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Messages - MukiDA

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General Gaming / Re: Valve announces SteamOS
« on: September 25, 2013, 03:41:41 AM »
So here's what's to be excited about for SteamOS.

1. It's game streaming by a company that knows and cares about video games.

Nearly everything that currently sucks about streaming games from your PC to another device is potentially solved by this endeavour. Right now the "brute force" method (which is what companies like Splashtop do) is the only real option we have for PC game streaming: Run a game and copy the framebuffer to RAM, and then have the CPU encode it into video and bounce it across the network. It's a sloppy, clumsy method, and introduces a clearly noticeable delay. It's also usually implemented by people who don't really care about things like latency, framerates, resolutions and image quality. The Wii U/PS4->Vita this is NOT.

The only exception right now is Nvidia's Shield streaming, and aside from being limited to one hardware vendor's PC config, it's also very clearly in BETA. (Shield owner speaking).

What I'm hoping is that Valve takes full advantage of existing dedicated video encoding in Intel (Sand Bridge+), Nvidia (Geforce GTX 600+), and AMD (Radeon HD 7000+) graphics chips, and give us a universal API for streaming to a device using SteamOS with minimal latency and at 60hz when possible. For anyone who's played Off-TV games on the Wii U, this is quite immediately an exciting prospect. Even if they average 2-3 frames latency (vs Wii U's ~1), this would be awesome to have access to.

2. Linux desktop users (both of them)should cheer, because they have Valve in their corner now. The grand majority of optimizations, support, and conformance across hardware vendors will do nothing but improve the desktop Linux experience.  Even if their work begins and ends at Big Picture mode, much like for point #1, we benefit from both Nvidia and AMD being forced to offer more than haphazard game support.

[size=78%]3. Devices. Make no bones about it, this is Valve's end game. We are clearly going to have two classes of "Steam Box". The full-on desktop monster running Windows, and the companion/open box running SteamOS. For people who already have next-gen PC powerhouses, having a cheap way to run some games natively and stream the rest will be priceless. We'll see everything from beasts that can run the latest and greatest to tiny Kabini/Bay Trail-equipped $99-199 boxes meant mostly to Stream from beefier machines.[/size]

Bonus: ARM support? I'd love to see Valve make some attempt to keep a partial source of published Linux games on the Steam store to implement ARM builds across titles. A portable or tiny TV (maybe even HDMI plug ala Gamestick and ChromeCast?) SteamOS machine would be amazing. The NVidia Shield's GPU is already 3 times more powerful than the original Xbox; wouldn't it be nice to try the original HL2 or Portal on the go? =)

Podcast Discussion / Re: RFN RetroActive #28: Pandora's Tower
« on: September 24, 2013, 04:35:10 PM »
I think the most important thing of note is that horrible, horrible feeling you get when you ride the timer too far for the first time, and you have to go deep into your home's basement to find the what's left of that poor girl's humanity.

Much like slamming into a wall with Kat and working overnight in StyleSavvy, it changed by behavior in meat acquisition with no real gameplay benefit.

Nintendo Switch Online Lounge Service / Underpaid Lycanthropic Labor
« on: September 15, 2013, 01:24:38 AM »
So anyone who's played Style Savvy (anyone?) knows that whenever a full moon shines over your town, the game progresses. New shops will pop up, new buildings will open, and your store may even get larger.

But why a full moon?

After a brief discussion with a close friend, we came across the most viable probability: Werewolves.

It's the only thing that makes sense. Every time a full moon hangs over the city, werewolves rise from the depths... and get to work. I don't know if they're contractors or if they get picked up en masse from Home Depot (many are open 24 hours), but clearly, werewolves are building this town from the ground up.

So before getting into any Tales game review, I need to start with a quick breakdown for someone who's never played one of these titles: Do you like RPGs (especially the linear Japanese type)? Do you enjoy fighting games? Do you wish someone would mix them together akin to a Reese's cup? Then pick this game up. End of review.

Tales of Xillia is 13th entry in the (1)"mothership" line of "Tales of Titles", and the 9th if you use Symphonia as the new "start" to the series. Since Symphonia, the series has built pretty steadily in an iterative pace. Sequels have had a tendency to smooth out rough edges, and the production at this point looks like a finely-tuned machine. The franchise is absurdly formulaic, but it's a good formula.

