Tag: shooter (page 3 of 6)

Game Review: Alpha Protocol

Courtesy Sega & Obsidian Entertainment

One of the things that made Wing Commander such a memorable series of video games for me, beyond the cool spaceships and neat character design, was the branching campaign. You could choose to defend a particular asset for the Confederation, or take the fight right into the Kilrathi’s furry faces; you could completely botch a mission and the game would not end; you could lose wingmen and shipmates and life would go on. It was storytelling that felt open-ended even if the plot was rattling along on rails towards the final destination. At least those rails had junction points.

Alpha Protocol brought back some of those memories, mixed in with liberal doses of Deus Ex and Mass Effect, to produce a gaming experience that, quite frankly, surprised the hell out of me.

Courtesy Sega & Obsidian Entertainment
It’s a balcony hot tub in Rome. Eat your heart out, Mr. Bond.

We’re introduced to Mike Thorton, an American international operative candidate with a shady background recruited by an organization called Alpha Protocol. The organization is a covert unit attached not to the government per se, but to one of its biggest private military contractors. Mike is dispatched on his first mission to Saudi Arabia, but before things can be properly concluded, he’s betrayed and abandoned. With few resources to begin with, Mike must travel around the world to build a case against his former employers, or at least collect enough explosive devices to make the PMC’s stockholders very nervous and very angry.

More often than not, when a game declares itself to be an “action/RPG”, what they mean is that you can customize a few of your weapons and maybe put a different hat on your self-insertion military fantasy persona. The games that continue the traditions of System Shock 2 and Deus Ex are few and far between, allowing you to make a character tailored to your particular gaming tastes not just in terms of weapon mods. Alpha Protocol may not be as deep as those others in terms of game engine, and I’m not sure shotguns needed their own category1, but at least an effort is made to allow a player to guide Mike down a particular path, and not just through the medium of the thumbstick.

Courtesy Sega & Obsidian Entertainment
Well, I could beat it out of him with own vodka bottle… hmm.

Indeed, between the action set pieces players have opportunities to determine how the story will unfold, and without the benefit of a color-coded morality meter. Instead, Mike interacts with people through one of three attitudes, chosen on the fly: professional, aggressive and suave. They’re three distinctive flavors of one overarching attitude, however. Mike’s a bit of a jerk. I mean, sure, he’s been backstabbed by his government and the company trying to buy them2, and that’s likely to make anybody a little cross. Some of his antics are excusable under that circumstance while others are inexplicable in their maliciousness or mischeviousness, outside of just being a troll. This doesn’t stop them from being hilarious, but how professional can one actually be if they’re sending emails about bovine weaponization conspiracies to trigger-happy nutcases just for a laugh?

I don’t want to give the impression that moral choices don’t exist. Most of your conversations, however, are more personal matters. The choices you makes in how you relate to certain people will raise or lower their respect for you, and consequently can either make them inclined to help you or eager to put a bullet in your skull. However, there are moments where you must make a decision, and you’re not given a lot of time to make up your mind. Brilliantly, you will not always know the full ramifications of the choice you make when you make it. Only at the very end as the news is relating stories from around the world do you realize exactly what you’ve done3. Amongst games where choices are almost always squeaky-clean white or dastardly black, Alpha Protocol paints its plotlines in shades of gray. And they’re really attractive shades.

Courtesy Sega & Obsidian Entertainment
I told him what I’d do if he crossed me. He thought I was bluffing.

When the words stop flying to make way for bullets, Alpha Protocol still does a few things quite well. Like any good game with emphasis on stealth and gathering intelligence, it gives you the option to sneak past opponents rather than shooting them in the face, even if the “takedown” option still induces wincing on the player’s part. While it’s possible to play through without making a single kill, I can’t imagine getting punched in the throat by a professional martial artist is particularly pleasant. And the mini-games you must play to hack computers, pick locks and bypass circuits do a great job balancing a limited time-frame with puzzle-solving skills, for the most part.

