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indure

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indure

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Edited By indure

Honestly, who is this game for? It seems very hard and slow to build up your park, there is no real customization to the park or dinosaurs, and the real thrill of this game is letting your dinosaurs go berserk in the crowd, which seems like it would set you back terribly.

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indure

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It's going to blow Jeff's mind when he learns about archdemon mode.

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@clockwork_saint said:

So it's PUBG for a younger, less skilled, audience with no vehicles, no customization, and free. If it weren't for that last thing this game would be a lawsuit waiting to happen. Also is Dan racist to games lol He said "doesn't like what certain games look like because of where they came from" what?!

Dan isn't racist, he's referring to how PUBG looks and runs like DAYZ because it is literally a mod of that game.

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indure

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Am I the only one who thinks the combat has taken a huge nosedive? Yay jump jets, but that's the only "improvement". The game has fallen so far tactically. Soft cover just means you can act more like a bullet sponge. The three-defense model (shield, armor, barrier) which forced players to utilized the correct skills/weapons to overcome hard enemies, has boil down to spam powers and shoot through defenses with zero regard to what defense it is.

The hallmark and strength of every Bioware game is how they revolve around your companions both in terms of story building, but also in terms of combat. You aren't suppose to have every power at your disposal ... you are suppose to have weaknesses which are covered by your companions. Now you have almost no control over your companions and instead are given every ability swappable on the fly. Your companions are little more than combat drones.

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@north6 said:

This genre's popularity is baffling to me. It seems like random crippling design decisions that were made due to technical limitation 15 years ago such as last hit are now seen as core to the experience. Customer expectations then drive the developers who are seemingly locked into a never ending cycle of the most minute iterations imaginable. Tail wagging the dog, must be pretty frustrating to work on a game like this and have only as much game design leash as what the audience will allow for.

I don't understand the criticism, there are already MOBA's that don't have a "last hitting" mechanic and this game seems to make a decent compromise of still having a last hit (100 credits that teleports to the player) and not last hitting (drops ~50 credits on the ground and the player has to pick them up before they fade). Seems like a solid evolution of the initial design.

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Edited By indure

That hat ending was pretty great ... "I killed a guy and called in a chopper for this hat," but the game looks soulless.

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I don't get it. Dan and Jeff hate MMO's because they are filled with tedious grinding, repetitive gameplay, and are nothing more than an elaborate carrot on a stick; but love this game because its single player?

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I hope this game rises above just an elaborate carrot on a stick and I wonder if it will leave me feeling empty like Starbound did (which is pretty much No Man's Sky, but 2D).

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Is hard to pick a best moment between the two ships passing each other perpendicularly at 8,000 km/h, or when Austin said "is the budget counted in Kerbin lies?"

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HAHAHAHAHA, they are going to try to recover their lost spaceships next episode. If they think trying to get a ship on the moon is hard, can't wait to see them dock it with a 20ft spec in space.