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#1  Edited By English

@syndrom: Your play amount shouldn't be an issue as long as you are somewhat active. So far fleets and corp groups are more of an 'opt-in if you're interested' type of thing.

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#2  Edited By English

I have to say that the giantbombing chat is awesome. It's definitely improved my experience playing the game so I'll be signing up for Kite Co. Looking forward to dudeing it up.

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This game has a great gameplay loop, nice visual design, an upgrade tree to work yourself up -- it's pretty awesome. Definitely worth the $3 for me.

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The audio levels always seem better on the Ryan-produced bombcasts to me, dunno if that's just a settings/software difference or if he takes the extra time to balance everything properly.

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#5  Edited By English

any sort of rationale they have has already been trumped by the walking dead, there is literally no excuse for video game writing to be this bad

The Walking Dead is an example of gameplay in the service of story. Tomb raider is the opposite, but there's nothing wrong with that.

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#6  Edited By English

I'm at 50% completion on PC and used to the QTE prompts at this point. It is really stupid, the button prompts should have more of a color differential (Both E and F prompts are red/orange) and show the required key instead of an image prompt that doesn't mean anything to anyone (though admittedly this would require some work as it would have to take into account key rebindings and uncommon buttons). You can however tell that the developers took failing QTEs into account; they have handy checkpoints right before all of them.

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@brundage said:

<p>@english</p><p>That exactly what I mean though, the ideology behind a triple A game having to have tons of guns is where must of my frustration lies. I just wish the industry was more willing to take risks. How cool does a game focused on pure survival on some crazy island sound. In regards to gameplay and narrative, imagine how much more meaningful battle between ai would be if it was a rare occurrence and the developer really focused on making it complex and fun/ it would also make a lot more sense in the context between the gp and story</p>

They are willing to take risks, just not with big budget titles from a franchise like Tomb Raider (and can you really blame them?). I mean I totally agree that it would be cool to see the game go in that direction, but don't really expect it. I have been reading 'the final hours of tomb raider' and apparently they chose not to include any sections where Lara uses a turret gun - which is a breath of fresh air after every FPS has to have multiple turret sequences. Anyway, I guess the reason I was pleasantly surprised by the game was that I am so used to being utterly bored of scripted FPS campaigns, and I still really enjoyed this.

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I was pleasantly surprised the game took as long as it did to get to cutting down tons of enemies. It's a AAA title, any game getting funding to be as big and polished as tomb raider is going to have to appeal to the average FPS player- I'm pretty happy with what we got keeping that in mind. Sure, I'd love to see a more survival/exploration focused game, but this really couldn't be that if they hoped to have a large financial success. We have to remember this is a large, very well known franchise. The last few games before this just weren't so hot because of the somewhat antiquated design.

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#10  Edited By English

Last week was fantastic for quick looks, but there has never been a whole lot of content on weekends or Mondays specifically at GB. Just gotta pace yourself if you want to watch a regular number of quick looks every day.