It’s not a game without flaws. The engine occasionally goes a bit berserk with its rag doll physics, and you’re never 100% sure the wall or prop you’ve chosen to take cover behind will (a) conceal you or (b) allow you a clear line of fire to your foes. Some of the boss fights can make life very difficult for particular character builds, and on a couple occasions I set off an alarm trying to pick a lock when I distinctly hit the button to quietly cancel the attempt. I hear there are also conversational bugs but I can’t recall running into any, so if I did they were somewhat insignificant, not unlike the others. None of the bugs or hiccups I encountered felt game-breaking, and more importantly, none of them got in the way of the story. Indeed, the story is what keeps the action moving, even when nobody’s getting shot at. Here’s a case where the strengths of the game outweigh its flaws, and while I can’t blame some hardcore shooter fans for letting those flaws keep them from checking out Alpha Protocol, enthusiasts for this style of game are sure to be pleased.

Stuff I Liked: Weapon customization is pretty cool, and having be only one aspect of character building rather than the extent of it is even better. Every safehouse is distinctive for its area which was a great touch, as were the little trophies and mementos Mike keeps. Options to decrease difficulty of missions through gathering additional intelligence felt smart. No hilariously stereotypical accents – “ZEY HAFF GIVEN ME LEMON-LIME” is a thing of the past.
Stuff I Didn’t Like: Could have consolidated SMGs, shotguns and assault rifles into one category and spread out lock-picking, hacking and electronics. Some obtuse boss fights. The occasional bug that will break a lockpick, your cover or that gas canister next to you, but thankfully not the entire game.
Stuff I Loved: Writing and voice acting well above average. A conversational system that makes sense and works well without being tied to rigid morality. A sense of purpose and weight to choices made. Satisfying stealth gameplay. More than a few laughs when Mike starts trollin’.

Bottom Line: It could be because I’m a fan of good storytelling that drives the action, or decently balanced stealth/shooting gameplay, but for me, Alpha Protocol shines. As shooter-RPGs go, it’s around the same level as the first BioShock in terms of action, definitely inspired by the aforementioned superstar shooter-RPG tagteam. And in terms of plot and character, the plot adaptability and solid writing has it swinging from the same monkey bars as Dragon Age: Origins while Halo and Gears of War participate in a game of gay chicken over in the nearby sandbox.


1 Deus Ex filed them under “Rifles” for a reason, after all.
2 Just swap “Halbech” with “Bank of America” or “Wells Fargo” or any oil company and you’ve got the right idea.
3 I’m giving Sega & Obsidian the benefit of the doubt and thinking this was meant to promote better storytelling, not just a way to get us to play the game more than once. Which I think I may have to, now. Bastards.

Game Review: Deus Ex

Shooters can be curious beasts. Any game that pours you directly into the perspective of someone holding a gun empowers you to make choices, even if it’s just the choice of which weapon to pick up to fill one of your two precious slots in Halo. The more choices the player is called upon to make, the more a game from the first person perspective resembles a game centered around character and story instead of bullets and bloodshed. Balancing shooting action with role-playing can be difficult, and the urtext for it comes to us from an older game entitled Deus Ex.

Courtesy Ion Storm
Yeah, I sang the theme song with Yahtzee’s lyrics, who hasn’t?

Welcome to the future, where New York’s been attacked by terrorists and cybernetic enhancement is quickly becoming normal, even fashionable. Our hero is JC Denton, a man employed by the United Nations Anti-Terrorist Coalition and blessed with a variety of nanotech augmentations that aren’t just for show but let him punch bad guys in incredibly efficient ways. While taking the battle to streets it quickly becomes obvious that JC’s being manipulated, and we slowly realize that there’s a vast global conspiracy going on and it’s up to us to put a stop to it. Or, perhaps, decide how to take it in a better direction than these bozos are.

Deus Ex joined the pantheon of PC gaming back in 2000, and was quickly elevated to one of the highest seats there thanks to a game engine that actually supports balanced character building instead of just gluing new bits onto your guns. Modern games may spoon out achievements when you reach milestones but Deus Ex provides in-game rewards known as ‘skill points’ which are used to raise skills such as rifles, electronics and swimming. Which is a good thing, because without these point JC wouldn’t be able to hit the broad side of an oil tanker with an assault rifle, acts perplexed when looking at an electronic keypad and only holds his breath underwater for about 90 seconds. The last one isn’t quite so bad and considering how much swimming you’re likely to do, you’re much better off teaching yourself to pick locks more efficiently and keeping your rifle scope steady.

