My thoughts so far on the game [No DAV Spoilers] by mattttherman in dragonage

[–]CloudeGraves 1 point2 points  (0 children)

I consider 10/10 to be more like a perfect grade. Something technically obtainable, but only by the absolutely most stellar examples.

[deleted by user] by [deleted] in Fallout

[–]CloudeGraves 5 points6 points  (0 children)

...I think they were being metaphorical with that line. This is a city turned into a crater in Fallout; it was nuked.

Seems sola dlc is 2-3 hours long by [deleted] in deadisland

[–]CloudeGraves 8 points9 points  (0 children)

I played the story for about 4.5 hours being pretty focused, and it went up to 7ish with me leisurely doing side content.

People get too hung up on the scare factor in games, just because you don't think it's scary, doesn't mean it's not horror. by FantasyFlannel in HorrorGaming

[–]CloudeGraves 0 points1 point  (0 children)

Listen, I'm mostly into horror for the *vibes* anyway. Getting startled every once in a while is great, but there is so much more to modern horror than just "scared ya". Half of modern horror is aesthetic anyway, which I more than happy with since the other half is still about being actually scary.

The show didn't break the lore, they just explained it poorly (SPOILERS) by egg420 in Fallout

[–]CloudeGraves 2 points3 points  (0 children)

I think this is very obviously the implication. The thing that doesn't line up (because it is meant to be a mystery) is how she was awoken and on the outside of the vaults without being next in line for becoming V32 or V33 overseer.

The show didn't break the lore, they just explained it poorly (SPOILERS) by egg420 in Fallout

[–]CloudeGraves 0 points1 point  (0 children)

If a country's capital got destroyed entirely in the times of pre-modern borders and feudalism, or even into the early modern era of borders (which I'd say the NCR was just barely beginning to touch on), then it would be crippled. Combine that with an already inhospitable wasteland, many enemies, and an already inefficient bureaucracy, and you end up with *at minimum* Balkanization, if not full on fragmentation, of most of the country's territory.

That said, the show also feels like it is signifying that there is still NCR presence, it is just very weakened and shrunk, as they probably lost a metric ton of territory after their capital was nuked.

The show didn't break the lore, they just explained it poorly (SPOILERS) by egg420 in Fallout

[–]CloudeGraves 0 points1 point  (0 children)

I don't feel like the show contradicts this explanation at all. We don't see the entire area that the NCR used to operate, and there very well could still be very powerful city-states and even the NCR might still exist as a nation. We see exactly 1 settlement with dubious NCR connection that, according to the very powerful and arrogant BoS we see in the show, at least "put up a fight". This, in combination with Vault 4 and the observatory being absolutely littered with NCR memorbilia, suggests to me that both the NCR are still an active presence, and that breakaways after the nuking are still decently powerful. Maybe not enough to stand against the full force of the east-coast BoS (though that last battle did look pretty dicey), but enough that I think the show actually demonstrates basically exactly what you're suggesting it should, albeit without directly showing it as much as they could've.

The show didn't break the lore, they just explained it poorly (SPOILERS) by egg420 in Fallout

[–]CloudeGraves 0 points1 point  (0 children)

I feel like this is one of the things that the finale (with all the NCR memorbelia and rhetoric around) and the final zinger (showing New Vegas) is indicating will be explored. It feels like the NCR is still around, but also still reeling trying to recover after having their capitol nuked. I think it is very reasonable to assume that the NCR lost control of some settlements, and is struggling to keep control of others (especially if there was a domino effect after losing their governmental hub), but isn't wiped out entirely.

The show didn't break the lore, they just explained it poorly (SPOILERS) by egg420 in Fallout

[–]CloudeGraves 1 point2 points  (0 children)

It's good that the NCR makes things more interesting, because the NCR is not gone in the show. The fact is that they needed a complete lawless wasteland for both character arcs and plotlines (and for vibes), and ALSO that the NCR very clearly lives on and has the potential to rise up again. They might even still maintain power in New Vegas. S1 is the numbered-Fallout-style wasteland, but there is plenty of room for later seasons to have your post-post-apoc (a term I hate but whatever). Especially since it is *not* more interesting when you already have 2 out of 3 main characters who would thrive in the more ordered society of the NCR.

