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killamch89

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Everything posted by killamch89

  1. That's exactly why I never got it the first time round. I always thought it felt more like a luxury items than something that really enhanced my PSP gaming experience.
  2. I think harsher penalties, like longer bans or even permanent ones for repeat offenders, could help reduce toxicity. However, the key is to pair it with tools like mute options or better education for players on acceptable behavior. Prevention can be as powerful as punishment.
  3. Deeper consequences can make a game world feel more alive and reactive. When moral choices drastically alter the narrative, it adds weight to player decisions and encourages replayability. However, this approach can be risky if poorly implemented, players might feel boxed in or punished for experimenting.
  4. Facts. A strong first impression builds trust and loyalty among players. Post-launch support should enhance an already solid foundation, not fix a broken experience.
  5. I think the best path is a mix of both. Games that incorporate regional nuances while maintaining elements of universal appeal can resonate with broader audiences without losing authenticity. For instance, Ghost of Tsushima managed to honor Japanese culture while captivating a global player base.
  6. Games like Fable or Dragon Quest Builders 2 let you invest in towns and see them grow as a result. Maybe more RPGs could adopt this kind of system to make your spending feel impactful.
  7. The ludicrous approval system reminds me of Fire Emblem. Make the wrong dialogue choice or fail to build enough rapport, and characters can die or leave forever. It’s like trying to juggle friendship with battlefield strategy.
  8. Bioshock Infinite. I promise myself every time that I'll play it one of these days but I just keep forgetting about it.
  9. If you're into RPGs, Undertale or Disco Elysium can be played in under a week, depending on your pace. They’re rich in story but don’t require dozens of hours to enjoy. For something more action-packed, Katana ZERO and Celeste are great picks. They’re challenging, tightly designed, and perfect for short bursts or a focused playthrough in a week.
  10. I agree - Celeste handles anxiety and self-doubt beautifully through gameplay and narrative integration.
  11. With how poor Xbox has been doing the past few years, I'm inclined to believe that they have no choice but to offer it across all platforms because nobody is getting an Xbox just to play the future Elder Scrolls or Fallout games.
  12. Thanks. Good for you, man - you should probably go get some rest.
  13. killamch89

    1 word song titles

  14. That's sad tp ear. Hopefully, you recover quickly - kidney issues are serious stuff. One of my aunts had renal failure last year and died because she never tried to seek help until it had gotten too advanced.
  15. Deja Vu (2006) - 8.5/10
  16. Ah - I see. I'll probably get it sometime next month when I'm going to get an extra monitor and some new gaming accessories.
  17. I'm not even a Man United fan but I agree, Rashford should be the first to leave. He's been so inconsistent throughout his time at Man United and should have been moved on years ago. He's one of the players that have cost several former United managers their jobs.
  18. Indie games have increasingly been exploring mental health themes, from anxiety and depression to more complex topics like PTSD and self-identity. These games can raise awareness and foster empathy, but they can also risk oversimplifying or misrepresenting serious conditions. How do you feel about indie games addressing mental health? Do you think they’re doing it justice, or is it a sensitive topic that requires more nuance? What are some examples you’ve enjoyed (or felt uncomfortable with)?
  19. Toxic behavior in online games can ruin the experience for everyone, but do the current penalties go far enough? Some games issue temporary bans, but should we be doing more to curb this behavior? Would harsher punishments like permanent bans or stricter reporting systems help maintain a healthier community, or would it create more problems? What are your thoughts on striking the right balance between punishing toxic players and ensuring fairness for those who make mistakes?
  20. A lot of games feature moral choices that can impact the world, but how deep should these consequences go? Should they be more intricately tied to the story, affecting the narrative on a larger scale, or is it enough for them to simply alter a few events or outcomes? How do you think deeper consequences could enhance the player's experience? Would it make the stakes feel higher, or risk overshadowing other gameplay aspects?
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