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smbhax · 1 month
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Dai Makaimura (aka Ghouls 'n Ghosts) (Mega Drive)
MD conversion programmed by Yuji Naka
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abobobo · 2 years
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Illustrations by Hitoshi Yoneda for the Dai Makaimura (Mega Drive) game manual.
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neverstopgaming · 4 months
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CAPCOM GENERATIONS
は、カプコンが PlayStation および Sega Saturn 向けに制作した 5 つのビデオ ゲームのコンピレーション シリーズです。 各巻には、特定のシリーズまたはゲーム ジャンルからの 3 ~ 4 つのゲームが含まれており、オリジナルのアーケード バージョンから直接移植されました (元はスーパー NES ゲームだった Super Ghosts'n Ghosts を除く)。 各ディスクには、歴史、ヒント、アートワーク、キャラクタープロフィール、アレンジされた音楽 (ゲーム自体でも有効にすることができます)、および各ゲームのその他のロック解除可能なコンテンツを備えた「コレクション モード」も含まれています。 PlayStation バージョンのゲームには、DualShock コントローラーのサポートも含まれていました。
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Dai Makaimura / Ghouls 'n Ghosts
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crimsonflash1996 · 11 months
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youtube
So, this is my first post in this platform! Since I wish to get to know more people, I will repost some of the content from my YouTube channel and my blog on here. This video essay about Super Mario Bros. is my favorite YouTube production, which was made for the 35th anniversary of the franchise. I hope you enjoy it! The following text is a transcription of the video:
The importance of the original Super Mario Bros. can't be understated: It doesn't have to do with being a genre pioneer, since games like Jump Bug, Pitfall or Pac-Land already included the jump mechanic, and the Mario franchise already had two games behind its back: Donkey Kong and Mario Bros. It isn't about being the sidescrolling game either, since Pac-Land's and Jump Bug's also scrolled their screens alongside the player, and a few days after the original Super Mario we had Makaimura on the arcades, which also included the jump mechanic alongside a screen that followed the player. What differentiates Super Mario Bros. from its predecessors is the creation of a world surrounding a mechanic, especifically the jump.
Shigeru Miyamoto's focus as an author is the direct perception of the interactive premise for the player's immersion, and for that purpose there is particular care to the tangible effect of the environments. In simpler terms, that you can perceive the worlds physically. The key element is the depth in the aerial maneuverability. Super Mario Bros. allows a detailed control of the avatar while moving in the air. The weight of gravity in the impulse, the inertia in the jump direction in opposition to the player's command, and the feeling to confront the game's physical laws. To redirect the path of the avatar the stronger one presses the button. Such capability gives the aerial space to take relevance in the gameplay, since it's how the player decides their position, and thus the player becomes conscious of its position at any moment.
To give purpose to these controls, the game turns jumping in the main form of interacting with the environment. Obstacles can be avoided through jumping, similarly to Pac-Land, which was Super Mario Bros.'s main inspiration, but enemies can be defeated if we step on them, and that becomes a step forward by adding variables that react to our presence. The other form of including the jump in the gameplay is to hit blocks. Some of them contain coins that allow an additional chance to continue if you collect hundred of them, others contain upgrades to take a hit, being able to attack at distance, or time-limited invincibility. Some of them contain extra lives, others can be broken to make a path, or even allow access to other areas. The content of the blocks isn't immediately obvious since its appearance doesn't follow a pattern. They can be signaled, they can appear as another type of block and they can even be invisible. Basically, they're a secret, and this gives the game the sense of hiding more than what it appears to have, since it's optional content.
The intention of a world with a hidden face is manifested through pipes that lead to underground (or even underwater) passages, or vines that climb up to a world hidden in the sky. Even passages outside of the conventional interface of the game. That's why the decision of verticality as an abstraction of depth takes paramount importance to build places far from the surface, from what we know at first sight, and the focus on the vertical jump becomes thus a coherent decision since those are places that aren't reachable by just jumping, and they're hidden to our virtual body.
