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  1. Sad
    Head_Hunter got a reaction from Knight Plug in I finally conceded, and have giving up on Resident Evil...   
    Lol, I see, he's simply mad at the way Resident Evil series have performed overall ever since he started playing the series. I simply want to know the options that frustrated him the more or it's simply general. 
  2. Like
    Head_Hunter got a reaction from Family sedan in Games or types of games you’ve abandoned and want to get back to   
    You're right, it's just as useless as never before. Because, it will put you in state of thinking simply to do all sort of evil to get it by all means. I can't go such kind of restless time just for material possession. I'll work hard to get what I want, if I can't reach it, then I wouldn't kill myself over it. 
  3. Like
    Head_Hunter got a reaction from Family sedan in Games or types of games you’ve abandoned and want to get back to   
    You shouldn't feel.sad for what your hands can't reach, you need to be contented at least for the option you have at the moment. Then save up, you can get new gen console version with time. 
  4. Like
    Head_Hunter reacted to Boblee in Do you prefer a game to be historically accurate?   
    Like the game on Spartan 300 or something. It's quite tilted on the history of the 300 brave Spartan that sacrificed themselves for the fate of their country. 
  5. Haha
    Head_Hunter got a reaction from Boblee in Games or types of games you’ve abandoned and want to get back to   
    I am a starter in the games, that's why I'm asking this kind of question to know the difference between the two games, now I've gotten basic information about them.  
  6. Haha
    Head_Hunter got a reaction from Boblee in Do you feel awkward playing again with wired controllers after using wireless ones?   
    You're very correct, I didn't pay attention to such because it wouldn't discourage me to keep playing the game which I've been playing since childhood. We know how badly bugs afffected FIFA, and other games. So, FIFA series aren't the only series affected by bugs.  I've been dreaming of playing professional football in my career, but at the moment I never been successful due to lack of quality football agent who gonna take my game higher. So, playing FIFA player career mode gives me the feeling of how professional footballer performs in the field of play. 
  7. Like
    Head_Hunter reacted to Kane99 in The Biggest Video Game Controversies of 2021   
    2021 was a year full of controversies, from Ubisoft knowing about sexual assault allegations, Activision and Blizzard doing the same, and allowing their CEO to stay on after he knew as well. The release of GTA trilogy, Gamestop stock fiasco and more. 
    This year has been a mess, and that's not just because of covid. Gaming companies are being awful to their developers, their employees, and to the gamers out there. Gaming companies seem to only care about themselves and their bottom dollar. They will let a CEO like Bobby Kotick stay in power, all the while people under him have been hurt. 
    I hope 2022 is a change of pace and a change to the way studios are running things. Because if we don't do anything, 2022 will just be another year of blunders that big time studios continue to make. 
    Read more about this here - https://gamerant.com/biggest-video-game-controversies-2021/?utm_medium=Social-Distribution&utm_source=GR-FB-P&utm_campaign=GR-FB-P
  8. Haha
    Head_Hunter reacted to Shagger in Merry Christmas and a Happy New Year!   
  9. Like
    Head_Hunter reacted to Heatman in Merry Christmas and a Happy New Year!   
    My brother is getting married 👰 on 31st December 2021. It's one of the biggest occasion that my family is all planning and waiting on. 
  10. Like
    Head_Hunter reacted to Boblee in Merry Christmas and a Happy New Year!   
    I wish you the very best my friend. As for my plans, I don't really have much but to spend quality time with my grandma, she's been very sick over the course of the year. I hope she sees 2021 out. 
  11. Like
    Head_Hunter reacted to Razor1911 in How much would someone have to pay you to do crunch time on games?   
    And the main focus is that earlier we have to pay the money to get the entertainment. But if the blockchain technology gets fully functional in the gaming industry, then we can also make good profit along with getting entertainment. 
  12. Like
    Head_Hunter reacted to Boblee in Do you feel awkward playing again with wired controllers after using wireless ones?   
    Yeah, it's the way it is. I think there was a time one member labeled you EA stooge but you never really cared about it and still made your voice well heard. 
  13. Like
    Head_Hunter reacted to Heatman in What existing video game series do you think will still be around in 50 years?   