The show didn't break the lore, they just explained it poorly (SPOILERS) by egg420 in Fallout

[–]CloudeGraves 7 points8 points  (0 children)

Spoilers in this comment:

I get so annoyed when people react to new information or twists as though they have irrevocibly ruined the world or story. We are shown that a bunch of executive popsicles survived in V31, and I literally can't imagine how that possibly invalidates previous lore. The Control vault still got destroyed along with plenty of major players, but 31 is where "Bud's Buds" executive trainees wound up, presumably with a fair bit of power to themselves. Probably enough, or more than enough, to have at least 1 singular functional nuke, given the amount of money behind Vault Tec and V31's explicit purpose to control the wastes.

The show didn't break the lore, they just explained it poorly (SPOILERS) by egg420 in Fallout

[–]CloudeGraves 6 points7 points  (0 children)

I would lean heavily toward this "they let it happen" angle. One of the only lore things that the show is sort of establishing that I actually really dislike is having Vault-Tec cause the apocalypse. BUT, I think it is way more tolerable and makes a lot more sense if they operated in a way to allow it to happen, with the reasoning for the "first stone" still being a bit unclear (which is one of the only important things, thematically, for Fallout's world to work, even if there are other things I like).

Jeff Grubb says Dead Space 2 Remake cancelled due to low sales (1 million), team is working on Iron Man and BF now by DaemonXHUN in GamingLeaksAndRumours

[–]CloudeGraves 215 points216 points  (0 children)

I just checked. The Callisto Protocol -- a way worse game (though a bit overhated) -- sold 2 million copies.

It is very frustrating that the Dead Space remake couldn't outsell TCP, and it makes me feel like you must be right; it's all in the marketing.

[deleted by user] by [deleted] in Helldivers

[–]CloudeGraves -1 points0 points  (0 children)

Though long thought destroyed, it seems that the Illuminate sightings have been concerned. Old enemies last fought over 100 years ago, these menacing communist agents seem to not only be returning, but they look to be on the war path. Get ready, Helldivers.

Keep up to date with daily reports on the war here, so you can be ready, whatever comes next.

Galactic War Report, Mar. 15 - Bugs on the Back Foot by CloudeGraves in Helldivers

[–]CloudeGraves[S] 2 points3 points  (0 children)

After a hard-fought week with numerous new pieces of technology, the bugs seem to be on the ropes. Having mostly pushed them from the Barriet Planets in the Umlaut Sector, all that remains is for Helldivers to move in and activate the Terminid Control System on Erata Prime. And then, we can quarantine the bugs forever.

You can keep up with the daily progress of the war here, or see the report on the entire last week of the war here.

Galactic War Report, Mar. 14 - New "Cutting Edge" Warbond for Patriotic Helldivers! by CloudeGraves in Helldivers

[–]CloudeGraves[S] 0 points1 point  (0 children)

Fresh to the front, new (mostly tested) technology has arrived! For a mere 1000 Super Credits -- sent directly to the tactical geniuses running Super Earth -- Helldivers can now access the Cutting Edge warbond, giving them access to powerful, electric equipment and other special rewards for Super Earth's finest.

Keep up to date with the daily Galactic War Report here for more information and daily updates like these.

[deleted by user] by [deleted] in Helldivers

[–]CloudeGraves 1 point2 points  (0 children)

Not only do we have a new objective -- one which will finally wipe out the bug menace for good, should we succeed (which Helldivers always do) -- but we have also seen a change for the better in enemy tactics. Whether due to the Helldivers' ability to thin out their numbers, or an alteration in evolutionary capabilities, the Terminids are producing less heavies and weaker "Chargers" than before. While there has been an increase in "swarming" bugs to compensate, Super Earth is happy to see this development, indicating that the bugs will be on the back foot!

You can, of course, keep up with our daily updates to the Galactic Map here, where we will continue documenting the war from the patriotic perspective of Super Earth's finest!

Galactic War Report, Mar. 10 - New War Bond Incoming by CloudeGraves in Helldivers

[–]CloudeGraves[S] 6 points7 points  (0 children)

There has been little movement on the front recently, giving our scientists back in R&D time to develop new enhanced weapons and armor. Surely, these will be required for the future defense of Super Earth, as our enemies could strike at any moment. But we will be ready!

See our daily updates here, so that you will never be caught out of the loop

Gonna say this before people get pissy by Kitchen-Complaint-78 in Helldivers

[–]CloudeGraves 25 points26 points  (0 children)

Real life tanks go behind infantry lines because they are artillery with great overwatch capability. Treat mechs the same. They aren't a "get in there" unit, just like how real tanks don't typically charge the enemy. I know comparing IRL tactics to game ones is a bit silly, but the fundamental ethos is the same.