Official website: http://www.primordiagame.com
Estimated release: Fall 2012
In the desolate wastelands beyond the city of Metropol, a solitary robot named Horatio jealously guards his freedom and independence. All that is taken away from him when a marauding foe steals his power source, forcing him to leave the safety of his home and set out on a perilous journey into the wastes – and into his own mysterious past.
Developed by: Wormwood studios
Published by: Wadjet Eye Games
Voicework by: Logan Cunningham
Music by: Bubblepipe Media
Good Luck Shak!
2012 Tetris World Championships at PRGE!
posted by RecycledGamer on 8-28-2012
2012 Tetris World Championships
Come to PRGE for the 2012 Tetris World Champioships
The producers of the Tetris documentary Ecstasy of Order: The Tetris Masters in cooperation with The Tetris Company, NintendoAge and Game Gavel, are bringing their annual Classic Tetris World Championships to the Northwest in 2012 for the Portland Retro Gaming Expo. For the third time the world’s top Tetris players will compete for cash and glory in this nail-biting tournament. The best part? The tournament is open to the public! Bring your best Tetris game down to the Oregon Convention Center on Saturday September 29 for the qualifiers. If you make the cut, you could go up against the Tetris superstars from Ecstasy of Order.
Ecstasy of Order: The Tetris Masters
Ecstasy of Order captures the greatest world record Tetris players as they prepare for the Classic Tetris World Championships. From the days of Thor Aackerlund and his historic victory at the 1990 Nintendo World Championships, right up to the present and Harry Hong’s perfect “Max-Out” score, this documentary expertly chronicles over two decades of Tetris Mastery.
From the Ecstasy of Order web site:
Tetris. We’ve all played it, rotating the pieces (“tetrominoes”) and dropping them in the perfect place, or despairing as we discover a piece won’t fit. You may have even joked about “mastering” the game during a stint of unemployment, or as a child, before you could afford any other Game Boy cartridges. But what about the people who’ve truly mastered Tetris? Where are the Kasparovs and Fischers, the great champions who’ve dedicated their minds to solving its deepest puzzles?
One man made it his mission to find them. In an effort to legitimize Tetris as a pro sport, Tetris super-fan Robin Mihara summoned the greatest Tetris players from around the country to compete in Los Angeles at the 2010 Classic Tetris World Championship. Among them are the only players known to have reached the unthinkable perfect ‘max-out’ score on classic Nintendo Tetris: Jonas Neubauer and Harry Hong. Add in the top players for most lines, Ben Mullen and Jesse Kelkar, as well as newcomer Dana Wilcox and modern-day Tetris Grandmaster Alex Kerr, and a storm of Tetris greatness is brewing.
Competitors will play the Nintendo version of Tetris for the Nintendo Entertainment System set on type A. All qualifying attempts must be started on level 9 or higher. Detailed rules are available on the tournament web site. There is a $10 entry fee to qualify, but you can try as many times as you like! Top prize is $1,000 with second place claiming a $500 prize. There will be 8 NES stations set up in the main hall on Saturday for qualifying attempts.
The legendary Insecticons are now live for the TRANSFORMERS: FALL OF CYBERTRON multiplayer community.
Starting today, Fall of Cybertron players on the Xbox 360, PlayStation 3 and PC can download the Massive Fury Pack, which includes the following multiplayer characters, which includes their full body + individual body parts for use in the multiplayer character creator. It also includes the following single-player campaign items:
KICKBACK (Flying Insecticon) SHARPSHOT (Flying Insecticon) HARDSHELL (Beetle Tank Insecticon) G1 RETRO OPTIMUS PRIME
AUTOBOT HOUND Single-Player campaign items: o G2 BRUTICUS (character skin) o G1 SHOCKWAVE BLAST CANNON (weapon)
o G1 MEGATRON PISTOL GUN (weapon)
Turtle Beach Brings Premium Stereo Sound Quality and Crystal Clear Built-In Chat to Nintendo’s Newest Console
VALHALLA, N.Y. & TOKYO – Sept. 19, 2012 – Turtle Beach, pioneer and market-leader of the gaming headset category, today announces its officially licensed headsets, the Ear Force NLa and Ear Force N11, for Nintendo’s Wii U™ system. Created in collaboration withNintendo, worldwide pioneer in the creation of interactive entertainment, and based on Turtle Beach’s legacy of audio supremacy, the NLa and N11 offer Wii U™ gamers a pair of solid entry level headsets at competitive price points.
