Also taking this opportunity to gloat a recent win against Luffers with a difference of +105 !!
Phoenix Wright: Ace Attorney: Dual Destinies (3DS): COMPLETED!
That final case was all over the place. Not least when the real villain was revealed, and then that person was really revealed. Twists and turns everywhere, which pretty much nobody being quite what I expected.
And that’s it! More than 23 hours, making it the longest Phoenix Wright game by around 5 hours. Not bad considering this one is more streamlined than the others. But it’s not over yet! Capcom announced a DLC extra chapter this week, and that’s due in a couple of weeks time, so there’ll be more Wright very soon. He’s been gone too long. Tooooo long.
Song Pop – Video Games
Red Dead Redemption: helping an old-timer
Concentrating on the story missions actually really helps to give the game focus, although I've not entirely stopped looking out for strangers and helping them out. Indeed, I spent most of my last play session ferrying opium across Mexico, though I didn't know it at the time. I was given $1000 to give to the seller; against my better judgement I did so, not wanting to get involved in the drugs trade in the first place. I also cleared out another gang hideout that I chanced upon, although I died once doing so.
Dying seems to be a hindrance but nothing more - I'm not sure that I've lost any money from doing so. I much prefer it this way, it mean that I'm much more willing to experiment in the world, and will stop to help people at the side of the road rather than just spurring my horse on past them. It means that the game progresses more slowly, but that's not a problem here given the storyline that's being followed. Yes, John Marsden wants to kill or capture Bill Williamson, but he wants to do it properly and there's no point rushing into a gunfight unprepared.
The story missions are really nicely varied in this, with decent checkpoints throughout and generally good reasons for existing within the story. I've just helped to rescue Luisa with the help of Landon Ricketts, and then helped Luisa's sister to escape by taking her in a stagecoach to a waiting boat. I also completed a long missions where i had to fight with the Mexican army up to a fort which had been overrun by bandits. I have now completed 46.4% of the game; hopefully I can continue to get through it at the same sort of pace.
Dying seems to be a hindrance but nothing more - I'm not sure that I've lost any money from doing so. I much prefer it this way, it mean that I'm much more willing to experiment in the world, and will stop to help people at the side of the road rather than just spurring my horse on past them. It means that the game progresses more slowly, but that's not a problem here given the storyline that's being followed. Yes, John Marsden wants to kill or capture Bill Williamson, but he wants to do it properly and there's no point rushing into a gunfight unprepared.
The story missions are really nicely varied in this, with decent checkpoints throughout and generally good reasons for existing within the story. I've just helped to rescue Luisa with the help of Landon Ricketts, and then helped Luisa's sister to escape by taking her in a stagecoach to a waiting boat. I also completed a long missions where i had to fight with the Mexican army up to a fort which had been overrun by bandits. I have now completed 46.4% of the game; hopefully I can continue to get through it at the same sort of pace.
Letterpress – Winning strategy
I've recently returned to playing Letterpress & I am off to a good start winning nine games on the trot. I've taken a lot of advice from Jochta's recent post on UGVM.
Control corners.
Always put an S on a word if there is one.
Variants like _ed and _er are counted as different words.
Look for endings like _ing.
Once you have control of the important letters and a corner build out into the board and take off unused letters one or two at a time to limit your opponent.
Leave Q to the end if there's no U as you know your opponents can only play QI or QIS with it.
Try and play an anagram (or nearly) of your opponents previous word.
Never leave common letters uncoloured with a close score as your opponent will almost certainly be able to polish them off.
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