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Play and actually enjoy Invisible War.
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SpooferJahk: Play and actually enjoy Invisible War.
How does it compares to original in term of story and world building? I know the downside of gameplay. I enjoy hr, but it doesn't give me the same feeling regarding the world building when compared to original. Hr feels too futuristic for me
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Why are my posts on this page "low rated"? What's wrong with those posts? (I don't see the problem.)

By the way, in Zelda ALttP GBA, I have beaten the Palace of the Four Swords without actually playing Four Swords (you can glitch into the palace). I have also managed to swim on land and into the cave in Kakariko Village, which is actually a good way to experiment with the Exploration Glitch. (Swimming on land is much easier than using the magic mirror to enter the Exploration Zone, and I can save the game while swimming in the cave, allowing me to easily trigger the glitch after reloading by jumping down from the lower level to the upper level.)
Watching TV in GTA IV...
I used to play Runescape on a Mac. Now the funny thing was, the environmental graphics wouldn't render in the Mac version of Flash back in the day. So I could see objects, monsters, other players, but everything else was missing. It was a weird mix of half playing blind and half super powered x-ray vision. Made it hilarious for my friends, since we were playing in the same world and they'd watch me run straight in to walls, trees, etc. I somehow managed to get completely lost on the upper levels of the Wildy while at level 14. Fun times.
Post edited April 13, 2016 by Melhelix
Black and White/2.

Throwing villagers into the air. Endless fun.

Black & White 2 (Throwing the Guy)
https://www.youtube.com/watch?v=MLF5wJxgtWg
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Here's another thing.

In Super Metroid, there are glitch beams that are accessible when you use a glitch to equip the Spazer and Plasma Beams at the same time. One of those beams, the charged space-time beam, will usually cause the game to crash. Looking online, it turns out that it actually causes the CPU's program counter to jump to your Super Missile count.

I then used a cheat to get 96 Super Missiles (it is possible to get this many without cheats thanks to a glitch that resets the game's flags without any loss of Super Missile expansions) and then fired that beam. Since 96 is the opcode for the RTS (ReTurn from Subroutine) instruction (I actually looked this up), the game didn't crash, but instead there was what looked like a missile suspended in mid-air. Now, every frame, the game would run the code for the beam I shot, would jump to my super missile count, and would then immediately return.

Of course, a bit later I decided to shoot a Super Missile and the game crashed. I then realized that doing so actually changed the code the game was executing to something that would eventually execute opcode 0, which is BRK on the SNES's CPU, causing a crash.
"Quick, the dragon is killing everyone! He's on top of the tower to the right!"
"OK, I'll make sure to check the left tower, the main dungeon, the stables, the sewers, the village down the hill and every other place, and go fight the dragon when I'll have finished the whole castle map. See ya in a few hours, I hope the beast is not too hungry!"

Pretty much every RPG in existence rewards you for NOT going right away to the place where you should go. I understand the reason (reward exploration, show off your world around the main story, etc...), but when you think about it, it's pretty absurd.

Secondary quests that make you chase 3 bandits in the middle of nowhere and ignore the "invading army, you must run to warn the capital, every second counts" main quest is also pretty surreal for the same reason (this example is from Dragon Age Origin, and the absurdity of doing small jobs for the local village to earn a few coins and XP (when a undead monsters horde a few hours away, and the whole village will be completely destroyed before the end of the day) hit me like a sack of bricks to the face.

In know it's stupid, but I do it anyway, because of some "must do every questssss..." zombie reflex in my brain. ^^
Post edited April 13, 2016 by Kardwill
When I was playing Skyrim, I used to steal all the clothes from everyone. After a while the whole towns were filled with people wearing only underwear.

Also I like to lure high level enemies close to NPCs or other enemies, hide and watch who will win the fight. Recently I do this in Fallout 4.
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pokooj: When I was playing Skyrim, I used to steal all the clothes from everyone. After a while the whole towns were filled with people wearing only underwear.

Also I like to lure high level enemies close to NPCs or other enemies, hide and watch who will win the fight. Recently I do this in Fallout 4.
Underwear? I thought the first thing every Skyrim player did was install the nude patch. Oh wait, were you playing it on console?