“We are very excited to be working with Turtle Beach to launch the N11 and NLa for the new Wii U,” said Steve Singer, Vice President of Licensing, Nintendo of America Inc. “We look forward to fans having a high quality audio experience with our newest console.”
Available in both black and white, the Ear Force NLa is the perfect headset for Nintendo gamers seeking high-fidelity audio and superior comfort at an affordable price. The NLa combines high-fidelity stereo game audio and crystal-clear communication in a sleek, lightweight and durable design. Created explicitly for use with the Wii U™ GamePad controller, the NLa features in-line volume control and noise-isolating ear cushions allowing for personalized audio while blocking out distractions. For gamers on the go, the NLa’s 4-pole connector can easily disconnect from the Wii U™ GamePad and connect to portable devices such as the Nintendo 3DS™ and Nintendo DS™ hand-held systems. Arriving in Q4 2012, the NLa MSRP is $34.95.
Available in black, the Ear Force N11 headset is the ideal headset for Nintendo gamers seeking a more audio immersive experience. Its acoustically angled 50mm speakers deliver extended bass with extraordinary dynamic range for optimum audio performance. With a fully adjustable, lightweight headband and breathable mesh ear cushions, the N11 is designed for extreme comfort during long sessions with Wii U™. It also has a 4-pole connector that easily plugs-in to portable devices such as the Nintendo 3DS and Nintendo DS. Arriving in Q4, the N11 MSRP is $49.95.
“The Wii U launch will prove to be one of biggest gaming console events of the year and we couldn’t be more excited to support Wii U with dedicated headsets,” said Bob Picunko, Chief Marketing Officer of Turtle Beach. “The advanced capabilities of the Wii U system offer us the chance to deliver gamers the kind of quality they fully expect from both Turtle Beach and Nintendo.”
To learn more about Turtle Beach, visit its booth at the Tokyo Game Show in Tokyo from Sept. 20-23 within the Makuhari Messe, Hall 2, booth 1-N6, or visit the Turtle Beach website at http://www.turtlebeach.com.
About Turtle Beach
Turtle Beach (www.turtlebeach.com) designs and markets premium audio peripherals for video game, personal computer, and mobile platforms, including its acclaimed line of Ear Force gaming headphones and headsets crafted for Xbox 360 and PS3 game consoles and PC games. Turtle Beach’s Ear Force XP400 wireless headset was named IGN’s “Best Gaming Hardware” as part of its Best of CES 2012 Awards.
Turtle Beach, headquartered in Valhalla, New York, is a brand of Voyetra Turtle Beach, Inc., which has been at the forefront of music and audio technology for more than three decades and is recognized as a pioneer of today’s PC audio industry.
Turtle Beach and Ear Force are registered trademarks of Voyetra Turtle Beach, Inc. Nintendo Wii U is a registered trademark of Nintendo Co., Ltd. All other trademarks are property of their respective holders and are hereby acknowledged.
