I tried control not long ago. I thought it was cool and I’ll get back to it eventually. One thing I remember not liking was the broads jump animation. She’s like mad stiff when she jumps.
Y’all talkin’ about backlogs and shit. I never even think about it anymore. I mean, I try out 4 - 10 games a week. The amount of games I have grows continually. Eventually I’ll play all the games I like.
Finna try out a game called Sea of Solitude in a bit here. Anyone here try it out?
hahaha, I never get tired of seeing the “pro wrestling” finisher moves in Gears 5, man… there’s actually a piledriver execution… costed about 2,000 gold coins if I recall…HAD to get it. The victim’s head breaks apart like a melon as a result. There’s a “Batista Bomb” powerbomb too; I also like using that one.
Batista is actually in there as a character skin, as well… I don’t know if Batista is still obtainable, though … I still have that; it’s an alternate skin for Marcus Fenix; I unlocked it whenever it was first available.
ohooooo one thing I just remembered from Gears of War 3 that I miss—that “live studio audience” mutator! That shit was hilarious, man… it’s a damn shame they probably won’t ever bring that back. I doubt they will even bring the concept of “mutators” back either. That studio audience thing was great— when you pick up a downed enemy as a meat-shield, the audience is like “Awwwwwww” like it’s a loving, romantic moment…and headshot kills always got some laughs from the “audience”…it was amazing.
ah, I figured someone had a vid of this in action:
Yo, @Million-X, you still roll with the same xbox live name you had like 15 years ago? We should play Gears 5 online some time. You can be the master and I’ll be the student.
“To be honest, we [Japan] were beaten,” he replied with a chuckle. “Yeah, of course, we’re losing. Honestly, I think that’s a game that should be made in Japan.” But, he continued, you can tell that the developers did a massive amount of research.
“Foreigners who tickle the fancy of Japanese people more than Japanese people are…rather amazing, no?” Nagoshi added, “There’s like a notion that Westerners don’t understand things (about Japan), but that hypothesis itself is mistaken.”
“I don’t know the actors who did the motion capture, but the care given to their expressions is impressive,” Nagoshi continued, adding that the performances were outstanding. He was also impressed with the glances and looks the characters give during cutscenes. He pointed out that, at Sega, this was something his team aimed for, explaining that this sort of detail of time-consuming.
“The protagonist [Jin] isn’t a particularly handsome lead, don’t you think? At your typical [Japanese] company, if you showed concept art for a character like him, I don’t think it would be approved.” The marketing team, he continued, would offer all this data stating why such a lead character was a bad idea, and that would be the end of a lead like Jin. Nagoshi thought it was amazing that such a protagonist was the lead character.“All this money and development time is being spent on this middle-aged dude.” He applauded the resolve to entrust things in such a character. From what Nagoshi said, it doesn’t seem like that would be possible in Japan. Perhaps he thinks game companies would prefer a younger protagonist, which is certainly more common in Japanese games.
“There are numerous things I bow my head to, like aiming at setting a game in that time period…I could go on and on,” said Nagoshi. “I feel an earnest sense of a job well done.”