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amdreallyfast

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I wonder if it is possible for a stealth game to completely avoid the market's notice.

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Edited By amdreallyfast

*STAB* "GAAAAAAH!! *SLASH* HUURUURRRRGGHH!!!" *Silent Assassination + 200*

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@zowbaid Granted, because of the things that you mentioned, the power trip fps gamers will probably not purchase this game for lack of interest, so the problem remains. That being said, I still applaud him for telling an engrossing story. The Metal Gear Solid games also did a great job of telling the stories of people affected by way, telling a story of a soldier who was trained to kill and was manipulated by greater powers for their own gain. Not including MGS3, the boss backgrounds did particularly well in telling how people were affected by war.

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Favorite radioactive city? Something not in America. How about an ancient city with a lot of history? American cities are not very old in the grand history of things. How about Jerusalem, or a mountanous region near Mexico City, some place in the Mongolian Desert, or perhaps even Berlin? Considering that the time setting of Fallout is WWII era, I would be interested in seeing what happened on the other side of the pond.

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Edited By amdreallyfast

@Fiscaldeal I agree. By "linear" I meant the number of things to do, which can alter an otherwise static pace. FFXIII, to continue the example, had a very linear pace because there was not much to do for most of the game except fight your way to the next waypoint. FFVI, a classic example, had exploration and towns and lots of people to talk to and non-fighting elements that altered the pace of the game. Of course, you could blast your way through the story, but you don't have to, and that option is important to me, provided the number of options is not too big (that is a very subjective term, I know). So linear = forced static pacing, and sandbox = entirely subjective pacing. I don't like either of those two extremes.

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I prefer a directed story more than a sandbox games. Sandbox games can be fun if well executed, but I like a good story, and a good story can be deeper and be able to spend more time on character development if it is the product of one mind and not always subject to the player's choice. Good sandbox stories must have open world gameplay, which places interrupts in the story that I don't always enjoy. Being a perfectionist and a bit of a completionist, open world gameplay is my time-sucking bane anyway. I like to see a story begin, build, reach at least one climax, and then end. That being said, too linear is not good. FFXIII was too linear, but sandbox (GTA, Elder Scrolls, Assassin's Creed post #2) is a little too open for me.

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*Media* "The school shooter had a history of mental instability, drug use, avoided people, would often have anger outbursts at the slightest provocation, had a fascination with guns and knives, and played video games as a hobby." *Many parents and every person ever in government* "Video games, you say?"

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@fael097 I wonder if showing the D3 cinematic was a reference to his opinion of the game, the opinion, or 7 billion Diablo fans who complained about the game, or both. Judging by his laid back nature, i am guessing the middle option.

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"Arguably the most prevalent piece of science fiction tech.." Psh. Call me when you have hover vehicles. F-Zero racers, pod racers, land (and snow) speeders and the myriad variations, speeder bikers, Star Trek's hovering police speeder, Stargate's F-302, Total Annihilation/Supreme Commander amphibious vehicles, and that's just the low altitude hovering stuff. What about large ships that can enter the atmosphere and hover, and even land with repulsarlift drives? There is no way you are done with this series. Your job is NOT finished! :)

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"Today, class, we will be reenacting Lord of the Flies. I built this small island over the weekend, and I will lock you in here in classes for the next month."