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Comments
Well, I'm on Thelanis, so that sucks :V
Eye think you can transfer your characters over, but I don't know how.
Actually we should perhaps all agree on a server to play on. Doesn't it give you two slots per server? I forget.
Two slots per server.
Both Clockwork and I are on Thelanis, so it would be the best choice.
Alrighty then.
What do you guys need, party-wise?
I'll do anything that's not strictly melee, though I prefer spellcasters.
I don't know.
Probably a spellcaster who either heals or buffs.
So eh, another cleric? :P
I suppose I could play a Dorf cleric.
and then give him a Dorf name.
Clerics are good, I guess. I think Sorcerors or Wizards too.
Logging in in ten minutes.
I'm actually playing Pokemon right now.
I guess I'll log in too, though.
I'll look for your character.
Made another Elf Wizard.
Named her Uelti.
You'll see her shortlyish.
And I'm in.
That's actually Uielti by the way. Typos.
"We L.T."?
I think it's supposed to seem out-of-place in SOTL. It's a thing that shooters do that, when put in the context of a more realistic story, makes you go "why the hell would you do that?"
Also, regarding your spoilerbit:
Played the demo for Don't Starve. Good game. I'll probably buy it in the morning.
^^That sounds a bit like apologism to me. I think a stronger piece would just keep the horrifying aspects consistent. I feel like the consistent video game aspects distract from that. I guess the slo-mo could be applied to Walker's descent but the achievements for story aspects are really out-of-place.
Which I guess is more of an indictment on a mandatory achievement system than the game.
Also, I think the reason it wooed critics for more than me might be the fact that a lot of things in it are indictments in gameplay mechanics of standard military shooters, which -being the peacenik hippie I am- I tend to avoid.
Also, replaying RE4. Forgot how much I love the merchant guy.
Yeah, the achievements probably are just out-of-place (though I do at least give them a hat tip for using them to disincentivize the multiplayer by making every achievement campaign-only).
I feel like the slow-mo, though, is more to go "congratulations! You did a really good job of murdering that guy."
I see the slo-mo kills as another extension of Walker's PTSD.
Help. [/Jinjo]
>I feel like the slow-mo, though, is more to go "congratulations! You did a really good job of murdering that guy."
The problem therein lies in the fact that murdering guys is exactly what people go to these kinds of shooters for.
got sumpthin that moight intrest yah
huehuehue
Fun fact: Resident Evil 4 was the first game that was rated M that I ever owned. Played it so much.
AAAAAAAGH~. I'LL BUY IT AT A HIGH PRICE!
IJBM:
SOTN: Symphony of the Night
SOTC: Shadow of the Colossus
SOTL: S????? of the L??????.............???????............................wait, it's Spec Ops: the Line.
I disagree with this sentence. I have no doubt that Spec Ops might have the best linear storyline out of any shooter out there, but does having the best storyline make it the "best shooter"? After all, conventional narrative has been showing its weakness more and more within video games, and the more developers try to give us stuff like that, the more we see that video games done that way can seldom be more than a pale reflection of cinema. We had some evidence to this effect as far back as 1998 with Half-Life, which had a highly engaging narrative experience without actually having much plot.
I also disagree with Mass Effect being a "shooter", primarily because no-one plays it because you can shoot stuff. Most, if not all of Mass Effect's core appeal is in its RPG mechanics and the (former?) reputation of BioWare. As a shooter, Mass Effect is just good enough to be competant; as an RPG, it offers enough to stand apart from much of its competition. Rather than the RPG elements being subservient to its shooting, the shooting is merely an appropriate choice for its setting.
Sorry if this post was exceedingly pedantic.
I was fairly sure, from what CU and so on have said about it, that Spec Ops' story wasn't so linear. Or, at least, that you could do things and at times you could do other things, and those things were mutually exclusive.
It was linear, though the choices you have can vary. The Judgment's probably a good example.
^^It's probably because Spec Ops cleverly alludes to Heart of Darkness/Apocalypse Now in a way that speaks to the human condition/how we think of shooters. Or something like that.
By linear, I mean that there's only one thing you can do ever to progress.
Like many JRPG's.
Yeah, but in the context of SOTL, the congratulations are clearly sarcastic. Much like when the loading screen says "you are still a good person."
I suppose it depends on how you define linear. I mean, you are very much going from point A to point B to point C, but what you do there occasionally varies.
Yeah, TBH, I'd actually define it as a horror game about military shooters rather than an actual military shooter.
Though really, this is just a symptom of the current set of game genre definitions being completely broken.
Anyway, bought Don't Starve.
For those who haven't heard of it, it's more-or-less a wilderness survival roguelike.
And...died on the second night when I attacked a bee nest just to see what would happen >.>
Restart time!
I never understood why people said that Half-Life's narrative is particularly engaging.
Like...I hear people say there aren't cutscenes because they don't take control from Freeman away from you but you're still stuck in a room without progressing while you watch the plot unfold until you're relevant again.
That's Half-Life 2.
The original was actually pretty good at telling its story, and rarely if ever interrupted gameplay to do plot stuff.