NEW RECORD?! We Beat Lambent Plume's Timer In EVERY Room! | Hades



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32 thoughts on “NEW RECORD?! We Beat Lambent Plume's Timer In EVERY Room! | Hades”

  1. Alright, new nightmare memory core created. Never in my life have I thought that someone would combine a clown wig and s&m dress. Leave it to Haelian to surprise you on xmas eve XD. Anyway, merry christmas everybody, wish you all the best.

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  2. You were wrong about assembly and Cobol pays pretty well it's true, but it is actually extremly easy to learn, you get certified from zero(never wrote a single line of code in your life) in 2 monthes with minor background degrees. Cobol dev is one the confiest closet job you can wish for.

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  3. okay I was technically here during this stream, but I also fell asleep, woke up when dan was in elysium, didn't realise he'd had a costume change, and merely asked "we doing max dodge now?"

    I'm honestly impressed by my own lack of awareness

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  4. Comments should only be used to explain why, not how. Also your code should usually be enough in most cases to explain what is happening because you should be coding it in a readable way.

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  5. dragon age kinda did go to shit, at least for fans of the first game and for the developers.

    origins was a classic bioware rpg.

    then dragon age 2 was a shit-show. the game had a criminally short and troubled development time where the team was crunched to death and forced to create a small scale world with recycled assets. for some reason they changed the art style and turned it into an action game, after telling fans that the series would not be 'streamlined' as mass effect was. the story was criticised for being convoluted and lacking an overarching goal, hero, or villain. the game was also designed with a heavy focus on consoles over PC. despite the fan backlash and being considered a 'misfire' by the development team, the game still sold well and was well received critically.

    the success of dragon age 2, despite its problematic development, led bioware to once again employ brutal crunching for dragon age inquisition. this was largely required due to the decision to use the frostbite engine, which the team had no experience with and which completely lacked many of the core features that were required to make an rpg. the team was also forced by EA to make the game compatible with older generation consoles. features that were made for PC and shown off at PAX ended up being abandoned because they had to make the game consistent across all platforms. this all led to a Sisyphean development and a technically messy end product. after the controversies of dragon age 2 and mass effect 3, the team made sure to follow player feedback. they did succeed in making the world bigger and resurrecting the rpg elements at least. however, the team was unable to playtest their own game and did not realise until too late that their open world was populated with hollow, filler, 'MMO' side quests that would bore completionist players. it was so bad that people were warning players through reviews and word of mouth that they should leave the starting area ASAP as the overabundance of side content would burn them out. the game was also criticised for having a weak main story. once again, none of this stopped the game from receiving critical praise, sales, and even awards.

    dragon age 4 has already been cancelled once to make room for anthem, an embarrassing failure. it's now in development once again, although I have low expectations given the mass exodus of bioware talent, the quality of their recent games, and the fact that it's been almost a decade since inquisition.

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