If you never experienced A Link to the Past, or if you didn’t experience it when it first came out over a decade ago, you might not get what the big deal is about this title. For those of you who were lucky enough to get the opportunity to play A Link to the Past, you probably would agree it is a wonderful game, especially considering when it came out.Also to point this out, according to the zelda timeline, this game takes place right after the ocarina of ime,in the timeline, it follows link in the path that branches to “the hero of time is defeated”
At heart, A Link to the Past is just a blend of the original Legend of Zelda with a dash of The Adventure of Link. You navigate Link through Hyrule and the dungeons via a top-down view and choose your equipment via an item sub-menu. You can initially explore much of Hyrule, but to progress on to later areas, you must aquire new items which you get from the dungeons. The Super Nintendo allowed for a much more complex game system, which can be seen in the vast amount of items Link can utilize, the enormous dungeons with multiple levels, the plethora of enemies on screen attacking Link and the challenge of tough puzzles.
Just start with Link’s primary weapon, the sword. Link can now use it in so many ways; he can swing it normally, he can charge it up to unleash a spin attack, he can hold it out to poke at things, he can dash with it and he can shoot out swirling lasers from it. Many of the classic items made a return, like the boomerang, bombs and bow and arrows, but some of the new ones became staples of the series. Who can forget the Hookshot, the Bombos Medallion, the Magic Cape or the Bug-Catching Net?
The overworld is laid out in a way where Link can initially peak around in every single area, but he can’t necessarily access all he sees. Boulders block his path in the mountains, while stone statues barricade the way into the Desert Palace. I wonder how many people got stuck trying to reach the Tower of Hera, a puzzle which forces the player to finally enter the Dark World for the first time. Besides the essentials of the overworld, there are tons of secrets hidden throughout the land. Heart containers, rupee caves and fairy fountains are aplenty in Hyrule.
However, the true beauty of the game comes from the dungeons. Masterfully designed, and probably unmatched even today, the dungeons in A Link to the Past were both challenging and numerous. More than just pushing blocks, killing all the enemies or bombing a wall like in the previous installment, A Link to the Past made the player truly think in order to progress. Items had to be used to their full potential in order to advance onward. Those lucky enough to survive the dungeons were rewarded with extremely awesome boss battles. You may have heard this already, but each boss truly feels unique.
The ease in which you control Link is the crux of this masterpiece. If you played the original installment, you already know how to operate the sword and your special item. Additionally, the extra buttons are put to good use. The A Button will later on allow you to utilize the Pegasus Shoes, an item which makes Link dash at full speed. Link could also access a graphic map instead of a plain and blocky grid-map. Bottles allowed Link to store items like magic potion or fairies. The hookshot could be used to pull Link across long distances, or pull distant things to him. Bombs could not only blast enemies and walls, they could blast Link and hurt him (which is actually a blessing if you know how to exploit it). All future Zelda games owe their gameplay to this installment.
A Link to the Past was made relatively early on in the life cycle of the Super Nintendo, which many would label as a first-generation title. Even still, the graphical achievement in this game was superb. The SNES showed off its ability to render layers and scale objects. This is crucial for all of the dungeons and several areas of the overworld. The animations of Link as he traverses Hyrule makes it hard to believe how convincing he looked in the NES games. Enemies came to life; just knock a guard off the edge into a pit.
The overworld truly felt like it flowed together extremely well, as opposed to the blocky nature of the previous installments, in which the world radically changed at the advancement of a single screen. Players will also notice that even though the screen “scrolls over” at edges, that the screens themselves will actively scroll with Link to give the effect of a larger on-screen area. The graphical power of the SNES also allowed for NPCs to exist in the game, along with a sprawling town in the form of Kakariko. Hyrule felt alive.
In sharp contrast, the dungeons in the games were each very unique and had a very dark and grim feel. The Desert Palace had sand across much of the floor. The Swamp Ruins had water running through it. The Ice Palace gave our hero trouble as he slid across the slippery surfaces. The entire game just felt so massive and alive thanks to the excellent work the graphical design team did for A Link to the Past. Sure, by today’s standards, Four Swords Adventures and The Minish Cap make A Link to the Past look a bit dated. But not that dates. Even amongst next-generation two-dimensional games, A Link to the Past still holds its own.
