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Recettear Once Again!

This game is addictive.

I just spent my entire Friday trying to be the best item shop owner I could ever be. I really almost ended up living in a cardboard box, with my last sale to Charme finally putting me only a few thousand pix into the green. That last payment was EVIL.

I’m sure there are others who probably don’t have the time, or would rather sink their efforts in to something more productive. Like earning real money. This seems to be my favorite thing to do in video games – earning my keep. I do this with the STALKER games; I end up trying to hoard as much as I can, with minimal ammo usage for an efficient playthrough without getting killed. And in the end, I cash it all in, and feel rewarded for bringing in such a haul. The game isn’t designed solely around it, but who can resist looting your foes when heightened skills mean free weapons and even more ammo? I’m such a loot whore. I tend to disagree with the simplified and icon-based inventory interfaces, but who am I to complain. Give me loot and money – I’ll be a happy camper.

So what do my current favorite games STALKER, EVE Online, and Recettear, all have in common? MONEY!

I like Killing Floor, too. But that’s only because it’s about killing zeds.


Games that end up linear and boring.

I think most people would understand that the post title of this entry is referring to Final Fantasy 13.  It’s been lambasted for being a linear experience. But why is it suddenly reasonable to judge a game on it’s linearity? I think about the games that were purposely linear, and those that simply end up as being linear. There isn’t much of a difference between the two ideas. One is done on purpose and the other one is accidental.

So which one is FF13?

Let’s find out. A one, a two, a three…