I guess the guy doesn't consider roman senators to be rogues. Probably gave advantage for the surprise attack though.
Ubisoft seems like one of the shittiest game companies. They were one of the earliest companies that implemented Always-on DRM, requiring an app to open chests, trying to put ads when you paused the game, refusing to put games on Steam because they want more money, sexual assault/harassment allegations etc.
I really hope Gamefaqs continues to persist. I still think it's one of the best places for guides.
I'm guessing this is still related to that time where a guy running a tournament had his nude Chun-Li mod on.
Best guess is people voted it because they didn't know any of the other games and didn't bother to check.
Not the person you're replying to, but from what I've read before Valve is kind of notorious for this because they do encourage people to work on what they want. The problem with this is that it also means it's hard to get support for your project. For example, in order to get Half-Life: Alyx pushed out, they had to suspend that policy of working only on things that make them happy.
Here's a quote from the wiki article about HL: Alyx's development:
Valve abandoned episodic development and made several failed attempts to develop further Half-Life projects. Walker blamed the lack of progress on Valve's flat management structure, whereby employees decide what to work on themselves. He said the team eventually decided they would be happier if they worked together on a large project, even if it was not their preferred choice.
Here's some additional info on how they work from an interview:
Robin Walker: We started in February of 2016, I think, with a small team, and we brought out a small prototype. Then people started to play that, understood what we were trying to do afterward, and started joining up. We had 80 people on the team when we were about midway through. The exact size of the team I wouldn’t be able to tell you. The way things work at Valve, people organically join once they’ve finished up what they were doing before, and if what you’re doing makes sense to them. So it was always full steam ahead, I guess, but not in the sense that all 80 people were there from day one.
Jane Ng: I joined the project last year, I think. People just sort of see that “Hey, this project’s getting pretty cool,” and then they roll their desks over when they’re done with whatever they were doing.
I really don't understand this argument. Aren't you basically pointing out that Steam is better because they cater to a demographic that most companies won't consider because of the small market size?
An important detail regarding exclusivity. What made a ton of people pissed off (and justifiably so, in my opinion) is that they bought exclusivity for games that were kickstarted which resulted in the option for Steam keys being removed for these games.
Taxis in my country would routinely ask for extra (usually 25-30% of the total fare) or have you pay them a fixed amount that's way higher than if only the meter was used (about 2-3x the normal fare) . There are also taxis that have meters that are way too fast. Uber was a godsend when it first came out here.
Yeah, Yahtzee and ZP was what kept The Escapist alive (Pretty sure there was a point where ZP was their only content). Cold Take was the other thing that was interesting and they lost that too. I don't think they have any other content without those guys.
Epic funding games development was only a recent thing. For the most part, they were buying exclusivity for games that were already set to be released or were already in active development. The other reason why this was hated was because they bought exclusivity for games that were crowd-funded back when the store was newly opened.
and because of this, the game isn't available in my region. Guess I'll pirate it if I ever feel like playing it then.