Because of how important it is to the progress of the player alongside its integration with the main mechanic of the game, the presence of a hidden world becomes an omnipresent feeling that differentiates Super Mario Bros. from other platformers that came after due to its influence, even among its own successors, because it means that the player perceives, decides its progress and leaves its presence in the world through jumping. Miyamoto turned thus this mechanic as a vehicle to expand the possibilities of exploration and personal body expression in a way that thirty-five years later still remains radical.
There's a last design decision that is very special and I haven't covered yet, and it is not being able to turn back. It isn't due to technical limitations since many of the previously mentioned games allowed it. Not being able to turn back is a deliberate decision because it makes the player potentially miss content that they won't be able to get if they didn't know about it, and that resonates to a surprisingly more profound level: The possibility to have missed something, to not have visited a place in a journey, to have taken something for granted at a certain point in time, because there's no coming back. By appealing to this sensation, the game's world takes presence in the player's mind even after having left an area behind, or even the whole game, because there's the lingering feeling of everything we didn't know and everything that could have helped us. That feeling is absent in the Mario games that came to the west after this one, which gives the original an unique quality. It's this sentiment that immortalizes Shigeru Miyamoto's masterpiece beyond what it meant back in the 80s in front of its predecessors, and it still represents the promise of videogames of worlds that can still capture our imaginations and warp our minds to them.
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quayrund · 7 months
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Susumu Matsushita. Dai Makaimura / Ghouls 'n Ghosts themed
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archiesonicretro · 2 years
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Game review: Dai Makai Mura / Ghouls N Ghosts (Sharp X68000 version)
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Title: Dai Makai-Mura
Japanese Title: 大魔界村
Release Date: 22 April 1994
Platform: Sharp X68000
Developer: Capcom
Publisher: Capcom
Genre: Platform Action
Number of Players: 1
Music Composer(s): Tamayo Kawamoto
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Gameplay conducted using WinX68K High Speed Emulation.
"The game that brought spookiness to the platformer genre."
Daimakaimura. The game that brought spookiness to the platformer genre.
Sharp X68000. In the 90s, while most people in the West played on the Amiga, Atari ST and IBM PCs, all of which tended to get substandard arcade conversions, the Japanese were better off as they had their eyes on three computers. The Fujitsu FM Towns series, the NEC PC-98 series, and the most notorious of all - the Sharp X68000 lineup.
The FM Towns being the king of bringing CD media to PC gaming.
The NEC PC-98 series being responsible for bringing Touhou, Policenauts, various Japanese ports of Western games, and being the granddaddy of the hentai revolution where so many games on the PC-98 would be filled to the brim with porn.
The Sharp X68000 is, as the cool kids say these days, the official GANGSTA of PC gaming due to its reputation for arcade perfect ports, which is why there are so many games with arcade-perfect X68000 conversions. This, Strider, Final Fight, and many more.
Daimakaimura on Sharp X68000 is one of them.
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Daimakaimura or Ghouls 'N' Ghosts as it was known in the west is the sequel to the very popular Makaimura or Ghost 'N' Goblins, in case you didn't know. The game has you set out as Arthur, our knight in shining amour. Battling demons in the hope of getting his kidnapped (again) woman back from the devil, or at least something that resembles him. Arthur must battle his way throughout eight tough platform stages, taking on all manner of zombies, ghosts and ghouls. But wait! 
You reach the end and guess what?  Yep, the bastards send you right back to the beginning to find the magic ring, which you need to defeat the last boss. Why this couldn't be told to you at the beginning of the game, I don't know. So off you set, AGAIN!  As if once wasn't hard enough. 
Thankfully, there are many weapons for Arthur to pick up that will help him on his quest. As well as the weapons, there's also the magic amour that can perform different magic depending upon which weapon you are holding.
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Gameplay-wise, it's nothing more than you would expect from a Sharp X68000. Absolutely arcade-perfect.
The music? Well, being a Sharp X68000, players can configure what sort of sound would play from it. You could play it via the internal sound chip, or via the Roland SC-55 and/or MT-32 MIDI modules that upgrade the sound by a margin I can't tell, because I don't own a X68000. X68000 systems are really unreliably expensive, and the 5.25-inch floppy disks these games come on are rather fragile or have a really short shelf life.
