Case (
case) wrote in
fandomsecrets2012-12-29 02:53 pm
[ SECRET POST #2188 ]
⌈ Secret Post #2188 ⌋
Warning: Some secrets are NOT worksafe and may contain SPOILERS.
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Notes:
Secrets Left to Post: 05 pages, 102 secrets from Secret Submission Post #313.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

Re: GOTY 2012
Just finished Dishonored, doing a no alerts, no magic, no kills playthrough, and was impressed by the difficulty of doing so (despite the fact that they'd clearly intended you to play the game that way). In the early missions I'd say it's almost easier to go the all-stealth non-lethal route, but for the last three or four, and certainly the last three, it's much harder. Certain sections were Dark Souls hard, and as a result I loved it. Not enough real challenges in gaming these days, and that was a good, fun one. Have to agree with Yahtzee that the characters are a bit bland, though the art, atmosphere, gameplay, and level design more than make up for it.
Haven't downloaded The Walking Dead yet - meant to as soon as the last episode was out (I hate waiting for episodic things) then got sidetracked with Dishonored, Far Cry 3, and Christmas.
Ah, Journey... I got in early enough that the whole co-op aspect hadn't been spoiled for me. I had no idea that the NPC whose behaviour seemed so random was another player until the end of my first playthrough. I think that's the best way to go into it, though it would be very difficult now.
Question for you, if you don't mind, something that occurred to me whilst playing Dishonored: I seem to recall you saying that you couldn't hear? Does that make it more difficult to play stealth games, without the verbal cues - like the guards muttering to themselves, so you know they're there even when you can't see them? Or does that just make you pay more attention to visual cues (e.g. shadows)?
Re: GOTY 2012