
There is a term called “balance breaker.” In gaming, a specific character, item, technique, or strategy that is too powerful or convenient and completely disrupts the balance of the game is referred to by this name among gamers. Examples include Haborym with Petrocloud in Tactics Ogre, the sword saint Syd in FF Tactics, and Ideon in Super Robot Wars F, among others. (The fact that all the mentioned titles are simulation RPGs is due to the author’s personal preferences.) Many games have been forced into situations where it seems “isn’t it enough if we just use that one character?” due to these balance breakers. The term “balance breaker” does not have a positive connotation. There is no disagreement that a presence that guarantees victory in any situation simply by using it ruins the game. However, when the topic of “that’s too strong, it makes the game boring” comes up, there is always a particular phrase that gets mentioned: “If you think it’s too strong, just don’t use it.”
I remembered something because Sid was brought up in the FFT remaster.
Sometimes there are characters in games that are like balance breakers.
If it’s PvP, I’ll use them without hesitation, but how do you convince yourself when you hold back on those kinds of characters in PvE?
By the way, the original article of the thread image is a story like this, though it’s a bit long.
The way to praise a balanced person. Game streamers, audiences who primarily provide services, idols, and other jobs that seem to be evaluated objectively and may not hold up well. It may seem like a difficult job, given how many fans or anti-fans one can have. Even those who are likely to be pampered find it quite challenging to stand in front of others. Having social media makes it even more intense, as the gaze can be painful. Continuing from the last “I can do my best because there are people who praise me,” here are three characteristics. If you can think that the gaze is painful, you can try to be yourself without overthinking it as much as possible. That state will certainly make life easier. I’d like to convey the latter way of praising so you can use it right away. This is something I’ve always communicated in business. “To those who speak, + to those who have little false element in their words.” First, let me introduce it a bit as if you’re attending a seminar. This project is about part of the interactions of the participants. You might be able to tell whether there are or aren’t “people who praise” you among the viewers. However, one thing to understand is that broadcasting cannot be established solely by the participants, though I suppose this may not be fully understood. Of course, there are various biases and stresses that come along with opinions from the participants, which lead to harsh evaluations that constantly change how the audience perceives things. Whether it’s the hand of the vast ocean or a toy poodle, there’s a distinction, and whether or not you can absorb each case while allocating time will vary. Suzuki Kankaku and Tomoaki Maeno mentioned this during their appearance on the Newton program, which they promote. I think it indeed corresponds to the work. What do you think has changed about Dokincho’s self-discovery? The performance character is used in “neemu,” and while it plans for changes in the services offered, it cannot all be said to be ample in design. However, please excuse the details as I leave it to your creativity to express while maintaining artistic passion. It is necessary to deliver balanced content. However, whether it’s something like pet food or a PC game, it requires considerable effort. I would appreciate it if you could convey any requests or additional input to the person in charge. Wise person’s perspective. I immediately felt a sense of inadequacy and thought about it. It’s hard to express what one can’t put into words and how to convey that, yet there’s no sense that it’s being demanded even though it was quite difficult! Even if I refuse to acknowledge it, I’m being sought after! That moment of tears comes when you declare to graduate from something, even if you don’t express it in an exaggerated way. I want that choice, even if it’s seen as a failure, to be articulated. Unable to articulate false information, I don’t pay attention to the evaluations from the surrounding people. Above all, wow! One could say this is a connection to the “Kyorochu” nerve that balances between pursuing stability and the pain of yawning continuously, leading to the chaos of information management. The joy of goals and the preciousness of that. The thread of unpaid duty can be handled lightly. That emotion—this is a panorama of creamy vision.
I do not hold back on anything.
Invincible
If you’re going to paste the whole text, just link the URL instead.
>>2The original article is from a Nico Nico Blog post, so it has disappeared since the service ended…
It’s too long, I don’t feel like reading it.
Long
If you think it’s strong, then just don’t use it.
It was longer than I thought.
I will have the AI summarize it, so please wait a moment.
When I was a child, I used to play Sid without thinking about anything.
If you lose while using a broken character in PvP, you can’t make excuses, so you probably won’t use them.
>>9That’s a loser mentality.
Sid is already at the end of his joining, so I think of it as something like flavor text.
I read it, but the official side is definitely making mistakes with the balance adjustments, right? Well, yeah.
