I got the "not everything we do on the internet is for you" argument, but you don't show Jeff's mixlr or Dan's tumblr on the site anywhere. If I want that stuff, I have to look for it. You guys' twitter accounts are literally on the front page at all times. I'm sympathetic to the rest of the examples you gave, but that's the odd one out.
@alex I'm sorry to hear that negative comments get to you sometimes. I don't post a ton of compliments because I feel embarassed about it, but I want to tell you that the more you have been in the site's content, the more I like you. After I got to know you more thanks to the morning videos with Patrick and when Giant Bomb East(and especially, the Beastcast) got up and running, I have really grown to appreciate you as a staff member.
Loved this podcast! So many good moments, people were just on point with their comments. Wish you could fly the beastcast team in every week.
Having said that: There's no room for both a "possibility space" and "aesthetic space" within one minute of each other. Look, I'm sorry, but the way Austin uses "space" makes me react the way Jeff reacts to Alex' use of "Syndicate". I had someone explain to me way back in a discussion about Everbody's gone to the Rapture that Austin said "exploring the space" instead of the "exploring the place" because he talked about the mood or place your mind was in, not just the actual place in the game. What's a "possibility space", then? Your mental thought processes about possibilities? Arrgh!
@travismccg: Both Life is Strange and Undertale use that concept this year, with different levels of awareness. And I remember it being pretty cool in Astro Boy Omega Factor when you gained time travel powers at the end of the game, so the story continued in new game+. After that, you could travel to any point in time, AKA just a Stage Select with a story. It's hardly necessary, but I like it when common game mechanics are given story reasons. Like the extra lives in some Disgaea playformer being seperate people or the act of continuing in Bioshock Infinite being parallell dimensions-related.
It's awful, but I suggest "Austinsibly" as the blog title.
As a person who can't stand the mix of real-time and turn-based that at least the original used, I'm happy about this news. Maybe they'll lose some fans, but I'm into it.
@toug: Spirit Tracks has surely earned a shot at that award.
If we're all just posting our TP opinions now for some reason, like it's a political issue I need to take a stance on, I thought it was very good, but slightly too boring in the long run because of the similarity to OoT and had annoying visuals and audio. Lots of bloom, bunch of grating sound effects. It's twice the Zelda of any Zelda-like I have played, but like Jeff mentions, its few unique selling points weren't things I liked. So its generic nature is the problem. Actually playing it is pretty great, and I feel Nintendo could be forgiven for making something like OoT 8 years after that game came out. But it doesn't stand out at all, in the history of the franchise. That's part of what makes people appreciate Beyond Good and Evil or Okami more than it, although the content in TP is much better put together.
@ripelivejam: it's possible I misunderstood, or that it makes sense in context of how they talk in the quick look. Brad could just have misremembered, though.
Brad's comments about the "new" stuff in Tomb raider is weird. In the previous one, you also had a little scramble instead of a roll. You would come back to an area and the time of day would be different. You buried your axe into patches of climbable surface on rocks and could jump up it if you wanted to.
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