Sure, The Legend of Zelda established the famous Zelda theme. But it was A Link to the Past that established nearly every other great Zelda tune fans have come to love. Would you like us to list off some of the great hits? How about the soothing melody of Kakariko Village, the powerful charge of the Light World theme (yes, it’s just another version of the original game’s overworld theme, but it still rocks), the elegance of the Fairy Fountain theme, the majesty of Hyrule Castle’s them or the power of the Dark World theme?
Just about every song in this game went on to become a fan favorite, and many of them have been used over, and over … and over again in later installments. But it’s not just the soundtrack. It’s the sound-scape. The sound effects in this game were pretty good. Though the sound of Link swinging his sword sounded a bit goofy, and the loud bang made when dashing into a wall is a bit overexaggerated, many of the other effects were nice. Take that sword and tap it against wall. Notice the ping it makes, especially when you do it to a weaker section of the wall with a crack. Blows against armored foes made a clang. Arrows impacting against a surface made the pop you would expect.
Alright, so maybe by today’s standards, the effects are a bit weird and unrealistic. But this is a fantasy game, and one that is over a decade old. I don’t think I’ve ever heard somebody tell me that the sounds in the game annoyed them or detracted from the game at all. It is just too bad that wit the re-release on GameBoy Advance a few years ago, Nintendo had to add in those horrific yells of Young Link from Ocarina of Time. Even still, the sounds give the game a fantasy tone, which is sufficient.
Challenge, Fun and Replay Value
A Link to the Past probably will frustrate gamers who grew up in the three-dimensional era, but those who somehow missed this gem the first time around who are familiar with two-dimensional adventure games should really find themselves at home with this title. Sure, some of the puzzles will make your brain hurt or cause you to check GameFAQs, but that’s pretty much a requisite (well, at least once in each game) of a Zelda title. The boss battles, should you actually find out the key to their weakness (cough, dungeon items, cough), become a bit more manageable.
But this isn’t like the newer titles, in which Link can withstand one-hundred blows before dying. Some bosses will take down Link in as little as two-to-three blows. So be prepared to try again frequently on most dungeons. However, the challenge never gets to the point of frustration, and most will find the challenge a welcoming element for those pampered by the built-in game aids in future installments. Also, unlike its three-dimensional brothers, doing everything in A Link to the Past won’t take up the rest of your lifetime.
Simply collecting the extra heart containers, finding all the upgrades and locating all the items is the only requisite of this title. No trophy or statue hunting. No excessive heart container collecting. No Skulltula or Mask collecting. Everything is very manageable and very rewarding for the time it takes to accomplish. The pace of play is very good, with the story developed very loosely in game to drive the player on.
This is like the Bible of Zelda. If you haven’t played it, you don’t know Zelda. If you have, you get it. The graphics and two-dimensional gameplay may turn off fans who grew up on Ocarina of Time (or joined the bandwagon then). But if you liked The Minish Cap, you will love this game. If you can get over your graphic obsession, you will find that A Link to the Past is truly a great game, and you will finally understand why fans frequently call out its name when the discussion of best game ever is thrown around.
Challenge, Fun and Replay Value: 9.0
Final Score: 9.1
here is my top boss battles from the square enix developer series.
10 Emerald / Ruby Weapon (FFVII)
Sure, those were the hardest optional boss fights I had ever done as a kid. Quite possibly the only really good hard hidden boss fights I could remember from back then too. But they definitely deserve a mention. I hate to say it, because this game was so amazing, but if you played, and beat FFVII, as many times as I did, with as many different combinations of sneaky tactics (7777), and (4-x Cut) (Phoenix – Final Attack) then you know you just simply had too many options to be “overly” amazing in those fights. I would love to see a remake of FFVII (only with better graphics, keep everything else the same, and add a few more challenging fights) They might want to take out the W-Item glitch though, 99 megalixers makes things wayyyy too easy.
Plus Vincents Death Warrant, and Cait Sith’s Limit Break Death, too many cheap alternatives.