>>11PvE, especially for SRPGs, it’s fine if the balance is completely broken.
I don’t want to play a stiff and rigid tsumeshogi.
If you really want to increase the difficulty, bind yourself.
“It’s a good phrase to find cracks in the water.”
Ideon can’t do it alone.
There was a source for the original article.
I understand that being forced into self-restraint feels somewhat uninteresting.
Limiting too strong characters is usually for the second playthrough, so I don’t really feel uneasy about it.
I thought that the Holy Angel could manage without Orlando, but now that I think about it, I never progressed straight without earning first.
FFT is not just about this kind of arithmetic, so I hope they can adjust that well in the remaster.
It might be intentionally skipped when the final boss appears for the first time, even if just for a moment!
If you go in without thinking, I think you’ll get stuck in one-on-one battles against Gaffgarion, Wiegraf, and Belias.
It’s extremely strong, but it’s tough when high-level red chocobos appear.
>>22It suddenly closes in from a super long distance and drops chocolate meteors on us…
Furthermore, if you use a long-range chocolate meteor on a map with bad footing, you will be attacked unilaterally.
“I was told, ‘Please use your favorite weapon and kill each other.'”> (Should we go with the orthodox approach and use a sword?)No, the one with the longer reach is the spear.No, no, if we’re talking about that, the bow has a longer range.If you find a machine gun while you’re deep in thought, who wouldn’t use it!There is no reason to deliberately discard a powerful weapon that you have at hand and confront with bare hands.However, if the opponent is shooting back with guns, it’s one thing, but mass killing a group that only has primitive weapons with a machine gun is just pointless.Even if you throw away the machine gun and engage in hand-to-hand combat, winning by a narrow margin, you cannot erase the thought that you could have won unscathed if you had used the machine gun.This leaves me unable to finish the game feeling pleasantly like “That was interesting.” Even after I turn off the power, I still carry something like a lingering discomfort in my heart.This area feels easy to understand.
>>23It’s only natural that there is a demand for it to be enjoyable.
>>29I wonder what it is.
It feels like a shooting game where you strengthen weapons on your smartphone and defeat enemies with a single hit.
In this game, even general-purpose characters dealing damage with dual-wielding can produce quite insane damage.
>>24A trained mob kunoichi ended up causing a disaster just from being enchanted…
I don’t really understand when people say it would have been a breeze if we had used that.
If I can achieve the goals I set for myself, wouldn’t I be happy?
>>25It says that there’s no reason to receive items or see hidden endings.
Even if you achieve a goal without any reward, so what… that’s the point.
>>35I did it! It gives me a sense of self-satisfaction.
I think that’s what bondage play is all about.
I think the old man is like a relief measure since there is character loss in this game, just in case.
>>26It would be troubling to have a rescue measure offered after clearing the toughest part…
Even when it comes to selecting difficulty levels, I think about it.
I want to talk about how difficult it is to clear this on very hard, but if someone tells me to just lower the difficulty, I can only sit in my chair.
I can’t understand this kind of conversation because my desire to use all characters and all weapons normally wins out.
In a simulation, even if there’s a really strong character, the other characters can just support them, so it doesn’t mean that having just this one character is enough, right?
I will use my strong elements without reservation.
If there is DLC, I will use it.
Instead, if there is a difficulty selection, I will choose the high difficulty.
Recently, this happened with the remake of Dragon Quest III.
The monster tamer’s ignore defense massive damage technique is too strong, and on top of that, the enemies are extremely tough, so we have no choice but to rely on the monster tamer.
But if I use the monster tamer, I can progress really easily, so I don’t want to use it.
There was a video where only three mob characters cleared all the missions.
Ah, there was a Monster Tamer in the remastered Dragon Quest III, wasn’t there?
There’s no need to worry about the relief measures provided by the manufacturer.
Arithmetic is the same, but…
It would be nice if the appearance or setting made me want to avoid using it, but this old man is just too cool.
If they do something like this with CV Kazuhiro Yamaji, it will be unmanageable.
>>38Unfortunately, it’s Akio Otsuka.
I think Akio fits Gafgalion better, though.
>>45Takagi Wataru is not bad either.
>>45Gafgarion is too heavy for Akio.
I want a superficiality like that of Hōchū, even at the same Ōtsuka.
I completely understand the desire to defeat using any means permitted by the rules.
