Comment: Re:Ports to XNA (Score 1) 125
Comment: Re:Co-op? (Score 1) 136
Monster Hunter
Doesn't have a story really, but basically all content can be played with up to 4 players. My experience is with the PSP versions, which are very fun with three friends in the same room doing ad-hoc wireless multiplayer.
Lost Planet 2
Didn't play the first one so I can't comment on it. Second one had full campaign coop by again up to 4 players at a time. Boss fights reminded me somewhat of Monster Hunter with guns, otherwise more a gears-of-war style third person shooter. Some parts are definitely designed to be played by a team of people (gun-train, I'm looking at you).
Guild Wars
A little old now. Pseudo-mmo style RPG. All content is instanced and can be played with teams of up to 8 human players (exceptions: 4 or 6 in some of the early areas, and 12 in a few end-game areas). Parties should almost always be at max capacity, but if playing with only a few friends and you don't want to or can't find random players to join up, slots can be filled with player-controlled bots.
Little Big Planet (original, and 2)
Campaign supports coop with up to four people. Even some extra puzzle sections that can only be done in coop. Gameplay is a side-scroller with lots of jumping and physics-based puzzles.
Comment: Re:Refreshing (Score 1) 150
The problem they have now is that it's been four years since the announcement of GW2. The announcement happened very early on in the design stages, so they didn't have very much to show for it besides a title and some vague concepts. They've had to spend the last several years building their new game, and it feels like they've been going very slow or pushing it back because of how long it's been since the announcement. For most games of this size, the announcement would have happened probably mid last year, which is when they did finally start putting up a lot of content about GW2 and their design goals on their site.
The Eurogamer article does a pretty good job hitting the high-points of most of it, but the articles they've posted on their site go into a lot more detail, and are a pretty interesting read (link). I hope they manage to pull off most of the stuff they're talking about, because it sounds like an amazing game.
Comment: Re:Same as it ever was (Score 1) 560
Comment: Re:Groupon (Score 1) 245
Comment: Re:Groupon (Score 1) 245
When a local retailer offers a coupon through Groupon, they have to pay Groupon some amount and then pay more per user as the Groupon users make use of the coupon. If everything were working as intended for the retailer, enough of those Groupon users would then become regulars for the increased sales over time to justify the cost. However, if Groupon users are (for example) more avid deal hunters on average then those of other coupon outlets, and most of them will only have a meal at an expensive restaurant if there is a 50% off deal, the restaurant will not gain very much (if any) new regular business and the cost of running a special through Groupon wasn't worth it. In that case, they would have been better off putting their coupon out in a local mailer, or running an ad in the local paper, or just investing it in a making better product.
Now, Groupon users do have a reputation for having a very low conversion rate from one-time deal shoppers to regular customers. The reason I gave is just one possibility I speculated on, but the stereotype exists. The point the GP is making is that if too many businesses get burned by bad experiences with Groupon, then eventually the quality of the deals offered will drop. Either the percentage discount per deal will drop since the business can't afford to lose so much money per sale for a very low conversion rate, or only coupons that expect to make money on a single sale (like "10% off a tire rotation* at Ed's discount tires. *with the purchase of a full brake service."). When that happens (the GP speculates that it is inevitable), the site will lose much of its apparent value
Comment: Re:Unfortunate (Score 1) 691
Usage
Over the first 43 years of the Price-Anderson Act to 2000, the secondary insurance was not required. A total of $151 million was paid to cover claims (including legal expenses), all from primary insurance, including $71 million for Three Mile Island. Additionally, the Department of Energy paid about $65 million to cover claims under liability for its own nuclear operations in the same period.
The handout is mostly theoretical in the sense that, if something did happen it would become a significant handout, but since the nuclear industry in the US hasn't screwed up in any catastrophic* way since it's inception, the theoretical handout hasn't been required. The actual handout of 151 million dollars over 43 years (about 3.5 million per year) is tiny by government standards.
* Catastrophic in this case meaning like Chernobyl, not TMI. TMI was the biggest single payout under this act, weighing in at almost half the total.
Comment: Re:Oh please, DAO 1 too difficult? (Score 1) 168
Not sure what the demo covered, but I would bet it suffers from some of the same issues as the tutorial fight (specifically wanting to be easy to pickup, and wanting to show off flashy combat effects).
The over-the-shoulder camera angle didn't help with the feeling, either, but I'm sure I'll get used to that.
Comment: Re:Oh please, DAO 1 too difficult? (Score 1) 168
On my first play-through (2nd hardest difficulty), I killed Wynne and my PC was a warrior, so only one mage that was offensive oriented. I had to rely heavily on Morrigan during most of the game, but near the end when my PC got decked out with strong armor and weapons, they took off in power and the Morrigan mostly just CCed groups of enemies while he ripped through them at 100 mph while dual wielding longswords and wearing plate mail. Also, all of my characters were chugging potions like drug-addicts for most of the game due to the lack of healing.
On my second play-through (hardest difficulty), I decided I didn't want to rely so heavily on Morrigan, but I did get Wynne and used her instead. My PC was a rogue this time. I honeslty found the healing abilities of magic to be almost as over-powering as the offensive abilities, and the money saved not buying every potion that wasn't bolted to the floor let me gear my characters earlier to make up the difference in team damage output. When I stopped playing that playthrough, I was getting to the same point where Wynne was becoming less useful, and had I continued my PC probably would have gotten to a similar point as the first game (except with rapid fire backstabs while my bear tanks instead of windmill longswords and plate mail).
I imagine it would be very difficult without a mage on the harder difficulties. None of the other talent trees I used came close to them in terms of AoE CC or healing power, and both of those were crucial to my standard battle plan for long stretches of the game, even though as the game progressed they became less relevant.