I would imagine a lot of people still play and enjoy the game, but I didn't like it enough to renew my subscription.
Ugh, a motion game? How the mighty have fallen. I'd send them money just so they didn't have to do motion games.
Eh, I've stopped playing it already, anyways.
I've already got such a great Steam account that I really just don't want to have another service with another password that I have to worry about. I have Origin, thanks to BF3 and SWTOR, but I would just not be interested in expanding my usage.

Steam, with its library, convenience, and sales is my service of choice. You're not going to get me to switch services by making it mandatory because of a game I want, you've got to actually make a valuable service worth using.

I just mentioned Giants the other day on Kotaku. What a great fucking game. Armed and Dangerous was fun, but not as good as Giants.

I'm guessing Planet Moon isn't around anymore? I'd do a Time Schafer-style donation for another Giants.

My favorite chiptunes that I've come across so far is The Dark Side of the Moon:

[www.wired.com]

Man, I never would have thought they'd fuck this up. I'm holding out hope, but I'm genuinely worried about TLG.
He was definitely playing the drive, I doubt he expected him to pull-up for three in a tie game.
I've heard good things about MNC, but I figured it's been so long since launch that the community probably dwindled subtantially by now.
That's what I was wondering. You'd have to make virtually every challenge a companion-defense or timed task of some sort, where you could "lose" but not die. Unfortunately, those are two of the worst kinds of tropes as far as vidya games are concerned. Otherwise, everything has to be kryptonite-laden, which also doesn't really work.

I honestly can't think of a good setting or game mechanics for Superman because of his almost total invulnerability. No wonder there hasn't ever been a good Superman game.

I agree about that lone-wolf-ing seems to be the norm for online FPSs. Only Team Fortress 2, as a competitive game, seems to foster real teamwork, from my experience. In the past, I thought Enemy Territory: Quake Wars also did a great job of encouraging teamwork by its in-match goals and map design.
I think that's the other way you could go with it -- Have it be more scripted/linear, and get rid of the driving sections altogether. You could have a tighter experience, sort of more like Heavy Rain.

Either way, I think something should be changed to either open up or tighten up the game.

I just got done with SWTOR (didn't extend past my initial month), so I'm a little gun-shy of MMOs right now.

How is the community for Tera?

I tried Fallen Earth, which is pretty real-time, but it just wasn't quite polished enough to keep me playing. DC Universe also had pretty good RTC, but after hitting the level cap I lost interest.

Maybe Planetside 2 will scratch this itch.

All I care about, personally, is real-time combat (Zelda- or Dark Messiah-style) and to stop seeing enemies milling about in their little zones waiting for a player to come close enough to attack, waiting to drop some trinket you need seven of for a quest.
I think Rowdy Roddy was better on It's Always Sunny. The Maniac loves you.
Twenty million kids are eaten by bats every second.
They need to open up the city/driving elements for the sequel. The facial animations and investigatory segments were great, but changing the setting to a more GTA-style open world would really make the game amazing.

You could have different cases you're assigned to, but also a patrol duty schedule, where you'd drive a section of the city and look for crime, or get calls on your squad radio. Hell, you could even be assigned to desk work for part of the day, and work in-station interrogations and review collected evidence.

They went to such effort to reproduce LA, but the city seems kind of pointless when you just go from crimescene to crimescene, never really deviating from your path.

You're right. Just the fumes from a gas can can catch fire if it's proximity to an open flame.
It's not the hit box. Back in Morrowind, you just weren't very good at early levels, and you'd plain miss the enemy more often than you'd hit it.

Once you get to higher levels, you connect pretty much every time. But those beginning levels really test your patience when you hack away at a mudcrab indefinitely, only hitting it occasionally.

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