I’ll do the challenge play on the second round, so I’ll give it my all and have fun on the first playthrough.
Even so, I’d be happy if there were games with a satisfying level of difficulty, but there really aren’t many like that…
The main topic of the discussion is not whether to use balance breakers or not, but rather what that feeling of frustration is when you play without using them.
Recently, the Super Robot Wars are really like this.
If you take the system seriously, there are no elements that will kill you, so if you don’t set your own limits, it won’t feel like a game.
That’s why even if I tie them up and play, I always think that if I use this, it would be easy, so it’s really bad.
>>42I hope it’s getting better at Y.
>>79These days, raising the difficulty just makes people go “Well, that’s enough.”
It’s impossible unless it’s something that has been singing at a high difficulty level from the very beginning.
>>42It seems like you think From games are crap games.
>>42Here comes the Cyberstar again.
Nnhooo~ Cyber Buster is just incredible~
>>232You’re too strong, it’s a pity you can’t keep rampaging in the higher tier models forever… Even Granzon only sees Neo.
Everyone keeps talking about Sid, but in the latter half, the enemy unit placement is pretty sloppy to begin with, making it not great as a tactical game. FFT.
Even if we play normally, it will become quite a meaningless game.
>>44Seeing this treated as a masterpiece makes me feel like, is it really a masterpiece…?
I’m convinced that the story is interesting, though.
>>68Chapter 1 It’s fun to make a huge profit or to turn Gafgarion into a ninja, catch him, and break him…
Suddenly, a ninja appeared in the forest and started throwing rare powerful weapons that aren’t even sold in stores…
If you save during consecutive battles, you’ll suffer a lot in this game.
The part about the wegraph made me want to throw up.
It’s not about Sid; it’s the Chameleon Robe Arithmetic Unrivaled, isn’t it?
>>48Excalibur also has Holy attribute absorption, so it’s fine as it is in the thread.
I think FFT is quite easy since attacks don’t hit allies.
>>49That’s just forgetting about the attacks that hit your allies!
People say you don’t have to use it, but when times are tough, I end up thinking that using it makes things easier, and that kills my motivation.
It becomes ridiculous.
Not at all mentally cornered.
The frustration of not being able to clear a game with a ridiculously high difficulty, as well as the annoyance when a low-difficulty game is boring if left as is, can both be quite bothersome.
It’s the same because it’s caused by the producer’s mistake in balance adjustment.
I use items that I struggled to obtain without hesitation.
Characters that have an odd strength from the beginning without any effort seem difficult to use and feel somewhat guilty.
By the time Kyukurein and Berias join Orlando in the mountains, anything can happen…
It’s true that Sid is overwhelmingly strong among our forces and has reached a level where allies are unnecessary.
Even so, it’s still better than the possibility of dying if you move it strangely.
Since I’m using my head to figure out how to move Sid.
The type of broken element that really leads to brain death is just not acceptable anymore.
Games where it’s still tough to clear even when using your strongest forces without reserve are incredibly stressful, so I can accept the frustration depicted in the thread image.
I read this article a little while ago; has it already disappeared?
In the end, games are all about your own experience, so I easily won by using a balance breaker! If you want to do that, go ahead.
If you don’t think it’s fun, I believe you should just play without using it.
Aligning values with others is honestly unnecessary, but if you want to share experiences as a form of empathy, I think some role-playing to match the conversation is necessary.
It’s fine to dominate with a character you’ve raised and nurtured.
There are people who become haters just because they can’t reach the ending.
Square understood that part very well.
In the remake of Dragon Quest III, the easiest difficulty ensures you absolutely won’t die, but there is no difference in item acquisition between the highest and lowest difficulties, so there was no point in choosing the highest difficulty.
In that regard, the Romancing SaGa 2 remake has a different clear reward for the highest difficulty, so I understood that well.
If using the best moves within the bounds of normal play makes it too easy, then it’s the game’s fault.
I’m the type who uses everything prepared as normal, so I don’t understand the feeling of being restricted.
I generally like games that are originally on the harder side, but in most proper games, there tends to be a point where they become easier once you find the right path.
I feel like I want to seriously conquer it, so I’m thinking I can fulfill that desire with time attacks, score attacks, or competitive games, but honestly, I really have no idea.
Fundamentally, single-player games are about hosting, so I suppose they rearrange the way they entertain in accordance with their own preferences.
I think it’s just a lack of tolerance.
