• 5 Posts
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Joined 2 years ago
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Cake day: June 16th, 2023

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  • Somewhat in between, more towards the former I guess?

    I wouldn’t say it’s nonsense nor that it should be made fun of, I simply disagree on calling it a “choice”. It’s more like a D&D saving throw, and sometimes the DM just makes it mathematically impossible for you to pass it, but I concede that “choice” is less verbose than that.
    I agree that you can change your psychological reaction to everything, and that it’s not easy, but it’s not, like, an API call to a well documented open-source library, and you don’t necessarily have full control over what that change is.

    The other interpretation is basically your opinion, but actively dismissing the fact that it’s never not always effortless or painless - I’ve heard that here and there, by people I’m not really fond of.








  • Maybe it’s because I played them all several times (the original ones, not the LE), but the gunfight mechanics are extremely okay enough to me - oddly enough Andromeda was the one I most enjoyed shooting in (though I didn’t finish it due to hardware problems).

    Exploration as in sightseeing, yes you’re right, I forgot about it - though I don’t remember there being much actual exploration in 2 and 3? Granted, I either missed some things in 2, or they were included with some DLCs I didn’t have at first.





  • I don’t know about Zuko being less strong, he did betray his father (and temporarily abandon his girlfriend) just to follow his moral compass; his runtime (and his first faux-turnaround at the end of book 2) highlight how difficult it was for him.

    Sokka only had do smarten and humble himself a bit, which is no easy feat either, but easier by comparison.

    … which is why if I had to pick a favorite from A:TLA, I’d choose Iroh.
    Zuko was never really evil, but, where he took his time to look at his moral compass, Iroh had to experience geomagnetic reversal and made it out alive.
    WITHOUT a kind uncle nudging him in the right direction.