Heh, you know it's a ScottyGasm when it comes later than you'd like. ;)
Hello my lovely dtoiders! <3 I'm filling in for SilverDragon for a weekend, and boy were there a lot of cblogs! I thought the weekends were supposed to be the dead times when nobody write anything!
Lots of things have been happening to me. Biggest thing is that I'm all settled into the new apartment. I did take a video for a cblog, however something messed it up so I'll redo it hopefully today. Loving the new place though. It's a bit weird living on my own again, but I think it's for the best. If I can avoid it I'd rather not have roommates again, with the exception of course of a partner.
In addition to that, there's my LA/PAAAAAAAAAAAAAAAAAAX trip coming up. I'll be leaving on Wednesday for 8 days in LA, and then going to Seattle for 5 more days of fun. I can't wait to see you all again, and I'm already missing those of you who aren't coming.
PS: If you're a dtoider coming to PAX, track me down while there. I have something I need from all of you (well... aside from teh sexingz)
I did give Shadow Complex a whirl, trial exploit and all. I understand why people are loving it, and I really want to love it too, but the control layout just kills the game for me. From what I've seen aiming and movement are pretty important when in combat, so I'm quite baffled as to why jump is a face button instead of a trigger/bumper. I suppose for general platforming it makes more sense, but given how precise enemy aiming seems to be and how crap the auto-aim function seems to be the last thing I need is something to hinder the jumpy aspects of what is basically a runny/jumpy/shooty game.
Am I missing the point here? Has too many years of shooters made me forget what Metroid style games are all about? Is mobility/aiming in combat even important later on in the game?