Courtesy Ion Storm
It was a dark and stormy night in New York…

The way the game supports your character-building is by presenting you with options for dealing with obstacles, from locked doors to boss fights. There’s almost always a way past a sealed entryway, be it a vent or a different door with a different locking mechanism, and most of the time if you’re not up for fighting a boss character you can just run your ass away. It’s also the sort of game where there really aren’t any invisible walls, and your health only regenerates if you choose to make it at the expense of your bio-electric energy reserves. It’s entirely possible to lose one or all of your limbs and to need to wiggle your way to a nearby health kit without being spotted by the cops.

Player choice also becomes a factor in conversations you choose to have. JC can be generous and make attempts to be personable, or he can be the sort of withdrawn, terse individual that just guns down the bad guys like many modern shooters show their heroes to be. I say “make attempts” because the voice acting and dialog in Deus Ex isn’t out to win any awards. JC sounds like he’s been gargling gravel for the last year or two and most of the other characters have hysterically stereotypical accents. The way the characters speak to one another is the first in a pair of pretty major flaws.

Courtesy Ion Storm
He’s a ladies’ man.

The other is the graphics. It’s an older game, so of course it’s not going to have the glitz and polish of something created last year, but Deus Ex looks bad even for a game from 2000. The designs of the levels and characters alike are blocky and rigid. There are a limited number of character skins and mouth animations are incredibly stilted. While I’d like to think there’s more to games (and people) than their looks, processing the visuals in the game can sometimes be a real chore.

However, under the horrendous appearance and occasionally terrible dialog is a plot that not only tries to influence the player but allows them to make an empowered decision. While quoting philosophy and whatnot is part of the dialog, when it works it shows a world where invisible powers are struggling to control mankind, and all of them want JC to operate as their scion in the conflict. But JC, and the player, are their own creature and will only obey the tenets of their own will. When we arrive in the endgame, JC does make the occasional quip intended to be clever, but also debates the pros and cons of his decisions with intelligence. How the game ends is entirely up to us.

Thus, from start to finish, Deus Ex puts the onus upon the player instead of taking them by the hand and pulling them through the plot. Instead of relying upon the fiction trope for which the game is partially named, we are given a set of options that allow us to become, for the would-be rulers of the world, a deus ex machina ourselves, appearing from the machine to give one of the powers exactly what they want. And that notion is more empowering than just about any firearm you’d care to name.

Stuff I Liked: Decent soundtrack, actual RPG structure, multiple approaches to obstacles and a near-future setting only slightly far-fetched.
Stuff I Didn’t Like: Even with modern texture updates the game’s a bit of an eyesore in places. A good portion of the dialog’s hard to swallow and I saw a couple plot twists coming a mile away.
Stuff I Loved: A decent amount of non-linearity calling upon the player to decide how to proceed, from the very first level on Liberty Island to the final decision to determine the ending of the game and, by extension, the fate of the world.

Bottom Line: For those nostalgic for the likes of System Shock 2 and for shooter fans looking for a game with a bit more depth than Halo or Modern Warfare, Deus Ex delivers. If you go in prepared for some of the dated material in the game, you won’t be disappointed.

IT CAME FROM NETFLIX! HALO Legends

Logo courtesy Netflix. No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/halo.mp3]

So a few years ago this new sci-fi franchise got started. It had some interesting ideas based on established literature and the first entry did a lot better than anybody could have expected. It spawned a couple of sequels that really didn’t measure up to the original but people really ate it up anyway and there were a couple of spin-off projects, too. Then, somebody got the bright idea to get Japan involved, and some of the best material ever associated with the franchise, as well as some mediocre disappointments, became collected into a series of shorts called… the Animatrix. No, wait, sorry, I meant HALO Legends.

