BarshSmash

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About BarshSmash

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    Thumb Tourist

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  1. This is why FF XII is one of my favorites. They dumped the random battles and separate battle arenas. Story line qualities will be subjective, but I liked that too. It was more political and felt less "save the world from the super-evil that wants to destroy it" as they tend to be. But I hear a lot of people disliked XII exactly because of these changes. I've heard it called too MMO-like, but that could just be from die-hard FF turn-based combat fans. Was really hoping they'd continue down this route, but instead we got the separate battle arena loads back, save the world from super-evil story, and they turned the combat into a rhythm game puzzle =(
  2. Things in games that terrify you irrationally

    Yes, that game was an anxiety treadmill. To this day, I'm not sure why I put so much time into it and remember it so fondly. Never could get past the stage 5 boss =( Demon's|Dark Souls reminded me of it a bit, and I love those too. All three have a similar sense of baddassery when you do manage to get into a flow but cause dread, anxiety most of the time. For being irrationally terrified, I agree about mirrors. I'm always sure they're going to flash some horrifying nonsense for a second and make me crap myself.
  3. Ack, agreed, and he says it so often I get the feeling he doesn't know what the word means. It's refreshing to switch back to Thumbs when a new episode is released & hear the word used correctly and sparingly (because things are seldom ostensible (or ARE they?)). But for the scoops (regular temperature) I try to forgive.
  4. The way it was brought up made it sound significant enough to be an actual spoiler. (Plus he said "spoil"). After the Escape from the Mysterious Room fiasco, I'm wary Returning to receiving of casting of pod now.
  5. I just got as far as this before hitting pause. Nick, re: Metro: Last Light: "There's this specific level... and I'm just going to spoil it, because otherwise I have nothing to talk about." wat.
  6. The conversation around 21:30 about designers needing to remember why something was good for the length of a project & not tinker with (and possibly mess up) their work while it's being implemented: I've noticed this in web development as well. I tried referring to the effect as 'aesthetic perception attrition' at work, but it didn't fly... I guess people dont like words, or something