This Sharp X68000 version is the absolute BEST version money could buy if you lived in Japan in 1994 and had a load of cash to spend. But for everywhere else, the Mega Drive version (programmed and published by Sega) is still the king.
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PROS:
Being a Sharp X68000 conversion (don't forget the X68000 is a series of computers), it plays just like the Capcom arcade machine
The music, whether it be played back via the internal sound chip or the Roland MIDI modules, sound absolutely GREAT
The graphics are exactly the same as that on the Capcom arcade machine
High level of playability
Challenging enough to make gameplay last throughout the month...
CONS:
...but enemies can be a bit brutal
You get the sense the Capcom intentionally wanted to make people break tens of controllers during game production...
...and you have to play the game TWICE to get the game's true ending, which did piss people off; but Capcom could get away with it because the game is a stone-cold tough-as-balls arcade classic
Verdict:
An excellent game which is as flawless as the arcade machine.
Here is my scoring system for this game.... actually, there is no point in grading this game on gameplay, graphics, and all the other criteria because this is a rare specimen I get to play. Sharp X68000 version of Ghouls N Ghosts would have gotten a 10/10 for me, but if a new player were to play this expecting a Mario-style platformer a-la Super Mario Bros. on the NES, they're really going to be disappointed. Saying that though, it plays absolutely well, just as solid as the arcade machine, and that's all that matters when it comes to reviewing Sharp X68000 games.
So overall, Daimakaimura on the Sharp X68000 gets a score of...
9/10.
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postgamecontent · 6 years
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Ghouls ‘n Ghosts (Arcade): Games of the Retro-Bit Super Retro-Cade
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Capcom, 1988
Here’s another entry in the Ghosts ‘n Goblins series that is probably more famous for a console port than the arcade original. Ghouls ‘n Ghosts was a critical early “third-party” title on the SEGA Genesis, doing a fantastic job of showing the improvements 16-bit consoles could offer the action genre. Now, the NES version of the original game wasn’t anywhere near faithful, but part of why that little magic trick worked so well is because Ghouls ‘n Ghosts represents a major step up in presentation from Ghosts ‘n Goblins. Sprites are bigger and more detailed, everything is more well-animated, and the backgrounds are more impressive. The new gimmick, a suit of upgraded armor which allows Arthur to use magic, empowers the main character in a fun way. The character can now aim weapons upward as well, making it easier to handle aerial threats.
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But don’t think these new abilities make the game any easier. Ghouls ‘n Ghosts certainly shows off the advances of the late 80s in its production values and scope, but it adheres strongly to the same design philosophies that guided the first game. The only real clemency it offers to players is that there are more frequent checkpoints in each stage. Even that comes with a price, since the level designers obviously felt like those added checkpoints meant they could include more unpredictable “gotcha” traps. Well, it’s hard to get too upset in the here and now since you have unlimited continues to help you past that stuff. The magic abilities are really neat, and give you an incentive to try out a variety of weapons instead of just sticking with your favorite. Speaking of weapons, there are a couple of new ones, and the returning ones are altered slightly to help balance out the more useless ones. All in all, a pretty enjoyable game, even if it’s probably my least favorite of the original trilogy.
Previous: Ghosts ‘n Goblins (Arcade)
Next: Gun.Smoke (Arcade)
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replayxvalue · 4 years
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Player Review-Capcom Generation: Dai 2 Shuu Makai to Kishi (1998) Other Titles: Capcom Generations 2: Chronicles of Arthur, Capcom Generation Collection 2: The Demon World and the Knight, Capcom Generation 2,  カプコン ジェネレーション -第2集 魔界と騎士- System(s): Sega Saturn Publisher: Capcom Developer: Capcom Original system(s): Capcom Ghosts 'n Goblins hardware, Capcom CPS-1, SNES Game total: 3 Games Included: Ghosts 'n Goblins (Makaimura), Ghouls 'n Ghosts (Daimakaimura), Super Ghouls 'n Ghosts (Choumakaimura) Sound driver: SCSP (1Track) Genre: Compilation, Action Number of players: 1-2
Capcom Generation 2 is the "Chronicles of Arthur" or the collection of the Ghosts N' Goblins or Ghouls N' Ghosts games. If you know anything about these games, they are extremely hard and that's about the gist of their value. They are platforming action-adventures that offer mild enjoyment for a while. I don't really get the point of the Capcom Generation series, especially considering they all came out in 1998. The company had produced so many great games by then that they could have condensed the 5 disks into one big collection and offered more variety.
