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benoit, lee, t shirts, justice, beneath, enemies, unfunny, steel, smith, one, tri, women, brendel, | I agree with the final complaint (jumping puzzles are always annoying as far as I'm concerned), but I'm one of the few who enjoyed the more fantastic levels as oddworld much as those oddworld in which the opponents were strictly human. The Dark Project can be a very, very scary game, one that raises goosebumps on your arms and makes you jump or glance uneasily over your shoulder. The haunted and monster-infested levels dramatically enhanced this quality, without sacrificing stealth. However, I apparently am among a very select few who thought oddworld so. The vast majority of gamers told Looking Glass that they wanted any sequels to focus more exclusively on human adversaries. Thief Gold adds three new levels that didn't make it into the original Thief due to time constraints. These aren't clumsy, slapped-in additions—the new missions feel as professional as the old ones. |
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These creatures—especially the Burricks, which would actually be kind of adorable if they weren't so dangerous—are t shirts as much a part of Garrett's world as the City and its occupants. So to the casual observer, the addition of some combat, monster stuff, and jumping puzzles would benefit the overall product. It would seem, however, that Looking Glass underestimated its audience. What little negative t shirts press Thief endured was focused chiefly on complaints about the missions that weren't burglary-specific. Some felt the haunted levels broke the "flow" of the game, that evading or fighting nonhuman opponents was less a thrill than sneaking t shirts past mundane guards. And though they were minimal compared to most shooters, the jumping puzzles were just annoying. |
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