    Pac Man is definitely up there as a video series that's capable of hitting another 50 years in running with the first game release on July 1980 and the latest release on April 2021. That's about 40 years and still counting. 
  14. Like
    Head_Hunter reacted to Kane99 in Cheap gaming peripherals that are good?   
    Yeah headsets have gotten really cheap these days. You can usually get a fairly cheap mic headset for $20-40 or so. The cheaper the worse it gets, but cheap isn't that bad. Owned a gaming headset for like 3 years that still works. The audio for it isn't that bad either and I only paid like $25 for it. 
  15. Like
    Head_Hunter reacted to Razor1911 in How much would someone have to pay you to do crunch time on games?   
    The blockchain technology has changed how the games are operating these days. You can now own the character you play, that means when you upgrade your character it adds value to it, and later you can also sell your character. 
  16. Like
    Head_Hunter got a reaction from Boblee in Do you care that your PS console beeps when it starts?   
    Check your last comment you shared with @Darth which you made mentioned that 'quite few gamers enjoys playing at nights. That's why I raised the comment that, playing at nights offers cool temperature which I don't get bothered with the beeping sound, because it doesn't affect my hearing. 
  17. Like
    Head_Hunter reacted to StaceyPowers in If you didn’t have to hold own a day job, how many hours a day more would you game?   
    For those that work, if you didn’t have to, would you game more each day or the same amount of time?
  18. Like
    Head_Hunter reacted to Hammerklavier in Your thoughts on games you played for the first time this year   
    As of this post, I've completed, for the first time, 38 different games this year. It's been a fantastic year for me from a video game standpoint. I found something to admire in almost all of these games, and my opinion on a few of them will probably grow as I spend more time with them in the coming years.
    I've increasingly made it a priority to track down most of the more highly regarded games of the 2010's decade, though you'll find a couple here that come from different decades.
    Rather than attempting to rank them (too difficult for me, especially with such a high number of games), I've placed them in tiers based on how highly I regarded them.
    --Games I Loved--
    Outer Wilds (2019)
    In having the audacity to meditate on cosmic mysteries pertaining to life and our place in the universe, "Outer Wilds" reminds me of my favorite film, "2001: A Space Odyssey," and is perhaps its closest equivalent in the video game medium even if the former is more concerned with finding a sort of peace with our tiny role in the universe and our inability to control any of it. The mysteries at the heart of this refreshingly earnest and nonviolent adventure were genuinely intriguing.
    Alien: Isolation (2014)
    I'm rarely excited about movie-based games, but this one proves more than worthy of the original material. How refreshing that it took its cue from the original 1979 "Alien" rather than the more action-packed sequels! As one who typically lacks patience for slow, cautious stealth gameplay, I'm surprised at how much I enjoyed this. It's gameplay systems are masterfully designed, and the xenomorph is truly a marvel of video game A.I. as it responds to your every noise, picks up your scent and methodically searches rooms for you. Between the near-constant stalking by aliens, the human passengers that often shoot on sight, and the androids that are reprogrammed to attack, it left me feeling anxious, underpowered, and overwhelmed at all times. My fiancee and I made a point of turning out the lights and turning up the sound as we played, which definitely added to the experience. Our contrasting approaches (me being more aggressive and on-the-move, her being cautious and hiding a lot) both served us well at times, and not so well at others. The campaign is surprisingly lengthy, often padded with "find the keycard," "re-activate the power," and "turn on the generator" sorts of objectives. Overlong campaigns are a pet peeve of mine, but the monumental length actually worked for me, partly because the game kept finding new ways to vary the gameplay and amplify the tension. I couldn't get enough of the game's fantastic atmosphere and its meticulous recreation of the 1979 film's harrowing mood and style. Even the ending, which felt abrupt in the moment, grew on me the more I thought about it.
    What Remains of Edith Finch (2017)
    The narrative achieves a strange sort of magic, often by juxtaposing ostensibly contrary emotions in the same moment. Moments of tragic death are portrayed at times with an odd sense of whimsy or fanciful imagination which, rather than feeling like a cruel mockery of its character's fate, come across as a warmhearted acknowledgment of the character's qualities, as understood in the kind of pat stories we tell about people after death in an effort to put a bow on their complicated lives. The vignettes, showing us various members of the unfortunate Finch family in their final moments, are all vivid and haunting, and I'm pretty sure at least a few of them will remain in my memory for a long time. The Finch house is a perfect illustration of the sort of environmental storytelling that distinguishes video games from other creative mediums.