Sid is strong, but the weapons he brought and the strongest weapon that surpasses them were amazing.
I’m quite aware of Zico.
To avoid being overwhelmed by full memories.
Uncle Sid bringing Excalibur to Agriaus.
It’s better to be too easy than too difficult.
Not being able to clear it is the most frustrating.
Usually, I can manage just fine without using it at all.
I don’t want tough battles that are hard to clear even with an old man to be treated as just a bonus.
I’m selfish.
A game where players have to adjust the difficulty themselves is not fun.
Well, this is irreconcilable.
It’s strange how the players who prefer difficulty are few in number yet quite vocal about it.
I was revealing a lot during the FF14 collaboration.
FFT had a tight deadline, so they seemed to handle the final adjustments in difficulty with the mindset of, “Can it be cleared with just Sid? Alright, that’s good enough!”
It’s a character meant for official debugging, so of course it’s strong.
>>75The more I hear about it, the more I feel that FFT is a terrible game, as if it was made with a careless attitude.
It might just be the producer.
When the game is too strong or the difficulty is too easy, don’t you impose some restrictions on your second playthrough?
When you’re as strong as Orlando, you feel a sense of catharsis.
Do you feel frustrated with restricted play?
>>78Isn’t that from the second week?
So the otaku seeks high-difficulty games but turns away and runs from the crimson bee.
Well, I’ll forgive you because you’re the Thunder God…
With Tinkerlip, Ag doesn’t pale in comparison to the old man either.
It’s okay not to have anything other than holy sword techniques.
>>82In the case of Agrias, since she can equip perfume and ribbons, there are actually aspects that can differentiate her from the images in the thread.
From my experience of having a thread graphics mind-blasted by a red squid, I’d say status ailments are terrifying.
I became a boss in FF14, but I laughed because the name of the big move is Balance Breaker.
I think most players want a wrestling game that has just the right level of difficulty, where they struggle a bit but still feel good about clearing it. If the wrestling aspect is abandoned from the start, it’s only natural for motivation to drop.
It’s like the bows and Petrocloud from Tactics Ogre.
In the end, it’s a shortcut that even beginners can easily clear.
The hardcore players will just say it’s a broken crappy game and it’ll end there, right?
>>87I won’t acknowledge the statements from those who relied on leveling up with bows and stone throwing.
I think FFT is a masterpiece in terms of game balance up to Chapter 2.
I hope the remaster will be interesting in the second half as well, but seeing how terrible TO Reborn is, I have little hope.
>>89I think it’s good up to Chapter 3.
If you think of Riofane Castle as the last dungeon, the high difficulty makes sense.
Orlandu joins too late, so it doesn’t count as a rescue measure.
>>90Players who can surpass the Weegraf can normally clear it without Sid.
The fundamental understanding is that the game is not being created solely for me.
It’s not as if I can do anything alone.
Doesn’t using a balance breaker feel good?
It’s fun to come up with strong actions on my own and dominate with them in FFT.
I really felt emptiness while leveling up with my chakra fully unleashed in this game.
The stone-throwing tournament of TO was terrible too.
>>95So, that’s why a level gap for Reborn was necessary.
>>103Leveling up through auto-battle was quite empty, huh…
Orlando will definitely join, so he leaves a strong impression.
You can’t become proficient in arithmetic unless you earn knowing the job conditions.
Barbanes, who was as strong as Sid, what’s up with him… It’s more like a flavor.
The setting of the legend of our family’s strongest, written by my nephew, adds to its persuasiveness.
The problem that simulations, not only in FFT but also in FE, become more boring as they approach the end is unavoidable.
I understand that it’s difficult to convince yourself not to use an obvious balance breaker when it is provided in a game.
>>101Does water flow into the crack?
>>101People who want to clear it easily can just use it, and I think those who have confidence in their skills and want to show off might want to clear it without using it! But I wonder if it’s really that difficult…
>>117I have a cheap pride that I don’t want to use, but I want to take it easy.
>>125Throw away that half-hearted pride!!!!
>>117Isn’t this good for a time attack?
Restrictions are kind of vague and lenient, right?
Guys who get stuck and explode with anger in streams are the absolute worst.