The best way to describe a Tales game is "optimized". You'll never find a more play-tested J-RPG franchise. Cinematics are split between major story points and intra-character "skits", the latter of which are 100% optional. New to Xillia (note: I haven't played Graces, the previous entry) is the ability to skip the main story points as well, along with being able to move to the title screen from any pause menu. If you've ever reloaded a save file and forgot to change armor/skills/etc. right before stepping over the "cut scene activiation line", this is pretty useful. The game still relies on save points, but litters them around the world pretty liberally. Also new to Xillia is the ability to "quick save". The feature is limited to a single save file, but can be done anywhere outside of combat.

Combat's similarly optimized. Tales games play very much like something between fighting games and brawlers. Think Smash Bros., in that holding a direction on the left analog stick will call out a different special move. As RPGs tend to have significantly more abilities/spells available than fighters, you can assign which directions call which move/spell in your "Artes" menu. Each direction on the right analog stick can also be (2)assigned. Because different abilities have different movement paterns and effects, there's a fun meta-game and putting together a nice assortment of abilities to keep your enemy juggled. It's the only RPG that has combo videos are posted online. Some fighter abilities even heal, which helps party versatulity significantly.

Xillia brings in some combat elements to limit the "attack spamming" issue that can be prevailant in RPGs of this nature with the continuation of the "Assault Counter" (AC) meter first shown in the previous Wii/PS3 entry, Tales of Graces. Each attack or special move drains one point of the counter, and when it hits 0 you have to wait a couple of seconds before attacking again. It works as a low-end stamina bar that forces you to think of combos that will fit within your window of attacks and simultaneously limit enemy retalation. A dodge mechanic somewhat similar to Wind Waker's also allows you to quickly get the drop on enemies that would otherwise be impossible to hit consistently. Finally, a loss during a battle no longer results in a "game over" screen, as you now have the option to re-start combat in this event. It's not quite as harmless as Xenoblade Chronicles, but it's a definite step up in options that previously weren't common in RPGs of any nature. Note that if this isn't your first rodeo and you decide to play a step above "normal" difficulty, you may wish to double-check your items collection before a major boss battle, as your characters will rather quickly deplete your inventory in normal combat.

Graphics are a mixed bag. I personally prefer the uncompromised cel-shaded look of previous Tales games, and Xillia opts for a fully shaded world. Water looks amazing (think Half-Life 2), but the game can take a pretty big hit to framerate and speed during some of the flashier boss battles.

That said, the in-game cinematics have definitely taken a step up. The Tales team has significantly improved their ability to "shoot" action sequences since Tales of the Abyss, and facial expressions are far removed from the "porcelain doll syndrome" present or worked around in other J-RPGs (I'm looking at you, Star Ocean 4 and Arland series). Rowen, the party's "distinguished older gentlemen", particularly shines in this regard, and the game is decidedly far less depending on (3)2D cel animation than previous Tales titles have been. Costume designs are just as outlandish and seemingly out-of-place as any Tales game (Graces especially), with a bit of lampshading for Milla and Jude thrown into the skit selection.

That last bit reminded me about another major point in the game: You start by choosing between one of the two main characters on the box: Milla Maxwell and Jude Mathis. The story is told from the character's perspective, which results im some markedly different segments whenever their storylines diverge. Sometimes the sequences even change completely, such as an arrow-dodging event on Jude's part that looks decidedly less impressive from Milla's point of view. In either event, the game is enjoyable, but please don't hold back from choosing the character you'd rather enjoy sticking with, as the story does a good job of highlighting them, especially in the events leading to the 3rd act.

Speaking of which, the characters are pretty endearing in this title. Most of the bad guys are enjoyably outlandish and quite well fleshed-out. While we probably won't see a Tales protagonist as great as Yuri Lowell anytime soon, Jude and Milla stand out well in their own right as characters who develop outside of their somewhat narrow worldviews throughout the adventure. A definite plus is that Teepo, this game's obligatory "stuffed piece of junk" character, is far more tolerable than his peers and at times quite lovable. About the only groan-inducing elment of the roster is Ivar, but eventually the story becomes pretty self-aware about it and they run his goofy anime hamminess for all its worth.

Of final note is that Xillia curbs quite a few good ideas from Xenoblade's playbook. As there's no world map, travelling throughout most of the game can be done by clicking the right analog stick in (e.g. the R3 button) and selection your destination, and often the game will reward you for re-visiting earlier areas to perform quests. Also new is that very quest system, which allows you to pick up small missions to take care of from NPCs in towns and seaports. Rather than crafting items, the materials you pick up throughout the game are used to directly upgrade your shops. These materials are present in every area via a glowy dog or a knapsack left on the ground. They replenish regularly and previously-located items are marked on the map in a predictable pattern, so collecting them regularly and enhancing the team's combat abilities is pretty easy, even if you're battle-averse.