    Demons' Souls (2009)
    Instead of writing up something new, I'll just repost a list of some observations I'd left on GameFAQS earlier this year. https://gamefaqs.gamespot.com/boards/954345-demons-souls/79419472
    Disco Elysium (2019)
    I'll admit, it took a while for "Disco Elysium" to win me over. Its dismal world of Revachol, painted in muted browns and grays, matching the generally bitter and defeated attitudes of its inhabitants, felt oppressive, as did the lethargic pacing and abundance of seemingly irrelevant text thrown at the player. At some point, as my pitiful amnesiac detective and his straight-laced sidekick began to find momentum toward solving the murder case at the heart of its storyline, I got hooked. I found myself warming to the game's unusual presentation as I came to better understand its innovative RPG systems, and I eagerly sought to guide the protagonist toward escaping his depression, redeeming himself professionally and having a second chance at life. Is it a story of overcoming depression or trauma? A dark comedy about a quirky, bumbling detective? A meditation on what it is to suffer humbling, spectacular failures, find oneself at rock-bottom, and finding the strength to claw one's way back up even as the individual failures continue to pile up? It might be all of these things, but in addition to being a hilarious buddy-cop story in which I relished the opportunity to make my protagonist respond in the quirkiest manner possible so I could laugh at the exchanges between he and his face-palming partner on the case, I saw it as a tale of failure, the degree to which it can haunt and overwhelm a community as well as an individual, and the strength and perspective needed to overcome it. The climax didn't disappoint. It perfectly encapsulated all of the grief, disillusionment, and carrying of the burden of a history of failure that permeates the world and its characters, while still finding a way to leave things on an optimistic note.
    --Games I Really Liked--
    FTL: Faster Than Light (2012) / Into the Breach (2018)
    A pair of roguelike indies by developer Subset Games, I might as well pair them here together, as both are small-scale exercises in meticulously calibrated gameplay. "Into the Breach" is an eminently playable bit of turn-based military strategy, which I enjoyed, but I found myself even more smitten with "FTL." Maybe it had something to do with the celestial imagery and the memorable music. I'm terrible at it (likewise with "Into the Breach"), but managing an ever-expanding crew on an increasingly-upgraded spaceship against tall odds made for an addicting gameplay loop.
    Hitman 2 (2018)
    As much as I really dig its cool, cinematic vibe and the satisfaction of good planning and execution of the targets, my fondest memories of "Hitman 2" at this point are of the comedy that arose when, under my fiancee and I's often blundering control, our hitman's cover was blown. I loved the frantic attempts to beat people up and take their outfits, and how incompetent and easily confounded our pursuers could be as our hitman calmly walked away from the incapacited, stripped down body wearing different clothing. Clearly, the developers didn't shy away from the inherent humor in their premise, given some of the ridiculous costumes our hitman protagonist can attack people with, not to mention being able to use a fish as a melee weapon. I'm amazed at the details of verisimilitude in these wide-open sandbox stages, and the creativity the game encourages in order to achieve your objectives. I haven't played the other "Hitman" games yet, but they're certainly on my radar now.
    Red Dead Redemption (2010)
    I had already played the sequel (prequel?) "Red Dead Redemption 2" last year, so I had an idea of what to expect. Both games offer a surprising amount of depth behind their enjoyably punchy, Hollywood-ized old-west style. It's hard to pick a favorite between the two. The first game -- aside from the Mexico portion of the campaign being about 2-3 missions longer than I felt necessary -- is more crisp and compact. The second game, while a bit sluggish and bloated at times, covers a greater variety of themes and features a more conflicted and compelling protagonist in Arthur Morgan. I also enjoyed the "Undead" DLC from the first game, though rescuing towns from zombie attacks got a bit repetitive after a while.
    Gris (2018)
    Video games have come a long way in terms of finding their own means of poetic expression.  "Gris" offers no words, nor does it offer any real threat the player must overcome.  It relies only on movement, color and music to convey various stages of grief.  The actual tragedy at the center of it remains elusive to the player, though a secret room supposedly provides somewhat of a pat answer.  This strikes me as a bad decision.  Why not preserve a sense of mystery?  Given that most people won't find this room anyway, I guess it's easy enough to ignore it and trust in one's own interpretation.  At any rate, a beautiful game.