9. son of sun (chrono trigger)
This will be a fairly gimmicky fight, you’ll only want to attack the flames surrounding the Son of Sun and hope you hit the right one, since it will counter-attack with Flare if you try to hit the center. The individual flames will also counter-attack with fire if you hit the “wrong” one. It’s advised that you equip the Red Mail to absorb fire, as many Ruby Armors as you bought, the Red Vest, and the Taban suit if you have Lucca and picked it up from Taban. If you hit the right flame, it will do damage to the center sphere, and keep attacking it until it shuffles, then try for another one. After you hit the correct flame enough times, the Son of Sun will lose its fire and turn into a moon stone. If you have fire resistant equipment this battle should be easy enough.
8. Omega MK-II(final fantasy 5 advance)
this version of omega is only in the GBA version of final fantasy 5 and it is very harder than the original.I say that because at the start of the battle, he will use barrier change(which is now known as shift change) to change its weakness so using magic straight forward is useless because it has auto reflect. another annoying attack other than wave cannon it does is “circle”. that will not only kill your character but it will remove them from the battle. it took me about 10 minutes to defeat him with the rapid fire/dual-wield combo, but the dragon kiss mix will work if you have the mix command. once he is defeated, he will drop the force shield so get ready for a battle
7.Sephiroth(kingdom hearts 2)
if you have played kingdom hearts 2 and went against sephiroth and kept loosing, then i was at the same spot until last week( 8/2/2012). when i finally beat him, i felt so relieved. even at level 99 you will still loose the battle depending on the equipment you are using. the first move he will always use will be flash(which was renamed oblivion in dissidia final fantasy), which means he will dash towards you with an slash from his sword.Also he is very fast and has other spells like meteor,stigma and shadow flare. his most dangerous attack is heartless angel which will reduce your hp to the 1 digit. i have spent years off and on trying to beat him and when i did,he dropped the 3rd strongest sword in the game which is the “one winged angel”. ign and other video game websites voted this battle as the hardest in the kingdom hearts series.
6.feral chaos(dissidia 012 final fantasy)
this is a fighting game with rpg elements so it counts. anyways, if you have played the 3rd part of the story up until the end, then you are going to have a brutal battle. its your 5 men vs a level 130(yes 130,no joke) feral chaos.Feral Chaos fights very much like his original counterpart: his melee Bravery combos are fast and difficult to avoid. He is equipped with the attacks Vicious, Erupt and Spew for Ground Bravery Attacks, and Destroy, Splinter and Raid for Midair Bravery Attacks. He has access to all his HP attacks. Feral Chaos mostly only uses Spew and Splinter from range, and Erupt or Raid when the player is directly above or below him. Feral Chaos most frequently uses Destroy to attack, and may use it several times in succession. He frequently Wall Rushes the player with either Destroy or Vicious, then follows up with Deus Iratus or Ventus Ire.The player should dodge as soon as possible to avoid being drawn into this combo. Feral Chaos will similarly call his Garland Assist to Wall Rush the player, then combo it with Deus Iratus or Ventus Ire. Because the player’s EX and Assist Gauges will be depleted if they are hit with an HP attack, the player may as well use EX Revenge or Assist Change to break Chaos’s HP attacks if they connect to avoid damage, as they will lose their EX/Assist charge either way. Fortunately, all of Feral Chaos’s HP attacks have considerable end lag, making it the optimal time to counterattack. The player can also block Destroy to stagger him, but this is risky since he may follow up Destroy with Deus Iratus or Ventus Ire instead of another Destroy.Also,Feral Chaos’ Shinryu Verus summon, like the original Shinryu, can be summoned multiple times in battle. It has four effects, all of which activate after a 20 second timer: the player and Feral Chaos swap Bravery, the player’s Bravery falls to 0, the player’s Bravery is locked, and Feral Chaos’ Bravery is tripled. Because they have 20 seconds warning to these effects, the player has a chance to plan for them.In battle, the 99.9x booster will all but ensure Iai Strike will activate, instantly doing 9999 Bravery damage. The player must then use an HP attack that inflicts Wall Rush. The damage will read “9999 + 9999”, but due to the Sniper Eye accessory and the booster level the Wall Rush damage will actually exceed the damage limit to do far more than ten thousand damage. Then, Exp to Bravery will instantly restore the player’s Bravery to many thousands of points again. The player repeats this strategy until Feral Chaos is defeated.also to note, his HP is over 130,000 so be prepared.