>>136Not everyone thinks that TA is fun, and just doing it doesn’t mean you’re good at it, right? It’s troubling when I’m told that…
When streamers play Elden Ring, it’s quite common for them to go for a specific challenge in their first playthrough, like weapon type restrictions, banning ranged attacks, or limiting ashes. But even with all those restrictions, it’s still generally tough, so I often feel like they should just use whatever they want without being stubborn…
Since most people only want to see the characters and story, having as many broken units as possible is fine.
What is that person from Spa doing now?
If you were there from the beginning, it wouldn’t be a rescue or anything like that.
I was so immersed in the ease of FFT that even with things like Sodom’s Mass or the rescue slots, it was difficult to manage Fire Emblem: The Binding Blade without free battles.
I remember that the Sword Saint was strong when I played it in the past, but I also don’t have the impression that it was too easy.
Don’t get in the way of the player’s effort to enjoy.
Since there is a common understanding that the game’s balance is bad, the discussion ends there.
Basically, it’s about grouping up with people you get along with.
In the first place, it’s a world where you’re suddenly trampled by a flock of Chocobos, so it’s a bit late to say that.
>>112Stronger animals than the local wild bosses are coming at us…
Rather, I like that Orlando joins in the late game and has a strength that lives up to his titles and reputation in that world.
>>114If the performance of the hero from the Fifty Year War is subtle, it would be too sad.
>>114The fact that they are ridiculously strong enhances the appeal of the character.
>>114It’s fun to imagine what Barbanes, who is on the same level as this man, might have thought when he saw his sons’ abilities.
I feel it’s a waste not to fully utilize the elements that development has prepared for us, as it seems like we’re not making the most of them.
Even if I were to bind it, it would have to be from the second round.
There are various types of players, after all.
Players who like slinging spikes, such as those who enjoy stress traps, might get caught up in this area.
It was mentioned in the shrikn video too, right?
The allocation of risk and return is important in games.
The SRPG’s rescue mechanism assumes that the strength decreases in the second half, so isn’t it fine for Sid to be a part of that rescue mechanism?
It’s a bad impression to suddenly have a binding stream on the first viewing.
First, suck on all the systems that are prepared for you.
The arithmetic specialist only uses slow abilities.
>>122The arithmetic master was so weak that balance was maintained through arithmetic.
Oops, you can equip arithmetic as black magic there! That’s how it turned out.
It’s often called cheating, but Seiten Shisei is actually not strong at all.
>>123Huh, isn’t it just normally strong?
>>142The charging time is relatively long and the success rate isn’t very high either.
Even if you manage to use a cheat yourself, it’s still quite questionable.
>>142The appearance specifications are amazing, but the success rate is questionable.
The success rate fluctuates with faith and zodiac compatibility.
The map where you team up with Orlan has many units that are not compatible with Orlan’s constellation.
>>142The balance is such that if you are targeted by an assassin, you will normally die because you can achieve complete defense with the thief’s hat and black attire.
>>160It’s precisely because of the timing in Chapter 3 that it works.
Once we reach Chapter 4, the thief’s hat and black outfit will become widespread…
All sword techniques… all sword techniques? …It’s a crude ability that seems to say, “Do you really think there’s such a thing as ALL sword techniques, you fool!”
>>126But about 80% of what I use is holy sword techniques, or rather, Musou Inazuma Strike.
The remaining 20% is the sword of darkness.
>>138Actually, you don’t really need the strong sword techniques for all sword skills.
When the opponent dies upon being hit, the destruction of equipment doesn’t really matter… it’s just “hmm…”
I felt that the combat technique that allows for status breaks was more convenient to use.
>>161Since human units don’t have high HP, basically, with Sid’s holy sword technique, it’s a one-hit, so I don’t really need it at all.
>>138It’s a mistake to say it’s 80% Unmatched Lightning Strike and 20% Sexual Explosion Wave.
Making a detour and earning a lot.
It’s not much different from using a strong character from the beginning.
How many times have I cheered for ninjas and arithmetic?
It’s a balance breaker, but if the only benefit gained from its strength is to reduce the player’s effort, then…
What’s the point of tying this up?
Orlandu joins in the late game, so there’s no strong aversion to restricting him.
If the common system that can be used from the beginning is broken, that’s a problem.
I laughed when the author of the story used some ridiculously powerful and terrible technique called “Star Heaven Standstill.”
In the past, Matsuno had taste… no, it must have been the staff’s ideas.
I think there were many people who tied up the monster tamers in Dragon Quest 3.