    The Witcher 3: Wild Hunt (2015)
    At times, given the game's enormous critical reputation, I felt like I was supposed to be enjoying myself more than I did.  I found the combat generally solid, but unremarkable, even frustrating at times.  I don't enjoy picking up plants and flowers, crafting, alchemy, and repairing my equipment, so much so that I set the game's difficulty on the easiest setting so that I could get away with mostly ignoring those gameplay mechanics.  The "witcher sense" moments were too frequent for my liking.  The main quest's sense of momentum was often missing in the first half of the game, particularly in the Novigrad section, as I found myself caught up in layer after layer of "find person C, who can help you find person B, who might have information on finding person A."  Once I set aside the "greatest video game ever" hype and just approached it like any other open-world RPG, I came to appreciate its best qualities.  The world is vast and lovingly fleshed out, full of natural beauty and towns that feel lived-in and believable.  The dialogue is sharp and clever.  Gerault is our protagonist whether we like it or not, but we do have creative control in shaping his words and actions to bring out the best or worst parts of himself, either of which can come across convincingly in the hands of the excellent writing team.  Is it strange that I found the most haunting and memorable moment in the story to be the "bad ending" that I earned (for reasons that seem like BS to me, but given the strength of this ending, I'm not complaining)?  I still feel like I've only scratched the surface of what the game has to offer, as I mostly stayed with the main quest.  I'm looking forward to giving the DLC a look.  I may even give Gwent an earnest try.
    Nier: Automata (2017)
    Even after spending enough time with it to reach Ending E, which requires completing three separate campaigns, I still have a tough time identifying my real feelings on this game.  There is so much to admire here: its massive narrative ambitions, its willingness to pursue overtly philosophical subtext, the rightly applauded soundtrack, slick blending of several different gameplay genres that reinforce its meta-commentary on video game design, and the use of multiple, relatively succinct campaigns to offer different perspectives and provide revelations that turn our understanding of the narrative events upside down.  This is a game that wants to reach out directly to the player and make them ponder the most basic existential questions, and help them ultimately look beyond the contents of the game and apply its lessons into the real world.  It reaches for the stars and isn't afraid to look a bit foolish at times.  Some of the story beats felt a bit forced or insipid to me, at least in the moment, and the many layers of grief dumped by this narrative eventually started to leave me emotionally numb, though it was fascinating to see just how far this game was willing to push the death and destruction.  Overall, I find the story uneven at times and its thematic exploration somewhat gnarled and inchoate, but I'll take an ambitious, thought-provoking and beautiful, but flawed, masterpiece over a creatively stale and predictable bit of faultless craftsmanship most days.
    Hotline Miami (2012)
    1980's Miami, neon lights, psychotic hallucinations, mass murder and old-school arcade-esque gameplay make for a strangely intoxicating brew.
    Doom (2016)
    When I found myself in the proper mood to handle its frenetic pace, it was delirious fun racing around slaughtering demons with the heart-pounding industrial rock pulsating in the background.  It was a blast to see the iconic "Doom" enemies in their modern form, and while I'm not the world's biggest FPS fan, the mechanics of this game are as finely-tuned as any I've experienced in the genre.
    Life is Strange (2015)
    I was captivated across all five episodes, even as the timelines became increasingly unstable and confusing.  The characters feel believable, the milieu is convincing, and there's a strong heart at the center of it.  I see it not only as a tale of the preciousness of friendship and of appreciating the finer moments in life, knowing that fate may have something else in store for us soon enough, but also as a meditation on the pain of finding ourselves unable to help others or avert disasters, the grief and guilt we carry as a result, and the peace we must make with our limited control over such events.  Trying to find bottles at the dump will, however, probably not be one of my fonder memories of the game.
