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toastcrust

Mainly hooked on #FFXIV

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toastcrust

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Demo seems to suggest game will deliver what they said they'd deliver on the tin (I imagine Inti Creates learned a lot about how to scale the project from MN9 lol). 2D would definitely look better but I believe the game uses Unreal Engine as a part of its cost savings measure. Unreal's never really been a 2D engine, right?

The visuals definitely has some polishing to do, but in general I like the look. Ultimately, the game just has to deliver on having interesting level design while scaling up to meet backer milestones. I think that's where MN9 felt the growing pains worst, and probably the clutch point for seeing whether Inti Creates is the problem of if Iga's the real deal where maybe Inafune isn't (or wasn't totally invested in MN9?).

I really liked using the kung fu shoes, but for the boss encounter mostly used the flail subweapon. I think I 100%'d the demo? not too hard to though.

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toastcrust

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NNID: ToastCrust

Character name: Olive

I'm pretty far along in the game but my time to play it is tapering off. I'm determined to finish it and see most of the multiplayer content though.

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toastcrust

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I'm experiencing this issue also with Podcast Addict. Specifically, I was able to download the Powerbombcast without any issues (during PAX) but downloading the Bombcast and Giantbomb Presents from this week have been flagging the 403.

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toastcrust

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Wonderful review. You definitely answered the most important question about Galak-Z: whether its aesthetics are celebratory or appropriative. Glad to see you bring some personal, long form stuff to reviews, Austin.

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toastcrust

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#5  Edited By toastcrust

Rock on, Giant Bomb.

Y'all total got my faction rep and strange coins.

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toastcrust

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#6  Edited By toastcrust

Difficulty settings are okay and I'm generally apathetic but I feel like a few things are important:

1) Don't force people to play through normal to get to hard+. Your hardest one can be locked, but at least give people a hard for those that want it.

2) Use a more neutral scale like numbers or just a range of easy to difficult rather than names that imply things about you for choosing a normal or lower difficulties.

3) The ability to change the setting without restarting the campaign/game/whatever, so various players have the fidelity to adjust things if the game gets too boring or there's just a particular segment that's frustrating & they're not interested in bashing against it.

4) Pleeeeease don't use it in RPG-based systems unless it just changes the AI behavior, because numbers buffing enemies just make the game more tedious, not more difficult. Not to mention EXP/Level systems inherently have a difficulty adjustment mechanic right there, so an explicit setting is kind pretty superfluous.

Seems to me Wolfenstein's only problem here is really uninformative difficulty names and basically insulting the player if they think they'd rather go on a low difficulty.