I very much enjoyed my time with Xillia, and am about 3/4 of the way into my second playthrough via the game's "New Game+" style system. If you had a good time with previous entries, or if you fall into that "RPG/Fighter" niche, you'll probably have quite a good time with this title. Mind you, if you're sick of Tales games (9 3D entries since 2004 might do that to you), there's nothing Xillia's going to bring to the table to turn you around, but for the rest of us, it's a very solid purchase.


Pros: Game's just as enjoyable as previous entries, awesome combat
Cons: No more cel-shading, gold acquisition ramp is a little rough on the first playthrough

(1)As the franchise is pretty aggressive about sequels, spin-offs, and itterations, and more importantly, as the franchise doesn't really have a numbered naming convention, Namco has created a handy label to make out which entries in the franchise are the ones you should be looking most forward to. For the sake of comparion, the Wii sequel of the Gamecube game, the PSP entries, and the newly-annouced iOS/Android "Tales of Link" are all considered spin-offs.

(2) Pro-Tip: The right analog stick can be assigned to any move that ANY member in your party has access to. If you want to quickly spam your party member's best moves, you can assign them to directions on that stick and essentially spin it around during boss battles. I personally assing left/right to attack spells and up/down to healing spells.

(3) Previously done by Production I.G. and handled this time around by Ufotable, of Mobile Suit Gundam Seed fame. Character designs were by Daigo Okumura, though in-game and in-cinema, they seem very heavily influenced by Hisashi Hirai's work (Gundam Seed, S.cry.ed), with a hint of Clamp's Code Geass designs.

Nintendo Switch Online Lounge Service / Re: How to Repair Your Lace Wig
« on: August 29, 2013, 11:41:00 AM »

Truly, there is no wrong way to play this game. There is, however, a wrong way to develop this game: With random tripping.

If you caught RFN 347, you probably heard when The Great Sage Jones called your ass out. You know your type:

- No items
- Static Stages (a lot of Final D 'n Battlefield)
- Wavebirds/GC Remotes only
- 2 players only (when practical)
- C-Stick is for dirty, dirty cheats

Essentially, we attempt to drag Smashy Bros, tooth and nail, closer to being a fighting game.

My credentials, via Twitter:

I mainline princesses. I just want to start off saying, I'm here for you guys.

General Gaming / Re: I will make a bold prediction about game engines
« on: August 28, 2013, 03:11:54 AM »
Probably the biggest shift will be internal structuring to document games in a way to make them as engine/platform agnostic as possible.

That way, if licensing ends up better for CryEngine or Id Tech 7 or whatever else comes out, it's a far more practical proposition to look into shifting mid-development rather than having to throw out a lot of existing work.

General Gaming / Re: The "Anime Bullshit" genre
« on: August 25, 2013, 10:03:35 PM »
My bad, it may very well looks like a bash on anime. It's not, I loves me some anime.

I'm basically trying to describe a genre where the games don't get picked up because they reviewed well, or because the gameplay is solid, or because it has a lot of publicity. It's a game that get's purchased because the box is covered in anime bullshit. The tone may make it seem like I'm not a big fan of big-eyed, pink-haired wenches, and this is far from the truth.

This is why I dropped off examples. Nobody goes off and purchases Agarest War Zero because it's a crowning achievement in strategy RPG design. No one ran out to get Otomedius Excellent because it's ushering a revival in scrolling shot-'em-ups. There isn't a single download for Zombie Panic In Wonderland by someone looking for an arcade-style zombie shooter. These games rake in cash because of their aesthetic design.

I mention the 16 bit era because we really missed a lot of games from across the Pacific, both masterpieces and atrocities, because having Goku on your cover didn't equate to enough sales to risk buying a mess of cartridges. Part of what makes modern distribution work so well is that the break-even-point in games is *much lower, and the risk involved in a re-print is dramatically reduced. Heck, if your download game hits profitability, you can pretty much just leave it on the shop to make more money with no extra intervention on the part of a publisher.

CD/DVD/BD did that for software and DVD/BD did that for video. It's why we have orders of magnitude more anime availability, let alone TV shows, documentaries, etc.; we get now have access to a variety of genres that weren't practical to distribute before.

When I'm talking about "gems", I'm talking about games that you'd otherwise overlook because they fell off the radar.

