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** ''VideoGame/PlanescapeTorment'' (which uses the same UsefulNotes/GameEngine) has a quest to retrieve an item from a shop the quest giver has been barred from. Because the door closest to him is said shop, he tends to walk into the shop he can't go in!
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** ''VideoGame/PlanescapeTorment'' (which uses the same UsefulNotes/GameEngine) MediaNotes/GameEngine) has a quest to retrieve an item from a shop the quest giver has been barred from. Because the door closest to him is said shop, he tends to walk into the shop he can't go in!
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Completely different My House that doesn't have a page
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* In ''VideoGame/MyHouse'', if your bladder meter is low, characters can somehow sense this and tell you to go to the toilet, even though you're giving no indication of it.
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* In ''VideoGame/MyHouse'', ''My House'', if your bladder meter is low, characters can somehow sense this and tell you to go to the toilet, even though you're giving no indication of it.
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Changed line(s) 93 (click to see context) from:
* Thanks to the fact that [[SeinfeldIsUnfunny the bar was pushed so ahead after this game]], the [=NPCs=] in ''VideoGame/BeneathASteelSky'' come off as this. One of the most impressive things about the game when it came out was the fact that the game engine enables multiple [=NPCs=] onscreen at the same time - not just standing there GoingThroughTheMotions, but actually moving around and acting out some kind of a routine. These days, it comes off as ''incredibly'' bizarre, since some [=NPCs=] will walk back and forth aimlessly, while some other [=NPCs=] who you don't speak to may sometimes enter and exit, or even stand there in place. This actually becomes a bit of FridgeHorror - WebVideo/PushingUpRoses, in her review of the game, pointed out one particular instance in which it looked like an NPC was standing there listening to the player characters' conversation. Considering [[spoiler: that one of the characters the player character was talking to ends up dead later on...]]
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* Thanks to the fact that [[SeinfeldIsUnfunny [[OnceOriginalNowCommon the bar was pushed so ahead after this game]], the [=NPCs=] in ''VideoGame/BeneathASteelSky'' come off as this. One of the most impressive things about the game when it came out was the fact that the game engine enables multiple [=NPCs=] onscreen at the same time - not just standing there GoingThroughTheMotions, but actually moving around and acting out some kind of a routine. These days, it comes off as ''incredibly'' bizarre, since some [=NPCs=] will walk back and forth aimlessly, while some other [=NPCs=] who you don't speak to may sometimes enter and exit, or even stand there in place. This actually becomes a bit of FridgeHorror - WebVideo/PushingUpRoses, in her review of the game, pointed out one particular instance in which it looked like an NPC was standing there listening to the player characters' conversation. Considering [[spoiler: that one of the characters the player character was talking to ends up dead later on...]]
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First part of the sentence makes no sense, and the example is already complete without it, so just getting rid of it
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* NPC and Guards in ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'' will have their own unique, but the same routines and dialog every time you play a specific map. It's varied enough to not be too obvious, but repeated playthroughs of a map will make this clear as day. Oftentimes, their routine will only start [[NoticeThis when you go near them]] (Dexy Barat in ''2016'' for example, will not start her spiel of who's allowed on the top floor until you get near her).
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* NPC [=NPCs=] and Guards in ''VideoGame/Hitman2016'' and ''VideoGame/Hitman2'' will have their own unique, but the same routines and dialog every time you play a specific map. It's varied enough to not be too obvious, but repeated playthroughs of a map will make this clear as day. Oftentimes, their routine will only start [[NoticeThis when you go near them]] (Dexy Barat in ''2016'' for example, will not start her spiel of who's allowed on the top floor until you get near her).
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Duplicate.
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* In ''VideoGame/KnightsOfTheOldRepublic'', [=NPCs=] just walk around randomly. Back and forth, forth and back. This gets a little funny when they walk through your vibrosword.
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* In ''VideoGame/KnightsOfTheOldRepublic'', [=NPCs=] just walk around randomly. Back and forth, forth and back. This gets a little funny when they walk through your vibrosword.vibrosword as you talk to someone.
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* Both ''VideoGame/StarWarsKnightsOfTheOldRepublic'' games have [=NPCs=] walking around aimlessly. This can lead to some hilarious moments where [[SpecialEffectFailure they walk right through your character having a conversation - and have weapons out]].
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Spelling
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* All over the place in ''VideoGame/Cyberpunk2077'', with crowds that sometimes walk in circles (Thanks to pathfinding glitches), people staying out at all hours of the day, police standing in place, people in wheelchairs gettng up and running if the player drives too close....
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* All over the place in ''VideoGame/Cyberpunk2077'', with crowds that sometimes walk in circles (Thanks to pathfinding glitches), people staying out at all hours of the day, police standing in place, people in wheelchairs gettng getting up and running if the player drives too close....