The problem with making a collection out of this series is that they barely changed directions between installments. All 3 of these games feel like the SAME game. It's not like a Mario Bros. or a Sonic the Hedgehog where each game in the series is different enough to feel like a new and meaningful experience.
THE GOOD -At least it's better than the first one. While I don't think Ghouls n' Ghosts/Ghosts 'n Goblins games are that great, they are at least not as boring as the vertical-scrolling shooters from Capcom Generation 1.
THE BAD -There's really nothing here. You would be better off getting these games off of the Wii Virtual console or something like that. I give Capcom Generation 2 a 1.5 out of 10 CAPCOM FANDOM PURPOSES ONLY
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smbhax · 26 days
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Dai Makaimura aka Ghouls 'n Ghosts pin-up, from Capcom Generation: Dai 2 Shuu Makai to Kishi (PS1)
Session: https://youtu.be/1odXPOeXGPM
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ultrace · 5 years
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New Soundtracks are up!
Another week, another lot of classic video game soundtracks up for grabs. This week contains some truly exciting items. Last week’s soundtracks still have a few days on them. As always, you can check all of the items currently available for auction right here.
Here’s the list of new stuff available: Ninja Blade Original Soundtrack -    It appears to be signed by a composer. I didn’t remember that.) Technosoft Game Music Collection Vol. 10: Thunder Force V Samurai Spirits Original Soundtrack Storm of Progear Original Soundtrack Mario Kart 64 Greatest Hits Soundtrack Tempest 2000 The Soundtrack Final Fantasy VI Original Sound Version Samurai Warriors Original Soundtrack Seiken Densetsu 2 / Secret of Mana Original Soundtrack Sega Power Cuts 1 E3 1996 promo disc Katamari Damacy Original Soundtrack Metal Gear >> Solid Snake Red Disc Hideo Kojima Compilation And some extra exciting stuff... NiGHTS into Dreams Perfect Album -    Years ago, I recorded an unofficial soundtrack for NiGHTS called NiGHTS Full Selection. I never expected at that point that Sega would release a soundtrack that eclipsed my effort, but they did, and I like to support a worthy effort, so I bought this. Now’s your chance to have one of the best soundtracks in existence.
Ghosts ‘n Goblins Sound Collection / Makaimura Ongakutaizen -    This is the definitive collection of Ghosts ‘n Goblins music, containing all of the soundtracks from the first seven games in the series. It comes in a nice box and even has a DVD with gameplay. The star of the set is Super Ghouls ‘n Ghosts from the SNES, but it’s all good.
Konami Music Masterpiece Collection - Complete Set -    This is the 2004 15-disc set of CDs covering classic Konami arcade and NES music, 40 games in total. They were released as gacha-style blind bags in 2004, but I bought a whole box (each of which contains a complete set) and left them sealed, in mint condition. 
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godslush · 7 years
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I’m probably going to stream later, but I don’t have a specific time since it’ll depend on how long my video backlog for the day goes, whether or not I go out for lunch later, and whether or not I can decide on a music playlist.
Been on a Makaimura binge, so gonna be drawing this guy:
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Old pic (modified sig to indicate), though one I’ve been happy with. RP character with lore origins in my headworld. I’ll throw more details when I post the new pic.
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videogamesdensetsu · 6 years
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Yuji Naka’s Game Business Archive conference report (June 27, 2018)
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Before Girl's Garden (his first commercial game), Naka developed an SC-3000 version of Lode Runner on floppy disk (you need an add-on -the SF-7000- to use floppy disks on SC-3000). Only 10 copies were produced.
