I mean, you use the long jump to reach some crouch-jump spots. It’s a type of crouch-jump.
Proud anti-fascist & bird-person
I mean, you use the long jump to reach some crouch-jump spots. It’s a type of crouch-jump.
HL1 had the long-jump upgrade where you had to do a crouch jump to use it.
Sword of the Samurai and Covert Action fans have long since given up.
Lovers in a Dangerous Spacetime is fantastic.
Tire inflation valve cores are surprisingly easy to remove.
Big Train was s-tier sketch comedy.
Inner or outer?
That opinion is apparently spicier than your condiment of choice.
Look at fancy-pants here rendering four colors at a time!
In my day we had green and black. And we were greatful for it!
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I ran out of money by spending too long doing everything on the island before securing a mine on the mainland. I was only $500 or so in the hole, but you can’t charter a boat without cash.
On my second start, I ran to the closest mine possible to make sure I wouldn’t get stranded again.
There is a story that ties the campaign together, mostly acted out through dialogue trees and (so far optional) mission objectives.
The missions are tied together through control of the overworld map. For example, the first fortified position that you are supposed to take has some side quests tied to it that make it’s capture easier. One of these is to stop the fort from buying explosives from a vendor in the area. You can try to talk the vendor out of selling to the Legion or you can kill her; both accomplish the task.
There are morale systems for friendly settlements, too. If you’re working to improve the local conditions, then your mine output is better.
It’s pretty close to the mission/downtime mix from something like XCOM.
But my point is that the long jump reduces the hitbox. They’re both crouch-jumps, just different forms.
You had to long-jump into little spaces that would be too big to fit in normally.