Dealspwn reports: "Nintendo have revealed this week's 3DS and Wii U eShop deals, which will go live with the store update this Thursday. The headline is a major Rising Star Games sale that will provide a couple of smart 3DS bargains, including Virtue's Last Reward at only £7.99, the brilliant BIT.TRIP SAGA for £4.99 and Harvest Moon: The Tale of Two Towns for £8.99. We're taking serious discounts here.
We've got the full list after the jump. "
The Zero Escape series is classic and should come to Nintendo Switch.
Or better yet, they should bring the two first games, pretend the third never happened and make it again with better writers who actually know the characters.As a big fan of the series, I couldn't believe how bad Zero Time Dilemma was not only with its writing, but also its messy game structure, unsatisfying conclusion, ignoring the greatest mystery of the second game, bad new characters, and an epilogue that's actually hidden and made by just some text.
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And let's not forget the addition of sudden alien technology shoehorned into the plot.
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EDIT:
"and the final game in the series, Zero Time Dilemma, won our 2016 Game of the Year award"
Oh wow, now I'm truly questioning your site's taste. At least at some point in the article you recognized it's the weakest of the three.
Agreed. It would be perfect on the Switch. I especially loved Virtue's Last Reward.
COGconnected - It might sound like an oxymoron but it IS possible to see a bad video game mechanic done just right and we've put together a list of them.
I bet it is an interesting read, but I gave up after the 3rd page.. Invasive ads are the worst.
Here's one the list didn't touch upon that I feel deserves a mention: Breakable weapons.
There are very VERY few examples of this system being done right, let alone in a way that doesn't result in the player throwing their controller every time one of their best finds goes down the drain, never to be seen again due to exact copies, let alone better ones, being few and far between.
Breath of the Wild, again like with the second bit, takes the idea of breakable weapons, and removes the frustration factor of never getting anything similar again; everything you find, with the exception of reforgable champion weapons, can be found out there in the wild, in the hands of your enemies or hidden away in poorly-buried chests.
So no matter how many of those 101+ ATK Lynel Crushers you go through, you can rest assure that, with enough hunting, you WILL eventually find an exact copy of your favorite precious murder instrument.
Not only does this solve the biggest problem of a disposable weaponry system, it also encourages two of the game's biggest systems; combat and exploration.
When you're constantly in need of new weaponry, there's always going to be a constant reason to hunt down the locations of, and go into, those camps filled with monsters, even if you've cleared them out once before the respawn event, in order to see what they're hauling around to attack you with this time that you can jump in and take from them after their defeat.
Even better is that, if you aren't a fan of a prolonged fight, have all the drop materials from them that you need, and just want the gear, the game gives you that option as well; a single electric attack, of any sort, will forcibly purge any gear held from the hands of your foes, allowing you to snatch-and-run at your leisure.
The only foes this does not work with are the Lynels, which are meant to be fought and defeated to claim their rewards and are so tough that elemental arrows do not show secondary effects upon them, the Gerudo desert-dwelling Moldolga, which have their loot stored in treasure chests in their stomach, which only pop up after they're killed, and the Stalnox, which has its weapons buried in its bones.
Even the giant fleshy contemporary of the Stalnox, the Hinox, can be raided of its loot early, simply by cutting their necklaces, before they can awaken and stand up, using a single well-placed arrow.
In BotW, weaponry is everywhere. Quite literally to the point where you'll run across something new that's great, and realize that you have so many other good things that it makes it difficult to choose whether to ditch or keep certain ones.
But since they'll all break eventually anyways, a bit of spare room for that new find is usually only a battle or two away.
Nothing, save the Master Sword which runs on a recharge anyways, is irreplaceable.
And this benefits the exploration and combat aspects in a HUGE way.
More games with breakable gear could, and should, learn a thing or three from how BotW does it.
God of War is the king of QTEs for me, many unforgettable moments that probably couldn't have been handled any other way apart from a less exciting cut scene. Decent windows for the button presses too, they wanted you to get it right not try and trip you up.
The Ninja Turtles dam level was a nightmare as a child. It haunted my dreams more than any other cliche 80's horror film. As a big fan of Ninja Turtles, the dam level was the first time I realized the world was unfair, and the level that followed after is when I first knew there was true evil on earth. Only someone with a sadistic mind would've created the Ninja Turtles game for kids. Who would've thought that you were supposed to have walked over that blasted crack in the floor!?
"Top 10 worst web page clickbate scams and the sites that get them wrong"
COGconnected
August 2017 is a big month for the Zero Escape series. This marks the first time that every entry in the trilogy is available on the PlayStation 4. Zero Escape: Zero Time Dilemma has made its way to the console for the first time. Which means it is a perfect time for someone to begin playing these thrillers. But where are can someone find them and how do they get started?