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The SC-3000 and its add-on, the SF-7000. Naka started developing the Mark III port of Space Harrier without permission from Sega. He got the greenlight when his boss saw what he had already made. He later got advice from Yu Suzuki during the development. The FM Sound Unit was developed by the team behind the Mark III version of Outrun. They developed it without permission from Sega since they weren't satisfied with the PSG sound. This is the only game for which Naka arranged the music. When he came back from the 1988 AM Show where he saw Ghouls'n Ghosts / Dai Makaimura for the first time, Yuji Naka immediately asked Sega to port of the game on Mega Drive. The conversion was developed in 5 months. Due to the size of the cartridge (4 mega), memory was a major issue.
The Phantasy Star II development team had to make the game fit on a 4mega cartridge. They asked the president to use a 6M cartridge instead. He agreed under the condition that they deliver the game in time. They missed the deadline (by at least 2 months) but the game was released on a 6M cart. This was one of the biggest cartridge at the time which had an impact on the production cost. Since Sega refused to increase the retail price to compensate that additional cost, the company presumably didn't make any profit with this game.
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Metal Lancer, a 3D shooting game Yuji Naka worked on in 90, before starting to work on Sonic. I assume Naka still has the ROM of a prototype (a video which seemed taken from an emulator was shown during the conference)
Sonic 1 was programmed on a PC-98. It seems that the software/editor used by Naka was MIFES. It took one year to make Green Hill, 6 months to make the rest. The scrolling in Namco's Marvel Land (8 pixels per frame) had an impact on Naka.
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Sample demo of the engine developed for Sonic 1, showing how the Mega Drive could handle scalling and rotation.
When Naka left Sega before the release of Sonic 1 and joined Marc Cerny at the Sega Technical institute, he said he didn't want to develop a sequel. Naka started working on Sonic 2 under the condition that his boss let him develop a 2 player mode, something he hadn't been able to achieve with the first episode (he tried to implement that 2P mode pretty late in the development of Sonic 1 but the engine he had developed wasn't fast enough). Source: https://togetter.com/li/1241412
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skiprat8682-blog · 5 years
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game of the day Ghouls'n Ghosts, originally an arcade system in December 1988 as a sequel to the earlier Ghosts'n Goblins (Makaimura), released in 1985 what s great game I have on the master system any fans of the game #sega#mastersystem#ghoulsandghosts#retro#game#youtube# https://www.instagram.com/p/B49uY2hgxE1/?igshid=11suw29kpchze
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gamephd-wallpapers · 5 years
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Play Makaimura Gaiden - The Demon Darkness (Japan)
Play Makaimura Gaiden – The Demon Darkness (Japan)
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Nominate for Retro Game of the Day!
Play Makaimura Gaiden – The Demon Darkness (Japan) Online
Play this GB game in your web browser, here on GamePhD! Use Chrome/Firefox if Internet Explorer doesn’t load the game.
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sodomyordeath · 7 years
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was tagged to do 
75 Gaming Asks
You know the drill I go and answer all of ‘em right now. Saves me time oh and I tag @madamekross and @s-oeren to share my pain.
Send me some! 1. First console you’ve ever owned?
none
2. First game you played? a version of pong
3. Favorite childhood game?
Bubble Bobble &  The Bard's Tale 4. Longest consecutive hours you’ve played a game?
72
5. Game with the best soundtrack? Out Run & Quake
6. An underrated game from within the last few years?
The Shadowrun Returns games
7. Most disappointing game you’ve played?
Hellgate Lonson 8. The game with the best atmosphere/scenery?
Skyrim
9. Last game you played? Darkest Dungeon
10. Prefer PC or console?
PC
11. Have you written any fanfic or made any fanart?
Nope 12. Most bizarre game you’ve ever played?
Nothing comes to mind 13. Scariest game you’ve played?