5. Lavos(chrono trigger final battle)
This battle is very complex, so you have to understand your enemy before attempting to kill it. It works like this: there are three bits, but the middle bit looks like a humanoid. This should make you believe that he’s the main target, but he isn’t. In fact, it’s the right bit that you need to focus on destroying. Once you take it out, you defeat Lavos. The only problem here is that the right bit’s physical and magic defense is maxed at the start of the fight. Also, the left bit constantly heals, while absorbing magic attacks (however it can’t withstand more than a few physical attacks).
A suggested minimum level for this fight is 45. With a lot of practice, it’s not hard to solo Lavos with any character at level 55+.
When one bit goes down, the right bit will shortly lower its defense to charge up “Active Life”. This move completely revives all destroyed bits. After that, the right bit’s defense will soon return to maximum, so you have to repeat the process. Sound simple enough? Well, it would be if it wasn’t for the MIDDLE bit. This main body likes to warp in time a lot, and each time it does it acquires a devastating new attack. These include the most powerful magic and physical attacks in the game, which can kill your entire full-HP party in one hit if you’re unlucky.
In spite of that, this can be an easy battle if you know what to do. Start with the bit on the left. Crono’s Confuse, Frog’s Leap Slash, Robo’s Uzzi Punch, or Ayla’s Triple Kick will take it out (or a combination of two). Don’t even worry about the Middle Bit unless you know it’s about to unleash an “Ultimate” attack (in which case you’ll want to prepare healing). The bit on the right is what you need to destroy. Use all of your most powerful attack once it lowers its defense. One thing to notice is that techniques that are amplified by low HP, such as Frog Squash and Dino Tail, will hit all bits for a lot of damage. Just after reviving a character, such as when he/she has 50 HP, you can deal out about 2000 physical damage.
Lavos can cough up some brutal attacks (both magic and physical), so make sure you have someone who can heal well, or have plenty of MegaElixirs handy in your inventory. Eventually the destroyed bits will be restored. The left bit can heal the middle bit, so destroy it and go back to the “Active Life” bit. Once you’ve destroyed the bit, you’ve beaten the game. Now sit back and enjoy the ending!!
4.safer Sephiroth(final fantasy 7)
i recommend that you do this battle with your party up to at least level 70 because his attacks will KO you.but whoever cheated to win this battle, well you better do it again..his HP depends on what have you done on the battle before this one..pretty much without meeting the requirements, his HP will be around 230,000.anyways, he has powerful attacks such as havoc wing,shadow flare, and pale horse.his well most known attack is supernova(i learned the planets that way when i was a kid lol) which has a long animation that shows the other planets that the meteor destroyed including the sun.when you do beat him, you will get one final battle between himself and cloud which is arguably the best final encounter scene in video game history(well to me the scene with big boss and the boss from metal gear solid 3 was the best haha).And this battle was memorable for the one winged angel theme in the background
3.neo shinryu(final fantasy 5 advance)
along with omega MK-II,this version of shinryu is on the advance version of final fantasy 5.neo shinryu starts the battle with mighty guard but if you dispel it, that will be a huge problem,it has attacks such as tidal wave,malestorm,doom, and many more and all are over 7000 damage.Neo Shinryu also has two hidden targets, responsible for his so-called “high miss rate”(which means that the attack shows but the damage wont display,therefore pretty much the attack just miss). These absorb multitarget attacks as well as Rapid Fire, and cannot be killed. That means the party should use single target attacks.A cheap method to beating Neo Shinryu(which i found on youtube) is to have a party of Master Dragoons Dual Wielding Dragon Lances, and have everyone Jump constantly. The dragon should go down in 4 jumps if they all hit. An alternative is to use the Apollo’s Harp, which will do 9,999 to Neo Shinryu if it successfully hits.
