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Xannari Ferrows

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Everything posted by Xannari Ferrows

  1. A bucket of ice cream? How thoughtful^^ In my excitement, I accidentally kick a small screw sticking out of the wall so hard that a small support beam necessary for weight balancing gets knocked out, which falls down to the first floor of the building and lands on an electrical cord, jerking it from the wall and cutting off your life support that was placed very inconveniently and has no backup batteries
  2. Granted. That doesn't mean we stop I wish I owned a sample of Hydrogen-7 that wont immediately destroy itself
  3. Anubis? Dracula? I don't even know what that is, so... Eh 9/10 for use of the best colours and shades
  4. As building a spherical portal bends space in a way that can't be represented by 3D geometry, the explosion leads to the only other end of the portal which encompasses itself and loses all it's energy and momentum over time, pulling it back together eventually and forming a new planet This unfortunately means though that the asteroids in the rings start to float away, and one crashes into your rocket to interstellar space by sheer dumb luck
  5. Granted. You work there for 16 hours a day I wish Jingles and Scott Manley would meet. Then we would have spaceship ships!
  6. Kantai collection is garbage for not having french ships I feel so dirty now
  7. That's a starship? Looks like someone strapped a few rockets onto the back of this thing and called it a day But it still gets a score of 6/10 for good graphics
  8. Granted. 1.1.4 comes out which they are not compatible with I wish no one would corrupt this wish
  9. Not sure about the offer on the box, but at least it looks cool for extreme rave parties. 8/10 This is the scout pistol used by Imperial scout troopers from I believe episode VI. Haven't seen it in a while though
  10. I am on the ground, so I am okay All of the ships in the signature below begin attacking the next poster
  11. Oh so many to choose from... There's lots of criterias that play into what can define a game being "bad". Those categories are: Comprehensive Design, Playability, Clarity of Contexts, Means of Utilizing or Synthesizing Difficulties, and Intuitive Constancy. An example of these all in order would be: Understandable and user friendly gameplay or text, intuitive placement of possible user inputs, clear statement of objectives, use of unintuitive controls or delays to give the illusion of difficulty, and use of familiar controls for different situations Since a game is typically "bad" for never more than only 1 or 2 of these, I'll be listing which games are worst in the respective criterias Comprehensive design: Dr. Jekyll and Mr. Hyde. Every time you do, and especially the first time you played this "game", nothing made sense. This is because the game itself contains no teaching tools to allow you to get familiar with the gameplay, and the elements of gameplay change too rapidly without pattern to allow experimentation or adjustment Playability: Desert Bus. While the 1 or 2 buttons you do use in this game do work, none of the others do at all what you would expect. It's awkward, the game itself hardly qualifies as a game by definition, and the elements of gameplay, limited as they are, are unfriendly and unintuitive Clarity of contexts: Ghostbusters 1. This so called "game" actually is supposed to have a story, and the developers acknowledged that themselves, but you don't get to sort out, organize, or view your objectives in any context in any way until the end of the game, where they are presented in a very sloppy and detached manor Synthesis of difficulty: Skies of Arcadia. Major fights in this game have been identified by a lot of independent reviewers, myself included, to be nothing but time consuming obstacles for the sake of making a typical player feel like they're progressing without actually doing much. Most fights in this game take time and resources, but are not in any way difficult Intuitive constancy: LoZ Ocarina of Time. This game actually falls very short in a number of categories, but this one is the biggest. All throughout Ocarina, you are presented with new items to use, which is okay, but as that is an element of questing, exploration, and experimentation, Ocarina's centralization of gameplay around the story and combat makes this ineffective. In fact, Ocarina's use of and utilization of items is far too constant. This can be considered a good game design element, but it has to be executed properly. This wasn't
  12. Oh I guess they are the same. Never heard of that name though. Possibly that for some of the variants.
  13. Not here, I can assure you Wish I could find that @Atlas2342 somewhere. Need to complete my collection
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