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jasonefmonk

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jasonefmonk

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This is pretty much my first fighting game, I'm having a great time with Kung Pao. Too many assholes trying to meter spam The Baz, but once you figure how to beat him it's so satisfying.

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jasonefmonk

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#3  Edited By jasonefmonk

I've never waited longer than 5 minutes. I've been playing unranked.

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jasonefmonk

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I play Kick or Kung Poa, and Baz gave me the most trouble as well. Just understanding that his foot actually does nothing, and playing counter-kicker is was finally helped me deal with him.

Generally if you see someone pick Baz and 10% Meter you know what's up.

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#5  Edited By jasonefmonk

I laughed really hard early on at that quick-close-up zoom.

What's with this 12GB PS3. Seems like a mistake to sell a system with less than 160GB onboard.

Otherwise an OK show. They are just toeing over the line of acceptable cockiness; heavy handed on the "we've been consistent" line.

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#6  Edited By jasonefmonk

@mcghee said:

I was just reading an article where Miyamoto was surprised at the cost and number of people needed to make games in HD. The 360 has been around for almost 8 years and those early games were in development even longer than that. How isolated and clueless are they, that for a decade they didn't even have a clue about these things? You would have thought that they would have at least talked to someone about their game development at some point. Welcome to 2005, Nintendo; it's too little, too late.

Seriously good point. And I'm sure they would be astonished at what a AAA game is costing developers for the next generation. The asset generation for such huge and detailed worlds is mind numbing. I grew up on Nintendo and I am frustrated too. They seem so far behind the learning curve; if they wanted to try another lifelike Zelda experience it would look stilted and cartoonish by comparison. The advancements in animation, motion capture, simulated lighting, and audio are something that was learned over the last several years and something their hardware will struggle to deliver.

Sometimes I feel that all that's left of Nintendo is IP, and other developers could do great things with it. They have heart in the right place but we're getting tired of the rehashed experiences.

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jasonefmonk

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Ryan Davis was one of the most powerful, loveable personalities I ever got to "know". An honest and funny person who loved games and who's buoyant personality was key to Giant Bomb's success. Lurking GameSpot as a kid and living GiantBomb as I grew up I'm sure I'm not alone in feeling personally wrought by this news. I never got to visit California and shake his hand and show my appreciation personally.

My condolences go out to everyone who knew him closely. I hope they all find solace in his always-positive demeanour and great contribution to the site; Giant Bomb will always be in part his legacy.

I'm going to go watch This Ain't No Game.

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#8  Edited By jasonefmonk

You can swap out just the laser part. It's not very hard if you have the tools. Hardest part is actually getting the cassing off since there is a safety screw with a custom(ish) indentation. I think it's like a 5 pointed star or something (been a while since I did it).

It might vary from model to model, but the screw in the PS3 will be a security torx. They are pretty common in electronics.

@happenstance You should use an iFixit guide for the repair, they are very well done.

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#9  Edited By jasonefmonk

@sweep: Thoughtful and succinct. Thanks for that.

I think the game does a wonderful job of telling you that the decision Joel makes is out of your hands by having you play as Ellie in that scene. Joel also says and does things one might not feel is in their character throughout the game, it never gave you the expectation of choice in those moments.

As for me, I love a good ambiguous ending. I can rewatch that final scene and see it differently each time. I can speculate for hours about what Ellie knows in that moment or what she might pick up on over time. I can also speculate on lobotomies versus procreation and how good of chance did the Fireflies actually have.

There are tweaks you could make to the gameplay – I enjoy it plenty – but as far as the story goes I wouldn't change a thing.

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#10  Edited By jasonefmonk

I feel like the combat hits hard, but like any other game it becomes a little less horrible with repetition. I'm starting my fourth play through and I can still be shocked by some of the little details. Watch the emotions some enemies go through as they get choked out or as you hover over them just before the kill.

I think it works even better turned against the player-character. Sneaking up on soldiers is fun, but that one-in-one-thousand time you get grabbed when you thought you were hidden is heart-pounding. The death sequences are brutal, particularly the bloater kill. Playing as Ellie, the deaths feel more horrible even though they have relatively lighter kill animations.

The detailed sounds of suffering and death, and the incredible soundtrack really amp it all up. Most importantly I think all of this same talent was used for some intensely beautiful moments. There are scenes I will never forget. The contrast between violence and peace is necessary and both are executed with equal care and skill. I think that goes a long way when arguing against the game being gratuitous in it's violence.