Courtesy Bungie

Okay, that might be a little unfair, there are actually big differences between HALO and the Matrix. One’s a movie franchise, the other’s an X-box franchise. One’s based on shoddy poorly-written post-modern philosophy while the other cribs notes from Larry Niven and Robert Heinlein. One’s got a rabid fanbase of diehard fans who won’t brook any dissention against their beloved universe, and the other’s got a rabid fanbase of diehard fans who won’t brook any dissention against their beloved universe AND will teabag you if you don’t play the game as much as they do while calling you queer and saying how good your mom was last night. And when the collection of anime shorts was announced, one fanbase considered it a worthy addition to and refreshing change from the established material, while the other fanbase… well, let’s just say the words “RUINED FOREVER” were screamed more than once across the Interwebs. But how is the end product of HALO Legends? I’m going to go blow by blow and it might take a while, so grab a drink or other refreshment if you’d like.

Origins begins the project with a two-part history of the HALO universe narrated by Cortana, ranging from the Forerunners’ attempts to sterilize the Flood to mankind’s expansion into the stars. In another interesting parallel with the Animatrix, this is a rich, comprehensive narrative that is unapologetic in its characterization of mankind and his many follies. However, it belies the lack of this sort of substance within the game itself. It forms the spine of the games’ stories, but most people just want the meatier parts. I’ve seen at least one review of this bit saying it “needs more explosions.” Anyway, the challenge for the rest of the shorts is to take these concepts, these characters, and move in new & interesting directions.

Courtesy Bungie
This art really needs to be seen to be believed.

The Duel is not only interesting, it’s visually stunning; I’ve never seen anything quite like it. I’m not entirely sure how the visual effect of this short were achieved. I think the animation was CG but I can’t be sure, as the different patterns and shifting colors seem to have a life of their own. It’s like a muse blowing onto an oil painting, and the brushstrokes moving of their own accord in response. Underneath this artistic achivement is a story both lush and lurid told from the other side of the great war than engulfs the HALO universe. The Covenant always seemed more interesting than the games might have allowed them to be, but this casts them in not only a deep, nuanced light, but a very human one. It’s not easy to establish empathy for a character in so short a timespan, but The Duel does it very well, and the fact that the protagonist is a hostile alien makes the work all the more impressive.

When Homecoming began, I couldn’t help but smile not only when the SPARTAN not only doffed her helmet, but also at the sight of the tiny stuffed bear hanging from her armor. When you’re sauntering down one of HALO’s many metal corridors gunning down aliens, you never stop to think of the cost necessary to put a soldier like a SPARTAN there. Like The Duel, it humanizes an element that lacked that nature in the games; but in this case and by way of extension, it’s the player’s character that gets depth and emotion. While leaving the main character of a shooter an empty vessel for the player to pour themselves into makes sense, I can’t shake the feeling that just a glimmer of this sort of storytelling would elevate the games to a much higher level than the one they currently occupy. The story of HALO, Origins’ expounding notwithstanding, is a touch on the forgettable side; Homecoming is anything but.

Courtesy Bungie
Putting the “1337” in elite.

While those entries add some serious depth to the stories, Odd One Out takes the HALO universe in an entirely different direction. It’s just here to have some FUN with things. In this case, SPARTAN 1337, who may well be the Deadpool of this franchise, gets a powerful monster thrown at him by the Prophet of Truth, seen here as King Zarkon’s cantankerous little brother more than a diabolical yet eloquent if cryptic space-pope. (Crap, I think it’s rubbing off…) Even 1337’s astounding and manly heroism can’t beat this threat into submission alone, but thankfully he crash-landed on a planet that might be populated with characters from Dragonball. HALO’s done a lot of things, but this might be the first time the universe has made me laugh out loud in genuine humorous glee. I think it was 1337’s impressive introduction to the little kids that had me rolling; that, or the sight of his legs sticking out of the maw of a tamed T-Rex.

Prototype has some techno-geek fun with the idea of the UNSC developing a Macross or Gundam-style combat suit and unleashing it against the Covenant. The man inside the suit could have been a bit more interesting, but it’s still delivering more story and characterization than the games usually do. While it’s no Homecoming, it’s also not bad in the slightest, though it did signal a steadily declining trend in story quality as HALO Legends wore on.

Courtesy Bungie
As ambivelant as I felt about The Babysitter, this is still a poignant image.

