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Another beloved game which always ends up being associated with a bad buzzword is the heartstring-tugging. The very definition of this is that you're supposed to be rooting for the baddie. But this is only the surface of the issue. The game is designed with players in mind, and these are people who are emotionally invested in the characters. All of these are portrayed in the cutscenes, and when you play the game, you are also emotionally invested in the characters.
Kratos made Athena disappear with a wave of his hand, before leaving for Sparta. He was later informed that Athena had been transformed into a mere mortal and would be placed in the mortal realm. Kratos became saddened by this, but determined to avenge Athena's death. Athena's fate is alluded to in Kratos' live-action ending, when Kratos finally faces off with his father Zeus, who is now a god. At this point, the two begin to see each other's true intentions, and despite all of Zeus' attempts to fight Kratos off, they do a lethal embrace, ending in Kratos' death.
Back in the Throne Room of Gaia, Kratos asks what is to become of him now, she replies that he will have a longer life, because he will be the god of peace. He then challenges her to best him in battle. But Gaia reveals that she has tricked him, and that Kratos, since he was cursed in the first game, has been immortal for all of history. Kratos then goes to sleep in Gaia's arms, where he presumably lives for all eternity.
The typical games to take on a speedrun are pattern-based games, like Super Mario Bros. and many arcade games like Pac-Man, Galaga, and Asteroids. In these games, the player has a goal, and must enter the patterns that are required to achieve that goal. The most common implementations are pattern-based games, such as the aforementioned arcade games, but also genre-standard games such as Pac-Man and Tetris, as well as platformers like Super Mario Bros. and even puzzle games like Tetris. Tetris, in particular, is a prime example of a games where the fastest times are due to pattern optimization, for no other reason than that the goal of the game is to line up as many blocks as possible.
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One of the drawbacks to this approach was that we needed to recompile every time we made even a small change to the code. This slowed everything else we were doing down and because we couldn't always have someone waiting for the application to finish building. 827ec27edc