And all this is to say absolutely nothing about scary trash like Dream Club Zero, GalGun, and that big boob ninja title hitting the 3DS that I'm totally not buying day one on the e-shop as soon as my connection allows it.

* From a production/"printing" standpoint

General Gaming / The "Anime Bullshit" genre
« on: August 22, 2013, 11:08:30 AM »
First off, before I get started on this one, I'd like to clarify that my biggest grief with this genre is that I can't stop patronizing it.

So, what has to be the most sobering realization with the breakdown of the market/momentum walls that kept a ton of anime bullshit out of this country is that, most of it isn't particularly good.

What's the "anime bullshit" genre? Don't worry, it's not an actual single game genre. It's the umbrella term for every game present at your local game stop that nobody's purchased in three months, is probably published by NIS or XSeed, and only gets purchased because it has anime bullshit on the cover.

Examples include Hyperdimension Neptunia (the console wars RPG), Otomedius (Gradius with boobs), Record of Agarest War Zero (the bouncing boob cinematic RPG), and very Arland game.

For the most part, these games are in the 4-6 mediocrity extravaganza range, and about the only thing that keeps you from taking them home is glancing metacritic on your phone.

For those who could actually manage some import cash, it was the DBZ and Ranma½ fighting games in the 16-bit era.

So with all that out of the way, what shining gems have you guys found in this genre? Note that they, under no circumstances, need to be publicly well-received. I enjoy the Ultimate Ninja Storm series, for example.

Also note that respected franchises that happen to brandish the art style ( Fire Emblem, Persona, Tales of Xxx-ia, etc.) don't count.

General Chat / Why does Pixar keep making Cars movies?!
« on: August 10, 2013, 04:16:36 PM »
This is actually your answer, in case you ever wanted to know:

Walk into any toy store or major retail chain with a toy section. Count the number of toys you see for:

Toy Story (any)
A Bug's Life
Monsters, Inc.
Finding Nemo
The Incredibles

The number is probably very low, and would be at 0 if Monsters University had been 3 months past the home video release. You know what you'll have no trouble finding in the toy department?

Cars toys.

You know what franchise you'll also find perennially in the bookbags, shoes, and lunch bag/thermos section?

Again, Cars.

Pixar keeps making them because the toys sell all year long, and probably see a sizable boost when another movie hits. I mean, this is a company that pushes boundaries as to what can be done in a 3D movie; take a look at the environments in The Incredibles, fur rendering (including impacts of collapsible particle-laden objects) in Monsters, Inc., and even the boundary/portal tricks used in Presto. Cars, from what I can gather, is probably the project Pixar trains new staff members on, because it's the definition of a safe film.

Chances are, the franchise pays for itself and has no bearing on the release of their major feature films.

General Gaming / Do we have a "non-tendo" sidebar/forum?
« on: August 10, 2013, 04:02:12 PM »
In adding to my 3DS, I've got an iPad and iPhone 4S. What I've noticed is that I occassionally get excited by DS and 3DS hand-me-downs. On the flipside is that some of them are fantastic ports, and some of them are really bad.

Having a full-time job makes it pretty trivial to even try out the more expensive Square ports, but I assume a few people might be on the fence because even high end studios (See: Square 'n Capcom) have put out some stinkers (See: Chrono Trigger and Mega Man X) among some fantastic ports (Final Fantasy Tactics, Ghost Trick) and some YMMV releases (TheatRhythm, Phoenix Wright 123 HD).

Anyone want a breakdown of some titles? Do we already have a section for this?

Hey, remember that Mario spin-off that you were so excited to pick up because Shyguy was in it?

No, you don't, because that entire scenario was a figment OF HIS FUCKING IMAGINATION.

Nintendo Switch Online Lounge Service / Re: Stop!
« on: July 17, 2013, 04:33:27 AM »
Didn't their dad beat gold records out of them like alchemy?

5. You find yourself shamefully hiding accidentally-bought second (and third, see note for #2) copies of a game you haven't played yet.
4. You own Metroid:Other M, Aliens:Colonial Marines, AND Amy.
3. You excitedly rushed to add a game to your shopping cart during a Steam sale, only to realize you've owned that game for six months.
2. You buy games before 6 a.m. (seek help)
1. You can't pirate games. I don't mean you won't, I mean you can't. At best they're cracked backups of your library.

Woah woah woah!!! This is what I was MEANT FOR.

