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About MilwaukeeMeg

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  1. Same, that's why my hero is called LoveBoat <facepalm>
  2. I've uninstalled the game so it's more from the memory than anything, but I'm quite sure (I had trouble with those scenes too!) that: Scene 13 is when Ginoza points the dominator at Alpha, so it's during the standoff with Alpha in the school. I don't remember the exact choice you have to make. Scene 38 is the moment between Nadeshiko and Masaoka, for the 'Light and Shadow" trophy. Scene 36 is Akane's route, the one for 'Angel's smile' trophy . Scene 73 is unlocked after Tsurugi's 'date' with Akane, the one for 'suprise weekend' trophy. I'm unsure for the rest, but please look through the forum, there are tons of similar questions, and you might find the answer there (for example scene 73 was answered already two topics down from this one ).
  3. I believe that's unlocked after Tsurugi's 'date' with Akane, the one for 'suprise weekend' trophy.
  4. Both are for the same scene: in any route with enforcer! Tsurugi, for the scene with the curry he and Kagari made. You have 4 choices ('have akane eat it' 'have nadeshiko eat it' etc.) and the last "eat it yourself" unlocks scene 55 and picture 22.
  5. Yes, in the stack you can have only one Small, one Medium, and one Large monster. Reynn and Lann can be Medium or Large, so to use the golem (M) you have to use one of the twins in their jiant mode (L). The twins don't have to be the same size - if you have a good L monster, you can use it with one M twin, and give the M monster to the other one. A tip that would have made my beginnings easier and might be interesting: to get the stacks right you have to remember that the abilities in the stack add. If you have two mirages with 'cure' in the stack, you get both 'cure' and 'cura' (second tier spell). The resistances and weaknesses also add, so on one hand it's a good idea to stack for example two fire-type mirages (Fritt (S) + Bihydra (M) + Lynn/Reyn (L)) but it might cause the stack to be extremely weak to water/ice attacks. Hope it helps!
  6. I'm sorry, but in my opinion this just means that the game companies have a bad buisness model. It indicates that majority of gamers do not buy the games for 60$ because the price is too steep. They wait for the price to go down not because they are spiteful and do not want to give the company their hard-earned money, but because they do not have enough money to spend on this game. And I do not mean that they are neccessarily poor or would have to skip a few meals to buy a game - this money is perceived as better spend elsewhere. Let's go with an example. Let's say I have the money to go to a fancy restaurant every week for a proper, fancy meal with good wine, but then I wouldn't have a lot of savings or could not go on a shopping spree one weekend. Therefore I would think a lot before choosing the fancy restaurant and probably would only go there for really special occasions. At the same time, eating in fast food restaurant while more expensive than dining home does not put much of a damper on my other financial plans, so I could be more spontaneous - maybe even to a point where I spend more money in fast food restaurant than in a proper restaurant. Say, how many of us buy 10 things (we don't need) for 5$ and think nothing of it, but have to agonize for hours over one 50$ purchase (that is actually useful)? Maybe, just maybe, lower prices are an answer. Let's say every new game costs 40$. That significantly widens the pool of people wiling to buy it without giving it much thought. It also gives potantial to buy more games - it's easier to justify to yourself buying three or four games for 40$ than one or two for 60$. But of course that should come from the PROPER analysis. Or maybe the answer lies in a better diversification of game prices - why every game has to have a 60$ price tag? Maybe go for a few smaller, shorter projects that each generates less money on its own, but they add to revenue. You can keep you company afloat by small projects, and occasional big one. This usually works very well for designing studios, which have one or two big, long projects, and several smaller, just to keep the money coming and all designers fed. I might be wrong, but I just think they got too reliant on the big titles that go all out, and forgot that selling one, pretty uniform (I don't think that anyone will argue that majority of AAA titles are very similar, or in case of Ubisoft, almost identical to each other when it comes to gameplay) product for a lot of money is not really a good practice.