    Control (2019)
    I loved the mind-bending premise, the mix of the fantastical and the mundane, and the intriguing and intricate supernatural logic that governs the federal government office that serves as the game's setting.  The otherwise unremarkable third-person-shooter combat is greatly enhanced by the supernatural abilities you acquire as the story progresses.  Being able to literally fly around the room while using telekenesis to hurl large objects at her enemies is quite the rush of power. The story often perplexed me, and it seems like the sort that might benefit from repeat playthroughs to put the pieces together.  I found it difficult to connect with the protagonist, given she was always several steps ahead of me in understanding what was going on, and I felt like I still knew so little about her and her brother by the end of it.  I definitely enjoyed the journey, but I'm not sure where any of it left me, or how much any of it will resonate going forward.
    Kentucky Route Zero (2013-2020)
    I think my expectations of what I was getting may have led to some confusion and perhaps even initial disappointment on my part, but I can still acknowledge the painterly images, the intriguing mix of the surreal and the mundane, and the storytelling mechanic of allowing the player to control both sides of the conversation to shape the characters' interaction to their liking.  There is not much in the way of real "plot" or "drama," just a series of interludes and episodes, some more interesting than others.  I began revisiting this later in the year and found I was better prepared to appreciate its idiosyncratic "magical realism" storytelling, its commentary on a struggling, tired and forgotten  post-recession populace, and its dreamlike ambience.
    Ori and the Blind Forest (2015)
    To some degree, it almost feels like someone entered "Metroidvania," "Artsy," "Eastern Mythology," and "Family Friendly" into an A.I. video game generator and this game was the result.  There's an abundance of beauty and polish, but not much in the way of idiosyncracy to allow this game to forge a unique identity of its own.  Nevertheless, I had a lot of fun with it.  I was definitely surprised at the sadistic level of difficulty in some of the platforming challenges, but the controls were fair, and I actually liked the much-criticized save mechanics.
    The Witness (2016)
    Lovingly crafted and breathtakingly intricate, filled with zen-like puzzles that involve the ostensibly simple task of connecting dots by drawing lines.  But the rules for these puzzles are constantly changing, and the real puzzle is often in discovering those rules.  My fiancee and I, playing through it together, both had moments where we felt like geniuses and others where we felt like idiots.  It's hard to think of a game that blew me away so consistently with its cleverness, from the puzzles themselves to the elaborately designed island that serves as the game's setting.  It's also difficult to think of a game that has demanded so much from me intellectually and provided me with so little in return, other than my own satisfaction and some very pretty scenery on the hauntingly quiet and secluded island.  I found myself searching for some sort of heart or soul at the center of it all, but found it pretty much devoid of those things, being more preoccupied with celebrating our ingenuity and capacity for problem solving.  It is as relentlessly dry as a modern video game experience can be.  Still, "The Witness" impressed me as much as any game I played this year, and there is something truly special here.
    Dishonored (2012)
    I'm terrible at stealth, so I appreciated the freedom that "Dishonored" gave me to pursue a more aggressive and "chaotic" approach.  I got the "bad" ending, but given my behavior throughout the game, it felt appropriate!  I'm looking forward to playing "Dishonored 2" this upcoming year.
    Lovers in a Dangerous Spacetime (2015)
    My fiancee and I had a blast working together to pilot a spaceship and blast away monsters.  Overcoming some of the game's bosses definitely requires good communication.  We enjoyed working out strategies, watching them fail, then gradually tweaking them and incrementally improving our execution until we did just well enough to find success.    There is so much charm in the graphics, music, and upbeat mood.
    The Binding of Isaac: Rebirth (2014)
    Compulsively shocking and vulgar, gleefully infantile and nightmarish, the style and imagery of "The Binding of Isaac" is certainly unlike anything else I've ever played, though the actual gameplay is essentially a familiar roguelike mix of "The Legend of Zelda" dungeon-crawling and the bullet hell of "Smash TV".  Even by roguelike standards, there seems to be a lot of luck involved with regard to which power ups are available.  I reached the final boss on my second run due to acquiring some fantastic power ups, then needed another 30+ attempts to get another shot at it.  Playing co-op with my fiancee was also a lot of fun; taking down the final boss together made for one of my fondest gaming memories of the year.
    Return of the Obra Dinn (2018)
    A very clever puzzle game that really challenged my logic and observational skills.  I was drawn into its foreboding tale of a doomed voyage, and the "1-bit" visual style was a nice touch.  I fully admit that I looked up the answers a few times, but given how difficult some of them were to find, I'm not sure I'm all that ashamed of it.  Maybe once I've sufficiently forgotten enough of them, I'll give this game another try and see if I can do it legit.  I loved the premise of this game.  It makes me feel like there ought to be more games like this.