It's basically a lighter Virtua Fighter. Trust me, you play both side-by-side, especially going back to the first DOA, and it's eerie. Identical button layout and there's smiliarities in their "ring-out" mechanic. This isn't a funny coincidence, or copycat syndrome: Yu Suzuki helped Team Ninja build the original DOA. There's a lot of mutual love between the teams; The VF5 guest chartacters arrived in DOA5 free of charge, or at least that's what Team Ninja's current director says.

Lighter's a not particularly "fair" assessment. Virtua Fighter is a FRIGHTENINGLY deep fighter. They shot off into the expert pool ages ago, and you're gonna need to learn to swim QUICK in those waters. You know a fighting game is technical when character guides don't start with combos, but with FRAME COUNTS. And that's ignoring the fact that the effects of your moves are actually affected by the FOOT STANCE of each fighter, respectively to one another.

I'm think I'm a moderate-level fighter. I'm not even vaguely tourney-worthy, but I have all the staples downpact for any of my Tekken characters (read: Alisa 'n Lili). Tekken is just technical enough to look impressive while still having enough mash-friendliness.

DOA is a lighter fighter than either, but not for nothin', it's also the quickest at making you feel competent. If you've ever had the frustration of being beaten by someone because you're better, but still nowhere near good enough to take on a masher, and you don't feel like spending a couple hours on Tekken Zaibatsu giving your character of choice some "teeth", DOA is probably the game for you. Once you have the counter system down-pact (there's in-game tutorials tied to the storyline for this), you can wreck people pretty quickly.

DOA - Light, easy faire, but figure out how to counter
Tekken - A step up in complexity, if you don't mind juggling folks by their ankles
VF - Beyond here lie dragons

One last note: I'll tell you straight-up, I'm a DOA whore. About the only fighter I value higher is Smash. It's gotten monumentally better in each itteration, though there seems to be an internal and external tug-of-war regarding the more "exploity" themes.

In DOA2, the boobs jiggled like a six pound jello brick, the amount of time you had to execute a counter could be measured in SECONDS, and a counter would eat a quarter (no joke) of your life bar. In DOA5, they jiggle's minimal, counters have split-second windows, and you're only gonna tear through a health bar if you earned it.

If you're looking to dip in, you might wanna wait for them to announce a Wii U version of 5 Ultimate (due out this fall). Barring that, look for a sale on the DS "Dimensions" game (good for getting up to date with the story, for whatever it's worth (not much)) or the PS3/Xbox 360 version of 5.

If anyone's experiencing frustration with the combat system, drop me a line here, I'll try to help.

Nintendo Switch Online Lounge Service / Re: Umm... Hey, TJ....
« on: July 06, 2013, 11:02:10 PM »
I'm just putting this out there, like, as a point of discussion, but are any of us lawyers?

Heck, are any of us paralegals?

- Fecal transplant shake.
(~1% advantage, Diet Coke)
- Cyanide
(lost on the second round; testers in question had no prior experience w/ Diet Coke)

General Gaming / Xbox One: The coin's shiny side.
« on: July 04, 2013, 02:44:43 PM »
So I think I made a decent (who knows, I didn't spark much discussion) point about the problems with turning discs into download code, and thankfully, most people had a similar viewpoint: Microsoft backtracked, more than likely after seeing the initial pre-order sales figures.

So with that hoopla out of the way and dismantled, I'd like to discuss the flipside on the system: Xbox One's cloud services will do more to put people online, and a HELL of a lot more to KEEP people online, than that braindead system could have ever hoped to accomplish.

Again, disclaimer: I have zero current plans to pick up a One. The PC covers the grand majority of games I'd want on that system anyway, and even my PS4 purchase will be dependent on whether Namco, NIS America, whoever buys Atlus, and Arc Systemworks, et al, learn how to actually release the PC version of every one of their games that they have to develop ANYWAY. ( though no, doing this is nowhere near as trivial as it sounds)

So Xbox One cloud services. There's nothing magical about them. If you want the entire first half of this explains in a moderately concise manner, check out the latest Giant Bombcast.

The fact of the matter is, it's a bunch of computers. It's a metric buck-ton of computers, and they're designed to run software in a trivial, automatically load-balancing manner. If you want more info on this sort of thing, look up "Map Reduce" or "PC Cluster" on Google. You'll find more info than you probably ever wanted on the subject.

It's a crap-ton of computers and they're all owned by Microsoft. In addition, the "price" of using these machines is probably split two ways between the licensing fee developers are ALREADY paying to make every Xbox 360 game and your Xbox Live Gold subscription. What this means is that, for all intents and purposes, this tech is free.