>>135Isn’t it a key new feature!?
Well, even if I’m not going to use it, they’ll confiscate Sid’s sword, right? That’s the thing.
Sid is clearly too strong, so there are many people who restrict using him.
Well, it’s also because I have developed an attachment to the unit characters I’ve raised until now.
But leveling up is essentially a task for the sake of making things easier, and the ultimate goal is to make things easier…
If there are settings for the strongest gear from the beginning and full access to flashbacks in ZICO, there’s no reason not to use it!
The series is said to have an easy difficulty, and indeed, in the normal mode, you can easily dominate in Fire Emblem: Three Houses, but as soon as unit restrictions were applied in the DLC, it became really tough…
Gunvolt has equipment that can make him virtually invincible, but if you don’t play well, you won’t be able to hear the song, which is just the right balance.
I really hope they stop prohibiting the use of that for clearing it normally…
It’s a common story for a lecherous assassin to be captivated by an old man and lead to a complete annihilation ending.
Compared to all sword techniques, it doesn’t seem like all magic is that strong, does it?
Arithmetic is absolutely strong.
>>148There’s no romance!
Agua-Agua can be made into a ribbon and permanent regen zombie unit just by being a woman, so it’s not just an old man that’s strong.
There’s no doubt that the old man is head and shoulders above the rest in strength.
From games seem like they would take an endless amount of time to try out different things, so I didn’t even notice the build that’s rumored to be exceptionally strong. Later, when talking with anonymous players, they would bring up completely unknown weapons.
>>153The direction of育てるステ completely changes the tendency of weapons.
When everyone has a different gaming experience, there is this kind of enjoyment.
I really like the shared experience of finding the missing moon falchion and the blessed mace over there, because they’re super strong.
Is the late joiner with the mighty sword meant for a challenge play?
It feels like the dark magic that draws it out is more lawless.
If it’s a guest that can be brought in immediately like a dragoon, then it’s fine for Cain to come.
>>156It’s a nice balance that the guest’s famous character has a high-ranking job.
The existence of balance breakers is a result of the creator’s adjustment mistakes, and I feel that I shouldn’t have to deal with the creator’s mistakes.
I have a stronger memory of blowing away my allies with Arithmetic Holy.
>>158Or it was also useful to use things like a Toad or sleep-inducing ones to incapacitate without killing.
In other words, unless you do this much, if there were 1 or 2 red chocobos in a map with poor footing, you had to be prepared to reset.
I think that even if an amateur talks about game design, the creators have thought through and designed it dozens of times more than that.
>>162In reality, there are deadlines and budgets.
>>162I wonder… that might be true…
>>162At that time, Square was all about rushing to release and aiming for a million sales.
So the loading is frustratingly long, a stress design.
>>190I cannot agree to that.
At that time, Square’s games had shorter load times compared to others.
That opinion seems to come from not having properly played games from other manufacturers.
>>202It can’t be helped if we think of similar lazy manufacturers.
Players seek the comfort of Tekken 3.
>>230Is the way of sticking still the same as it was during the PS (PlayStation) era?
>>241I don’t know about the old internet situation, but I don’t want to become a slave to a playstyle that restricts even my opinions.
>>261It’s completely incomprehensible to suddenly bring it up even though it’s not about something like a restrictive play.
>>310I tried to engage with the thread, but it seems you don’t have that kind of language ability.
No wonder you’re trying to tell old stories using strange words like “adhesion.”
>>230Similar?
In the era of PS and SS, it was common to wait 10 to 20 seconds just to bring up a menu or switch screens.
The square game that switches screens in 2 to 3 seconds was relatively quite comfortable.
Shut up, you fake who hasn’t even played games properly.
>>273Is it 2 to 3 seconds to open the menu screen in FF8?
>>281I don’t remember waiting that long.
In FF, the battles in 9 have long loading times, but the screen itself switches quickly.
Unlike life, you can play games as many times as you want, so it’s fine to try different ways to play.
It seems like you have a strong attachment to something.
In PvP games, people who keep switching to strong characters every time there’s a balance patch are somehow disliked, I guess.
If you want to win, you should use it.
>>166It seems like you decide on games based only on rankings.
>>167What is a ranking to decide which game to play…?
Finding cheat elements on my own in a game right after its release when there is barely any strategy information available is one of the most exhilarating moments in gaming.