

Eh, hundreds of other people worked on the game, too. Borderlands is not Randy. I’ll give you something to look for as you attempt to sink your teeth in: the skills and skill trees are sort of based around a meta game. If you choose to engage with its systems and optimize, you’re not just mindlessly shooting stuff. For instance, I played the Gravitar, who gets feedback loops going around “entangling” enemies; by endgame, my ability was basically never on cooldown, and I had incentives to pick weaker guns because they fed into my gameplan better. My friend that I co-oped the game with played the Siren and had a build where he could loop Kill Skills into one another so they’re all proc-ing all the time. I hope you like it! (The story’s not great though.)


I’ve heard that a lot as a reaction to BL3’s writing. I only played through this series in the past year, and BL2 was good, but after playing the sequels, I think it would wear thin for me by comparison over extended periods of time. Especially once you get a new computer down the line that can get past the performance problems, I’d recommend trying out BL4. The story won’t be as good as 2, once again, but man, the encounter designs and class designs are so good.


How did you feel about subsequent Borderlands games? I thought the character classes and skill trees only got more interesting as the series went along, generally.


Skullgirls, for sure. Steam has me at over 1800 hours, but I’ve also played at locals and tournaments. It had 14 characters for the longest time, but now it’s got 18, and the ways you can combine them are nearly limitless, so there’s a high chance one of its most powerful strategies hasn’t even been discovered yet even though it’s now 14 years old. Now and then I’ll see a tournament match where someone brought out something brand new that I’ve never seen before, and I love it for that.


I would love for this game to be as good as its marketing wants me to believe, but I’ve seen far too many large teams form to put out a first project that seriously underwhelms, regardless of the pedigree of the people who formed that studio. I remain pessimistic but would love to be wrong.


From reviews, it sounds like it functions as a normal Xbox controller without Steam running to augment it. Most of the time. I heard Retro Arch reads it as a mouse and keyboard, which is how the old Steam controller worked.


$100 is fairly steep, but I’ll shell out a bit extra for quality. My Xbox controllers have lasted me years, but at least one of the recurring problems I’ve seen with them after so much use could be remedied by the better tech in the sticks in these things.


You gave me a mini heart attack, but I’m pretty sure you mean ~10 years ago.


It’s not that long, and I think the nuance is more interesting than a yes or no answer, but @[email protected] 's answer is the shorter, less interesting answer.


They certainly feel they have to spend hundreds of millions. I agree those budgets can come down, but you need something desirable enough to make the console purchase feel worth it, and Astro Bot didn’t do the trick (with a budget in the tens of millions, not to say that budget is the only variable here).


I haven’t really heard anything to corroborate telemetry as the reason for the PSN requirement, though it could be true. I always figured it was just that they wanted to inflate their active user numbers, which are already inflated by people continuing to use PS4s as streaming TV machines.
They started putting games on PC to recoup some of their costs on these enormously expensive games, and now they’re pulling back to exclusivity because they believe it negatively impacts their ability to sell PlayStations. It just seems very damned if you do, damned if you don’t.


They definitely can’t do what they did during the PS2. Their games back then cost a few million dollars each to make. Now they cost several hundred million. The math works out very differently.
I played Remake before OG FF7, and I didn’t have a hard time following the plot. The ending scene definitely foreshadowed things that made no sense to me until I played the original, but that was it.


Thanks. Do you have any sense as to why those linked firewall devices even need to hit that $500+ range when there are $200 options? Is it just for some advanced use case that normies like us are unlikely to need?
The remake of the first Resident Evil is where I started, and it’s where I recommend you start. To me, the series never topped it since. It gets hard to make apples to apples comparisons given all the ways that series changed over the years, but that first game is a really good escape room, where combat measures your ability to manage resources and risk/reward.
If you have the patience for some of the ways that FF7 may have aged, start with the original FF7. FF7 Remake, without spoiling anything, is sort of about the legacy of the original FF7.


It’s all fun until my wife or I can’t connect to the internet for work or leisure! But I’ll definitely run my experiments on a weekend where there can be the least disruption. Thanks for the tips. Do you have links to a handful of devices you’d recommend in place of what I was shopping for based on this guide? Also, I picked one of the ones from that Amazon link at random, and it says it only pulls 6W; dedicated devices can beat that?


There is a section in my advanced settings to bridge the ethernet connection, yes, though both that UI and the manual are a little light on details. Thanks for the heads up.


In that case, if I’ve got some port forwarding set up on the router, it would no longer apply once the firewall is in there, right? And I’d have to port forward from the firewall once it’s in place? Or the firewall is literally just one other hop on the network that the router doesn’t care about, even if the router connects to the firewall’s WAN?


Thanks. Yeah, some of the ones I was targeting were cheap domains like ampersandrew.xyz or whatever. I don’t think I’d be doing anything so fancy as to violate the above. What does the OP’s “1.111b class” mean?
It does, but it’s functionally a burst mechanic, which ArcSys ought to be all too familiar with, and Tokon doesn’t have one. The combos seem long enough in this game for that to be a concern for me, but more concerning is how long it looks like you’ll just have to sit there blocking with no parry, pushblock, Faultless Defense, etc.