The Babysitter is more typical HALO fare. It’s trying to tap that Starship Troopers/Band of Brothers vein and stabbing the wrong part of the arm a couple times before getting it right. While it’s nice to see an ODST story, if it were a touch more original it might make the Helljumpers seem like more than just a sci-fi send-up of Easy Company. Like Prototype, it isn’t necessarily bad, just nothing terribly outstanding especially when compared the earlier entries. And if you don’t see the big plot twist towards the end coming a mile away, you should read & watch more stories.

Don’t think HALO fanboys go completely unloved in Legends. Appleseed director Shinji Aramaki puts SPARTAN 117 through his paces in The Package. Once again, this bit can’t objectively be called bad, as there are no technical issues to speak of and it looks somewhat impressive in its execution. I was reminded of the CGI used by Skywalker Studios, particularly in the opening of Episode III of Star Wars. However, let’s leave that comparison behind before I start drawing more parallels between franchise characters and get angry emails from HALO fans saying that their beloved Master Chief would never slaughter children. Well, not human children anyway. He can kill as many Covenant kids as he wants, after all they’re different from us, right?

Courtesy Bungie
Think about it. Master Chief could be Darth Vader without the asthma.

All in all I feel relatively the same way towards HALO Legends as I do towards the Animatrix. It’s done some of the best storytelling in the franchise and lets some of Japan’s premiere visionaries take a Western narrative concept in new directions. Unlike the Animatrix, this is front-loaded with quality entries and the original stories and fun factor slowly peter out towards the end. Which is not to say that the latter bits are unwatchable by any stretch, they just don’t do as much with this universe or its characters. By all means, if you’re interested in this franchise, some recent successful science fiction or the work of the attached anime studios, queue this up on Netflix. I have to say the two hours watching this was probably more fun for me than playing HALO for two hours. As unoriginal as some of the entries feel, at least none of them ever tried to teabag me.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

IT CAME FROM NETFLIX! Gamer

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/gamer.mp3]

The last time I reviewed a movie that had any connection to a video game, things did not end well. On the other hand, I’ve been meaning to watch Tron, WarGames and The Last Starfighter again to see if the “holy trinity” of movies about gamers stand the test of time, especially with the long-awaited sequel to Tron just around the corner. I mean, there’s got to be more to the fervor than just seeing Olivia Wilde in a skin-tight neon future-suit, right? Then again…

Anyway, Gamer isn’t looking to compete with that high a pantheon, or any other group of movies. It’s kind of looking to be it’s own thing, and taken it’s own, it’s not that bad. You can’t take it on it’s own, unfortunately, because just about everything it does has, on some level or another, been done before.

Courtesy LionsGate

Once again, we’re in the near future. Not the glitsy, flying-cars future of Back to the Future Part 2, the gritty, brownish-grey near-future in pretty much every action movie and first person shooter made in the last decade or so, give or take a few stand-out examples. Internet media mogul Ken Castle is flush from his success in the phenomenon called Society which allows players to take control of real people and have them do anything the player wants. Now, he’s introduced SLAYERS, in which gamers assume direct control of death row inmates and have them shoot each other for fun and profit. It’s online deathmatches with flesh and blood hardcases instead of digital simulacra. The top badass in the game is Kable. He’s close to freedom, but with not only a wife and daughter on the outside and a wrongful case keeping him locked up but also a big secret about Castle’s success, the moment we see him it’s just a matter of time before he breaks out and joins the underground resistance movement.

So yeah, this one’s playing in the same yard as Equilibrium, District 9 and Repo Men. And using a mass media distraction to placate the masses while they’re getting bent over for a nefarious purpose has also been done before, viz. The Running Man. To a lot of people, especially people who see lots of movies all the time, this is going to feel a little “been there, done that.” Especially with Gerard Butler as Kable. A lot of people can’t see him as anybody but Leonidas, having all but forgotten that he was also the Phantom of the Opera. As much as the movie might want to be taken on its own merits, the connections to previous and (let’s face it) better-done work is inevitable and waters down the experience a bit.

Courtesy LionsGate
You keep making that face, Gerard, it’s going to stay that way.