    The Elder Scrolls V: Skyrim (2011)
    It offers the basic "power fantasy" fun of creating your own hero, venturing off into a troubled world that only your hero can save, and being as virtuous, evil or maniacal toward the denizens of its realm as you so choose.  I completed the main quest and a handful of sidequests, so I only scratched the surface of the game's content.  I'll fondly remember the rousing music, the excitement of battling the dragons, and the many options for how my character could fight, dress, or treat others.  I'm not a hardcore open-world RPG fan, but I enjoyed my time in Skyrim and may choose to return to it again, perhaps seeking out some of the more highly regarded sidequests.
    Donut County (2018)
    Very modest in scope, but a pleasure from beginning to end.  The sort of game well suited for when you're feeling exhausted from a long day, not in the mood to be challenged or frustrated by your game, and just looking for something breezy and simple, with a good number of laughs along the way.
    Papers, Please (2013)
    Undeniably effective in portraying the oppressive and dehumanizing machinations of an authoritarian regime, I found "Papers, Please" a haunting and impressive experience.  The gameplay, in which one reads through immigration paperwork and searches for discrepancies, sounds a bit like work, and I can confirm that it often felt a bit like work to me as well.
    Worms W.M.D. (2016)
    My first foray into the "Worms" franchise.  For a few weeks, this was the go-to co-op game for my fiancee and I.  I had a lot of fun with it, though I found the controls a bit unintuitive at times and suffered many worm deaths when my projectiles would bounce off of seemingly invisible bits of terrain and come right back to my worm.  The humor and charm is a big plus as well.
    Super Bomberman R (2017)
    It's crazy and addictive Bomberman fun, though I was a bit disappointed with a few of the restrictions.  I was a bit disappointed with the A.I., which is too freakishly good on the higher difficulties.  Even on the lower difficulties, it is mostly inhumanly good, but has the occasional lapse where it stands around and waits to get blown up.  Not the most satisfying way to win a match.  Why only four participants in a match?  I fondly recall Saturn Bomberman allowing for up to eight.  The story mode offered some solid gameplay challenge and boss fights.
    Among Us (2018)
    It probably has more in common with a board game than a video game, as there isn't much actual gameplay or content here.  "Among Us" is about as fun as the people you play it with.  In my experience, playing with strangers online is a waste of time.  There is very little social deduction going on, and most of the people involved don't seem like they even want to be there.  I did have a few games with family with a zoom call and cameras on that were generally more lively and fun, especially when people try to break down each other's poker faces.
    --Games I Admired--
    Mass Effect 2 (2010)
    This being the only "Mass Effect" game I've played to this point, perhaps I won't be in the best position to evaluate its characters or story.  I was impressed at its immersive world building and lore.  I loved the premise of commanding my own spaceship, assembling a crew for a suicide mission, and seeing my decisions have real consequences in the last couple of missions.  That said, I didn't find myself becoming particularly attached to any of these crew members, even after completing their loyalty missions, and the actual gunplay, while fine, never quite drew me in.
    Death Squared (2017)
    Solid co-op puzzle action with some funny writing and voice acting.  Fairly short, but fun while it lasts.
    League of Legends (2009)
    For a couple of weeks, this was all I felt like playing.  The gameplay loop is quite addicting.  The learning curve to go from "awful" to "decent" seems pretty steep, and somewhere along the way, I decided I just wasn't committed enough to what this game had to offer to get serious about it.  I'm a filthy casual, what can I say?
    Thumper (2016)
    When I saw images and read descriptions of this game, I knew I needed to play it.  The nightmarish, otherworldly ambience and pulsating rhythms definitely give it a unique feel and make it worth playing.  I couldn't help but feel like there was a real missed opportunity here.  Though the game's length stretches on for a number of hours, you'll have the gist of it after the first hour.  The mood and imagery could have started off more mild and became increasingly hellish as it proceeded, giving it somewhat of a sense of progression and adventure.  Instead, the visuals and mood remain fairly static to the end.  At least the gameplay adds a few new wrinkles and variations to keep things interesting.