2.Goddess(final fantasy 6)
final fantasy 6 is my first final fantasy i have ever played and i have to say, the battle against the 3rd warring triad statue goddess is very tough, she has the lowest hp out of the other 2,but she is no joke at all..she will counter any regular attack with overture which forces the target to take all physical damage for the Goddess. Also She uses Thundaga, Thundara, Flash Rain and Quasar, a rare blue magic spell that does non-elemental damage to the party.when she is damaged in a total of 8 times, she will use a very dangerous spell called cloudy heaven. that will give your party a 20 sec timer above their head(which cannot be removed under any circumstances).When the number reaches “0” or if the target dies before then,the targets will become zombie and the effect will last until the end of the battle. the only way to counter this is if you equip your party with a safety bit because cloudy heaven is treated as an instant death rather than a status attack. she was a pain in the ass but yumalisca from final fantasy 10 is far worse
1.Ultimecia(final fantasy 8 final battle)
i have chosen this one because i broken 2 controllers trying to beat her and my parents got pretty mad at me for that, anyways she is the witch that controls time and the final battle will make you want to hate going against her in the first place.Ultimecia can cast Flare, Holy, Meteor, and Ultima, Dispel any positive statuses the party cast upon themselves, instantly kill GFs, remove an entire spellstock from any character’s inventory (even if it is junctioned to a stat), and reduce the entire team’s HP to 1 with her Hell’s Judgement spell. Once she reveals her lower half, she draws Apocalypse from it and begins to cast it upon the party. Apocalypse is a spell even more powerful than Ultima, and it can cause damage in the range of 8,000 HP or higher. If the party is not protected by Shell or invincibility, or have HP levels at 9,000 or above, the battle could end in an instant when Apocalypse is cast.When Ultimecia’s lower half is revealed, she will only use Hell’s Judgement, Destroy Stocked Magic, Absorbed Into Time,” Draw” Apocalypse,Shockwave pulse, and Apocalypse. She will often cast Draw Apocalypse after using Hell’s Judgement. During this time healing the entire party or use holy war, because she may cast Apocalypse instantly after drawing it, which could end the fight quickly.Also if one of your party members are dead and you do not revive them in time, they will be removed from the battle for good.the best way to beat her is use your strongest limit breaks. from squall’s rezokuken-lionheart. to irvine pulse ammo shot limit break..just go all out after you have max out your invertory because if you do not have enough magic/items, then you are pretty messed up for this battle.
send me some emails for your thoughts @ email@example.com
Don’t laugh. Back in the stone age, when I was in high school, we had a guy in our D&D group who did this all the time. He’d roll a d20, get some mysterious number that no one ever saw, then smack said die away in disappointment while telling us he missed. Then, you could […]
Back in the stone age, when I was in high school, we had a guy in our D&D group who did this all the time. He’d roll a d20, get some mysterious number that no one ever saw, then smack said die away in disappointment while telling us he missed.
Then, you could see the gears turning in his head as he added up all the “modifiers” in his head. He’d pause for a moment, and then say something like, “Wait, I dunno, maybe this DID hit…17?” It usually did.
I’m not a big fan of munchkins when role playing (and lord, are they everywhere!). But I’m even less of a fan of cheaters. It’s a GAME, for crying out loud!
Stan and I were interviewed this week by the fine folks at Craven Games. It was a lot of fun to do, and I hope you enjoy it. Here’s the link! Bookmark It Hide Sites
Stan and I were interviewed this week by the fine folks at Craven Games. It was a lot of fun to do, and I hope you enjoy it.