Not exact matches
Everyone on the moon is literally gay, the dialogue is so poorly written I cringed through half of it, the enemies seem much
less imaginative than Borderlands 2's, and there are a tremendous amount of bugs and glitches that take away what little enjoyment that I had from playing this
game.
The creative student understand the lessons, the material and the process information can detach, exposing it in a personal way, comes with its own explanation of the phenomena, coming up with ideas «out of place», finds unusual solutions (it's original), puffy, wants to know what's happening (curiously) tells stories more or
less true (is
imaginative, fanciful) found unusual uses of objects is forever preoccupied with something (active), likes to organize
games during recreation (takes initiative and is dominant).
I am no FPS aficionado (that is another blog for another day), but there seems to have been an ever continuing shift towards the campaign modes of the biggest FPS franchises amounting to little more than an afterthought; ever more shorter, repetitive and
less imaginative missions tagged on under duress as even the biggest
games companies would find it a tad too difficult to charge full price for a product that, at its core, is essentially an updated maps pack.
The brilliant combat and compelling skill system deserved stronger characters and a more
imaginative,
less insipid setting, but Kingdoms Of Amalur: Reckoning absolutely nailed the «Playing
Game» aspect of RPGs.
Being a fan of Nintendo
games (and gaming hardware) often requires a player to make suspensions of disbelief that other, more realistic (or more accurately,
less imaginative),
games / consoles don't.