    Bastion (2011) / Hades (2020)
    I admire both of these action-adventure indies from SuperGiant games, with their colorful environments, tight controls, great weapon variety and eclectic soundtracks.  As much as I appreciated "Bastion"'s fresh visual style and unique narration, I never quite connected with it. I wanted to enjoy "Hades" more than I did, as it cleverly solves so many of the limitations of storytelling within the rogue-like genre as the player's repeat playthroughs operate harmoniously with the gradually evolving storyline, but I just never warmed up to the combat.  Fighting, especially in rooms with several enemies, often seemed to devolve into a mob of flashing lights, and the relentless pace of the battles often wore on my old-man hands.  My fiancee loved it, and I did enjoy watching her play through it and seeing the likeable cast of characters and their relationships develop over the course of it.
    --Games I Was Somewhat Disappointed With--
    Borderlands 2 (2012)
    Unique and stylish graphics with slick gunplay and plenty of humor, but I got a bit burned out by the end of the main quest.  My fiancee, who couldn't get enough of it, wanted to go full completionist, which we almost achieved before her attention turned to a different game.  My enthusiasm for playing the game had dried up by that point, which may be affecting my overall judgment of it.
    Amnesia: The Dark Descent (2010)
    A milestone back in 2010, but I'll admit I didn't get much out of it.  Perhaps I was waiting for a plot twist that never happened, and I should have appreciated the story for what it was rather than what it wasn't.  The puzzles were solid enough, but the actual horror elements felt rather limited.  There are so few varieties of enemy in this game, and the extremely generous checkpoints meant that there was minimal tension when they did get me in their clutches (could be there was another difficulty level that would have changed this, but I played this back in January, so I'm not remembering at the moment).
  19. Sad
    Head_Hunter got a reaction from Heatman in Skins   
    I am looking forward to customize my PS4 with FIFA 22 skin. I really don't know if it's possible that way. 

  20. Like
    Head_Hunter reacted to Boblee in Can you enjoy a game without being crazy about its gameplay?   
    My 200 games in backlog isn't any where near what my cousin Mark have on his own which should be over 900 games and he's still buying more. 
  21. Like
    Head_Hunter got a reaction from DC in 15,000 Member Milestone + Announcing Our Second Moderator!   
    I am happy for the latest milestone achieved in this wonderful VGR forum. Thanks @DC for putting great work in here, to make sure the forum is sustained up to this day, which attracted the numbers of registered members in here. I humbly thank @The Blackangel for her new role as a Mod at VGR forum, she deserves it for the incredibly number of years spent here, contributing wonderfully to the growth of VGR forum. I am looking forward to more highs come 2022 for the forum. 
  22. Like
    Head_Hunter reacted to StaceyPowers in 15,000 Member Milestone + Announcing Our Second Moderator!   
    Perfect choice, @DC! Congrats, @The Blackangel, you are going to be marvelous. And thanks again @Shagger for everything you do. All three of you are awesome, and have made this the place I feel most welcome and at home online 🙂
  23. Like
    Head_Hunter reacted to The Blackangel in 15,000 Member Milestone + Announcing Our Second Moderator!   
    Thanks everyone. I just hope I don't make any major screw ups and do something that's not supposed to be within my scope of privileges as a mod. With the amazing job @Shagger has done over the last year and a half, I know I can go to him anytime I need. Obviously I can also go to @DC too. They have been one hell of a team together, and I'm honored to be able to help them with their duties. But like I said, I just hope I don't make any major screw ups.
    Fingers crossed.
  24. Like
    Head_Hunter reacted to Heatman in 15,000 Member Milestone + Announcing Our Second Moderator!   
    I can't say that I'm really surprised by this announcement because it's something that should have been done a long time. Having only @Shaggerdoing it all alone can be too demanding. So adding @The Blackangelto the team is a very good plan.
    Well done @DC, congratulations to you @The Blackangel and then happy growth for the community. 
  25. Like
    Head_Hunter reacted to DC in 15,000 Member Milestone + Announcing Our Second Moderator!   
    I think Fall 2022 is a good timeframe for 20,000 members. I also think by then the forum will have over 200,000 posts, based on how we are currently growing. Very exciting!
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