I think I’ve either beaten Elden Ring or DS3 the most. I very rarely replay games; I usually finish the story or get 100% completion and then don’t play again for years.
But I loved PVP in these and the way you gather items to make builds kinda requires playing through practically the whole game (especially if you want to use an item only dropped by the final boss).
Before these, the only other two games I beat many, many times in a short time span before I got tired of them was Ico, Shadow of the Colossus, and Silent Hill 3. And they were all just to get the badass super weapon that they all only gave you after beating the game like 5 or 6 times. Ico’s and Shadow’s weren’t even worth it. That maul in SH3 so is though. I love that thing 😋
I can see it looking like that, but I’m pretty sure it’s because BD-1, the little mini droid you run around with, is up on his shoulder obscuring part of the arm/hand area.
I made an FPS that runs on 1980s hardware and you can get onto any surface you can see over. You just walk. Halo 4 or whatever introduced “mantling” and it was like, oh, why didn’t everybody think of this? Its absence now highlights any game with unimpressive obstacles. Even the Half-Life machinema series Freeman’s Mind highlights how Gordon should be able to chin-up over some ledges and skip whole chapters.
Another example specific to Half-Life: the PS2 version’s long-jump module is a double jump. You just jump in midair and it fires off. No wonky crouch-then-jump command. Movement isn’t any less deep or complex. It’s just simplified to the point you can do it by pushing a button twice instead of playing piano.
need a panel with TFW PC gaming in the 80s-early 90s and you come across a game breaking bug and nothing you can do about it and there’s no google to look it up
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