Yeah , his newer Kickstarter crap videos were nowhere near as funny as they used to be <| sep |> Stranger Things Season 2 Strangest Things . <| sep |> Okay , I ' m on <| sep |> I want to focus on the CEO ' s misguided attempts to hit fireback and its implications . but I keep laughing at how rThe Donald got mad because their misinformation got taken down and no one seems to care . <| sep |> Social media guidelines needed ? Or is far too much of a corporate suit idea and devs would leave ? <| sep |> Man I am so pumped . Well if I get on the TV broadcast that would be even cooler ! <| sep |> Recently , I found Dishonored to be pretty good . The intro was a little slow , but then they do a good job of either letting you talk to people or just get your mission and back to killing . The Souls series doesn ' t really have exposition except at the very beginning and end of a playthrough . The rest is hidden in flavor text , or inference from the environment . That ' s masterclass , even if the rest of the game doesn ' t grab you . I played Batman Arkham Asylum and Arkham City , and I don ' t remember rolling my eyes at anyone in there . I seem to recall those games being about an inch deep though . I guess there ' s the story of the history of the Asylum in the first game , but it ' s wholly optional so . that ' s good . Saint ' s Row 3 4 technically have stories , but they ' re mostly just excuses to go do cool shit . And , as I recall , it ' s about 5050 cut scenes versus people talking to you on the phoneradiowhatever while you ' re traveling to your destination . The cutscenes are fine , but I really appreciate the talking to me while I ' m doing a thing . It ' s not perfect , but I usually appreciate being able to play while I get my info dump instead of having to wait before I can have fun . Firewatch is probably a good example . It ' s like . 100 % expositionchatter . But it never stops the gameplay just to talk to me . I can pick dialogue options and then listen to developments while I ' m walking around , or throwing books on the ground , or figuring out locks , or whatever . I ' d like to see that basic concept expanded on somehow . It really worked for me . Gunpoint ' s another great game . It does the more traditional talking parts between action parts . But the talking is brief , and relevant . Less than a minute of time between completing a mission and figuring out what I ' m doing next . It ' s a funny list , because I have and love games like Gone Home and Life is Strange . And those are games all about expo dumps . Gone Home is like . walk for a minute , read a thing . Look around , find an audio tape . Listen to the tape while you look for more things to read . Life is Strange is like . talk to that person . Okay , rewind and talk to them again , but different . Okay , wait , new dialogue options . Rewind and do it again . Also , like . the Blackwell games . 110 % story . Some of the puzzles are just awful , and I played one of them the second one ? almost 100 % with a guide . But the story is great , so I don ' t care . I think there ' s a mismatch in expectations between where I think fun comes from and where devs think fun comes from . Not always , but pretty frequently when it comes to the story and lore of a game . Also , the idea that you have to earn your fun . That ' s just dumb . If I have to do shitty boring grinding for eight hours before I can have fun , I ' m just going to buy a game that ' s fun from the get go instead .