Anyway, I'm currently trying to collect all 50 of the vintage Playboy centerfolds in Mafia 2...entirely for completionist purposes only , of course. Pretty amazing really, this stuff is before silicone and saline. The game even logs how long you spend looking at them (not sure if Steam collects that data?).
Post edited April 13, 2016 by CMOT70
I restarted Neverwinter Nights about 30 times until I achieved the perfect character. Endless debates over skin tone, head selection, character class. I must have cleared Neverwinter city and the districts about ten times.

When someone asks my experience I can tell them, well I've cleared Neverwinter at least ten times, I'm a f**kin hero man.
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Kardwill: Pretty much every RPG in existence rewards you for NOT going right away to the place where you should go. I understand the reason (reward exploration, show off your world around the main story, etc...), but when you think about it, it's pretty absurd.
Deus Ex: Human Revolution being a welcome exception to the rule.

Game: "Dude, there's, like, a shitload of hostages in a factory. They're gonna get killed, so get over there ASAP and make them not get killed."
You: " Right on it. Just let me dig through all the stuff in this office I just broke into."
...
Game: "Uh, about those hostages that need rescuing? They really need rescuing. Like, nowish!"
You: "Roger that. I'll– ooh, look! A secret passage! I wonder what's behind that..."
Game: "But–"
You: "Ssssh! Secret passage!"
...
You: "Right! All done! Now, hostages...where's the helipad?"
Game: "All the hostages are dead."
You: "Of course, I'll just get over there and– wait, WHAT?"
Game: "They're dead. D-E-D. Dead. You got them killed with your dicking around the office!"
You: "Oh. Uhm... huh."
Game: "Seriously, what the hell, hero?"
You: "But there were PDAs I had to read!"
Game: "Hostages! Rescue! What the fuck, man!"
I beat Ultima II in 2012 which meant three entire days of farming gold by repeating the same short loop which takes ~30 seconds to complete over and over. Suffice to say that I was unemployed at the time.
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Fairly recently, I played Dragon Warrior (NES) and reached level 30 (the level cap in that game). At that level, the final boss is really easy.

It's worth noting that, sometime in the 20s (early if your name favors strength growth, mid otherwise) you reach the point where Metal Slimes are as easy to kill as ordinary Slimes.
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Kardwill: Pretty much every RPG in existence rewards you for NOT going right away to the place where you should go. I understand the reason (reward exploration, show off your world around the main story, etc...), but when you think about it, it's pretty absurd.
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Randalator: Deus Ex: Human Revolution being a welcome exception to the rule.
Cool to learn that at least a few games do mean it when they say something has to be done quickly. :)

In others, the game become more linear, with exploration cut off, when the urgency situation happens. Llike exits closed off by flames in some Bladur's Gate like games (Pillars,do it, I think)
Or the main character herself refusing to go explore during emergencies in Trails in the Sky
"My Character : The bad guy's airship fleet just flew toward the city, and there are sounds of battle. We have to hurry to the palace and save our friends!
Me : OK! But I'll take the longer forest path to see if something happened at the queen's villa. Ooooh, and I'll enter the tavern to talk to the people there and see what they have to say. Oh, and there's sounds of combat coming from the seaport in the eastern subburbs, so maybe the military will need my help there like they did at the main gate?
My character : Errr, seriously, the palace is just there, and the bad guys are probably already slaughtering the palace guards and our friends.. So no, I won't go this way, and I won't stop to have a chat with random drunkards!
Me : Dawwww. But I wanna!

Those time constraints or exploration limits often frustrate me, but they DO impose a measure of sanity in the gameplay ^^

But most open world games make a mess of any sense of urgency the story might have had and make you do some pretty stupid/insane things. Esp those where grinding is necessary. "The black knight just kidnapped the princess, so we'll hike several weeks in the forest to kill random goblins to buy a better sword! I'm sure he'll conveniently wait for us to be strong enough to challenge him. He looks like a reasonable psychopath.""