a multiplayer version of the classic roguelike Angband, imaginatively called MAngband that's still in active development.

So long Ben, you're going out on a high note!

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BlackLagoon

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Edited By BlackLagoon

A++ run. This is going great. I feel that Ben has really learnt a lot about thinking carefully about his next move so that he does not give the enemies multiple free hits.

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BlackLagoon

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Hmm, the site seems to have eaten my original post, so let's try this again...

"Non-modal" means that everything in the game happens in a single, consistent gameplay mode, like in Rogue or Spelunky.

An example of a classic "modal" RPG would be Final Fantasy, where exploration and combat take place in completely separate modes, with entirely different possible methods interaction. Destiny is clearly "modal", since it has multiple game play modes - PvE, PvP, non-combat social spaces, space travel menus - that work according to different rules.

And Diablo would be a game descended from roguelikes without a lot of people realizing it. It's randomized loot and basic gameplay loop is clearly inspired by something like Angband.