If you've ever played an online game whose entire online component, especially in games that keep data about your game (how you rank in a Madden football season, for instance), there've been many times where the data they kept has been beyond the scope of the console makers' (e.g. Sony/Microsoft/especially Nintendo) online components. This means that the publisher themselves need to pay for the online functionality they provide, and quite regularly. Whatmore, most publishers have no idea how in the **** de-centralized processing works, and as a result, are putting out game-specific server boxes. This means two things:

#1. Their scalability is going to be crap by design. If they build every one of these groups of servers to match launch requirements, over half would go unused after the first week. So in thinking "long-term", they will nearly always have horrifyingly broken launch periods.

#2. Their lastability is going to be even worse. "Long-term" is essentially until people stop buying new copies of the game, especially if the number of additional users hopping on starts to eclipse sales (e.g.  a market that buys the game mostly used), at which point, poof, their desire to continue spending cash to maintain these servers for this purpose begins to evaporate, and after a brief period of time, so will the servers HAVING that purpose in the first place. They'll be wiped and set to function as servers for whatever the new game is, and then you go back to #1.

So Microsoft has a ton of computers for this kind of thing. From their estimates, they have enough to have access to 3 complete servers for every single concurrent Xbox One that's online at any given moment.

What does this mean for you, as a player? By taking the cost of running and maintaining servers out of the developers' and publishers' hands, you're going to look at the near-abolishment of games going "permanently offline". Whatmore, because Microsoft DOES know how to arbitrarily spin of servers and shut them down as need be, and near-instantly re-allocate machines for other purposes (if they can't, they don't have any goddamn business running a cloud platform), this means that they can easily justify spending millions of dollars on new machines in anticipation of a major online game release (say, an MMO), because once the initial load of new users dies down, they can immediately use those otherwise "idle" servers on EVERY OTHER GAME IN THEIR LIBRARY.

The biggest influx of users you're going to see on the Xbox One is going to happen at these two milestones:

- A major publisher (EA, Activision, Ubisoft, etc.) is going to shut down their entire online infrastructure for a major game one or two years after its release due to the reasons I mentioned above. But this is only going to happen to the PS4 and/or Wii U releases of this title. The Xbox One version will still be online for years to come.
- A major publisher is going to release an incredibly online-heavy title (MMO, MOBA, freemium version of either, fighting game, persistent-world FPS, etc.) and the launch is going to be a rather dirty mess. Tons of people are going to constantly see "could not connect"-style errors.... on the two platforms that Microsoft DIDN'T release.

Second prediction? Inside of two years, Sony and/or Nintendo will sign a major deal with Google or Amazon to provide similar functionality, and it's going to be a rough first few years for them because they'll be playing a frighteningly desparate game of catch-up.

Okay, I'll save the second point (all that physics and magical power-boosting nonsense, and how it could actually be feasible) for a follow-up to this post, as I think this is already a big of a wall of text. I'm not even sure you could take this wall down without Mikhail Gorbachev's involvement.

Hey hey now, there's no need to throw political discussion into this thread...

...unless anyone wants to discuss denying Resetti his unemployment benefits or breaking kneecaps to speed along development projects in my hometown.

****'s called KINGDOMS. My reign is supreme.

General Gaming / Re: Digital or Retail?
« on: July 01, 2013, 06:06:58 PM »
Single-player heavy? (RPGs, adventure) Buy a disc. Nice to have, can lend it out after completion.
Multi-player heavy? (Fighting) Digital all the way. It'll always be on-hand in my system without having to swap my cartridge-of-the-month out.

Nintendo Gaming / Re: Who's excited for Animal Crossing: New Leaf
« on: July 01, 2013, 05:39:32 PM »
I needs froot! Someone visit my town! =3

Well thank you, forum, for not adding my bloody friend code:

General Chat / Re: Show Yourselves! (post your selfies!)
« on: June 30, 2013, 05:44:06 PM »
Extra points for anyone who can point out what's extra-pathetic about this snapshot.

General Gaming / Re: What is your most recent gaming purchase?
« on: June 25, 2013, 06:46:42 PM »
Why do I keep buying Wayforward games?!

Nintendo Gaming / Did I just burn $35 on an RPG without combat?!
« on: June 21, 2013, 10:36:51 AM »
And if so, why do I love playing it so much?

(Animal Crossing: New Leaf)

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