So let’s talk about what Gamer does differently, and what it gets right. It’s not here to preach to us about the evils of video games or even to extol their virtues. It’s here to play around with some concepts that have seeped into gamer culture and write them large across the screen. Glitched NPCs, game mods, the allure of online popularity – there’s even a very brief joke about teabagging. Given that this is being directed by the guys responsible for the Crank movies, it should be no surprise that just about every aspect of gaming in general and first-person shooters in particular gets pulled out at one point or another, even if it’s just touched on in passing.

There’s also the fact that Society is very clearly a send-up of the online simulation Second Life. If you’re at all aware of the existence of Second Life, you probably know that it’s a haven for all sorts of people seeking an outlet, from counter-culture to free-form role-playing to out-and-out deviance. The approach that Gamer takes by replacing the customizable user avatars of Second Life with the real-life remote-controlled people of Society is calculated to make the entire enterprise seem sick and wrong. Not only does it make the antics of this sort of adult playground look ridiculous, it makes no bones about its portrayal of the kind of people who actually indulge in this sort of thing on a regular basis. It certainly isn’t very nice in how it sees the players of Society, and by extension Second Life, but it’s definitely funny.

Courtesy LionsGate
Believe it or not, this is a modest outfit in Second Life Society.

While Gamer can be fun, it’s also flawed. As I said, Butler is still shaking off the stoic badass visage that seems to paralyze the ability to convey emotion. The plot of the movie is inconsistent at best and disjointed at worst, and some of the camera work is too quick and confusing. The action sequences aren’t going to set the world on fire and there doesn’t seem to be a whole lot of inventiveness at work. Some characters are introduced only to have them die or disappear arbitrarily, some things happen with only the most threadbare explanation and a couple of plot threads that might have proven interesting go entirely unresolved. It doesn’t maintain the frenetic pace of the aforementioned Crank flicks and it suffers, as the manic energy that both fuels the action and gives the scorn of the Society bits its edge drains very quickly when neither of those is happening. I think a couple of plot meetings and screenplay edits could have smoothed out these rough bits.

However, the dialog does pop in places, Michael C. Hall’s fun to watch as Ken Castle, we get some great stuff from Ludacris as the leader of the resistance and while you might not be blown out of your seat by the action, the way Gamer takes the piss out of Second Life you just may catch yourself having a good time. A few moments of intelligent writing and a fresh take on a tried-and-true concept manage to poke through action sequences that would look right at home in a Transporter movie or any given game of Gears of War. Watching Gamer is like eating an entire giant Oreo cookie when all you really want is the cream filling but, for some reason, you just can’t unscrew the damn thing properly. In my opinion, it’s good to see a movie about gaming that has little to say about gaming itself from a pontification standpoint, and focuses more on the game.

Which you just lost, by the way.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

Games I Miss

Courtesy EA.  I think they own everything now.

I play a lot of games. I’m in the process of preparing for my trip to MEPAcon as I write this. When other people aren’t around, however, and I don’t have the spare gas and snack money to hang out with other people, and my desire to play tabletop games goes unfulfilled for other reasons, I hit up the video games. This is a habit I’ve had for many years, and in that time some of the games I’ve really enjoyed have faded into the background, or disappeared entirely. Two in particular stick out in my mind, and they both involve spacecraft shooting at aliens and monsters.

One is the shoot-em-up. Space Invaders and Asteroids are arcade games as old as I am and pretty much set the standard for “here’s your ship, shoot what comes at you” games. Galaxian, 1942, Gradius, the list goes on. My favorites were always one lone ship against an alien horde and their staggeringly huge motherships. I hear the genre has a bit of niche appeal now but is being overshadowed by the ever-expanding scope and budgets of AAA games. Still, it might be a good starting point for someone looking to get into game design.

The other is the space sim. A lot of time when I was young got devoured by Wing Command and TIE Fighter. The knowledge that I’d die long before we got into the sort of universe we see in Wing Commander or Mass Effect was apparently already with me, as slipping into the persona of a daring space pilot in the cockpit of a starfighter was pretty much my favorite form of digital escapism. Even when later Wing Commander sequels gave the protagonist a face and a name, I was on board for the experience, because that face belonged to Mark Hamill. I mean, back when I was a lad and Star Wars hadn’t been pissed on by Lucas, being a more seasoned Luke Skywalker was the next best thing to self-insertion.

What are genres of video games that you miss?

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