Once again nothing comes to mind
14. Do you watch playthroughs online?
At times 15. Favorite animal in a video game?
The Dragons in  Bubble Bobble 16. The best year in gaming you’ve experienced?
n/a 17. Have a video game themed background or lockscreen? nope
18. Worst game you’ve played?
The Guild II 19. Hardest game you’ve ever played?
Makaimura 20. Favorite publisher and/or developer?
CD Projekt RED, before that Bioware and ID Soft 21. If you had to play one game for the rest of your life, what would it be?
I’d write my own
22. If you could turn one game into movie, which would it be?
Game movies suck
23. Favorite genre of video game?
RPGs and Strategy Games 24. Ever cried because of a video game? Which one(s)?
nope 25. Proudest accomplishment in gaming?
It’s a game 26. How often do you play online? Co-op?
When I’m on the mood 27. Have you gotten any friends into gaming?
Nope just my Sister 28. Who got YOU into gaming?
Got a C64 back in the day and couldn’t code yet 29. Watch cutscenes or skip them?
Depends 30. On average, how long does it take you in the character creation screen?
As long as it takes 31. Game with the best theme song?
Quake 32. Do you cosplay?
nope 33. Favorite female npc?
Jack (Mass Effect 2)  Morrigan (Dragon Age) 34. Favorite male npc?
Cremisius "Krem" Aclass (Dragon Age Inquisition)   35. Best protagonist? 
Geralt of Rivia (The Witcher), Female Commander Shepard (Mass Effect)  36. Best antagonist?
Kane (Command & Conquer) 37. Ever been made fun of for playing video games?
Nope 38. Have you tried a game, hated it, then tried again, and loved it?
Nope 39. Do you play for achievements/trophies?
If I’m bored enough 40. Favorite voice actor?
Jennifer Hale 41. Gone to a midnight release before?
nope 42. A game you will never forget (in a bad OR good way)?
Ask someone without an eidetic memory 43. Favorite sidekick or companion?
Jack (Mass Effect 2)  Morrigan (Dragon Age) 44. Do graphics matter?
Depends 45. Do you like funny or more serious games?
both 46. Always, sometimes, or never use subtitles?
always 47. First person or Third person?
Third I like to see my ass :p
48. A game you’ve always wanted to play but have never gotten to it? Nothing comes to mind
49. A game you haven’t played in forever, but want to replay?
Diablo II 50. How many games to do you own?
Too many 51. First character you’ve had a crush on?
I don”t have crushes on pixels 52. A game you will always stand behind, and support no matter what?
Never seen one without flows 53. Your most immersive game?
Probably the Elder Scrolls and Fallout games with a ton of mods
54. A sequel you really want?
A new SpellForce would be nice 55. How much time, on average, do you play in a week?
Hard to tell  56. Do you tell people irl that you play video games?
Sure 57. What is an overrated game you’ve played?
All Assassin’s Creed Games after the first 58. Ever have someone walk in on a sex scene between you and you LI?
between the PC and there LI, sure 59. A game you are looking forward to this year?
Not really 60. The game you are best at?
I tend to be good at whatever I play 61. A game you know everything about?
Neverwinter Nights 2 62. Would you want to work with video games when you are older?
I’m almost 40 and had my hands in a couple of games :p 63. What’s a game that has inspired you?
Planescape: Torment 64. Describe your favorite video game using only three words?
explore exploit extinguish 65. Any favorite screenshots of games?
nope 66. Game with the yummiest looking food?
wtf? 67. Most violent game you’ve played?
It’s pixels who cares 68. An older game that you’ve just recently gotten into?
I’m old I got into it when it was new 69. Your first LI?
Honestly that heteronormative fan service to young males is rather boring to me 70. Do you play any mobile games?
yup Plague Inc is fun 71. A game you can’t stop talking/thinking about at the moment?
n/a 72. Have any guilty pleasure games?
I never feel guilty about my pleasures 73. A game with the best fandom?
I can't care less 74. Which game has the best lore?
The Witcher 75. Do you focus on main storyline/quest or do sidequests first?
You do ‘em all D’oh
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