147 Posts Found by Supergamer
Introduction I remember playing this originally on the Playstation 2, I was awful at it. My older brothers were much better at it than I could ever. And unfortunately that facts remains still rings true to this day. Now, I have recently beat Devil May Cry once again through the Devil May Cry HD Collection, but I believe it would be much easier to just review each individually starting with the one that started it all. With further to do, it’s time I get started with some story talk. Story You play as Dante, a white-haired, red coat wearing, half-demon that hunts demons as his career. Now, Dante is cocky and arrogant yet he’s awesome teeming with such confidence that he’ll mouth off any demon no matter their size and/or strength. Though a lot of his lines sound stupid I enjoy them to be honest. Now, the story of the game is that Dante is hired by a blonde woman named Trish to eliminate the evil that resides at Mallet Island. There he meets an assortment of demons that come to fear and hate him due to the tremendous power inherited from his father, a demon that saved the humans from the demons many centuries ago. The exceptions to this rule are this blob monster and this knight-like character that has something do with Dante. Also I find it pretty cool that each enemy gets their own little cutscene when they’re first introduced. Now, the story is somewhat short and can sound corny at times, but I think it’s told with confidence. But, a game story needs some visuals for it to be told properly. Graphics Okay, being of one of the earliest games to arrive on the Playstation 2 when it first released Devil May Cry isn’t going to look fantastic compared to later titles on the system. I mean the dull and dark aesthetic of the whole thing does compliment the whole gothic-like theme of the game. However, texture quality isn’t very good, and certain models can look jaggy at times. Not to mention that the FMVs that play during certain points of the game look blurry and kind of makes your eyes when watching. It also makes me wonder how the FMVs of Final Fantasy IX for the Playstation can look so much than an FMV on the Playstation 2. But, overall I do like the aesthetic of the game, and the models are pretty alright looking for an early PS2 game. Though a good aesthetic is backed up by the quality sound design. Sound Okay, some of the sounds in this game aren’t not of the best quality, but I still think that they’re all still pretty great for its era. However on the hand, the voice acting isn’t that great at all if I’m being honest. I hear more from Dante and Trish, and less from the villains, but at times their delivery sounds like someone who just getting into voice acting. It bothered me a little bit, but it can make a lot of lines sound absolutely horrible. Thankfully though, soundtrack for this game is pretty good. It has this fusion of Rock and some form of Techno that plays during fights, and it sounds pretty cool and makes some fights feel more intense. On the other hand though, the music used in the environment is closer to some light classical music maybe a teensy bit of opera in there as well. And good sound design is integral to making the gameplay a lot more impactful. Gameplay Combat Devil May Cry is a hack n’ slash, which means hitting enemies with your weapon for money, which is called Red Orb in game. Now, Red Orbs are earned by killing enemies, finding them in the environment, and earning them as reward after completing a mission. Now, the Red Orbs you earn from enemies and end-mission reward is based on your Stylish Rank. Your Stylish Rank is a rating of how “stylish” you are during a fight, and it’s raised by unleash a continuous stream of varied attacks without being hit, even though I feel the dodging can be stiff at times. Now, The more stylish you are the higher your stylish rank, which is showcased as a letter grade with D being the lowest and S being the highest of the five grades. Now, whatever rank you have when you kill an enemy will determine the amount of Red Orb they’ll drop. The end-mission reward is essential the same but it works on the average of the Stylish Ranks you earned during the mission. But, the combo system for each melee weapon or Devil Arm is rather simplistic, and firearms aren't strong at all. However, you can purchase new techniques for a weapon, though three of the Devil Arms share the same techniques. Learning these techniques and using them with a great variation together with the combos and firearms to gain and maintain Stylish Ranks. Now, I said that firearms are important to Stylish Ranking as they both help raise and maintain Stylish Ranks. For example: you can hit an enemy into the air then juggle them by constantly shooting with your pistols. However, the usage of firearms in junction with your Devil Arms also needs variation or you risk losing your Stylish Rank, but you can earn and find new firearms. However, switching to a different Devil Arm and firearm requires to go into the menu, Exploration Unlike some previous games within its genre Devil May Cry allows to explore its environment to the fullest extent allowed, which is quite a bit. Now, while the game is separated into missions you are able backtrack to almost the beginning of the island. Now, in order to complete missions you have to find key items scattered to gain access to different area, so in that regard the game kind of has to neat Igavania aspect to it. You may also find Secret Missions, which I will cover more later. You can also find statues that act as the game’s shop, and I’ll talk about how the shop later. Now, you can break certain objects to get some Red Orbs out of them, and you can also find Blue Orb Fragments with four fragments becoming a Blue Orb to increase max health. However, the major issue is exploration is the fixed camera. I found some of the camera angles to be distorting sometimes leading me to make a mistakes, such as missing a ledge or going the wrong direction. But, that isn’t as nearly as frustrating as the Secret Missions. Secret Missions Secret Missions are the bane of my existence in this game, I could not for the life of me complete one of them because I’m terrible at this game. But, I know what they are and you get for completing them, so I’ll talk about that instead. Now, Secret Missions are represented in the world as a glowing sign, which when examined will take you to the Secret Mission. A Secret Mission takes place in a separate location where you’re meant to complete the challenge told to you. These challenges are greatly varied and are truly challenging, or frustrating in my case. One of the more interesting challenges involves grabbing a Blue Orb Fragment high up in the air by hopping on the giant floating skulls. Completion of a Secret Mission will get you a Blue Orb Fragment the first time with Yellow Orbs (continues essentially) for the rest of the time. Now, you can’t use items during a Secret Mission, so that seems like a good excuse to start talking about the shop and its contents. Shop & Items The game’s shop is represented as a lion-headed goddess holding a large hourglass. Here you can purchase usable items, techniques, and Orbs with Red Orbs. However, you should take note that purchasing an item will increase its price each time until it hits a limit. That can translate to quite a bit of grinding, and more annoying is that you can hold one Vital Star (healing item) at a time while you hold multiple of the other items like Devil Stars (restores Devil Trigger) or Holy Water (Screen Damager). So if you use a Vital Star during a fight, which does heal a lot though, you have to rely on the hope that Green Orbs (healing pickups) can be received from either the enemies or an object. Of course learning when to use items at the right time is all part of the different difficulties. Difficulty Now, Devil May Cry is very difficult game especially if you’re terrible at it. In fact when you die when too many times during normal difficulty it will ask you if want to lower the difficulty. I said no to the suggestion as you can’t encounter all of the enemies on easy difficulty, and not to mention the game is less challenging. The completion of a difficulty mode will unlock the next difficulty all the way up to Dante Must Die mode in which enemies have Devil Trigger adding extra challenge to an already challenging game. Conclusion Devil May Cry is a great entry in the Hack n’ Slash genre. The story while corny tells itself very competently in my opinion. The game doesn’t look all that great for an early PS2 title, but I do believe that overall aesthetic helps with the gothic theme. It has a pretty cool soundtrack throughout the entire game, but the game’s audio is weakened by the rather subpar voice acting. The game itself is challenging with a combat system that rewards you for putting variety into your combos, and it also rewarded you properly for exploration. All in all I am thankful to Hideki Kamiya for giving us this great yet flawed game. Introduction I remember playing this originally on the Playstation 2, I was awful at it. My older brothers were much better at it than I could ever. And unfortunately that facts remains still rings true to this day. Now, I have recently beat Devil May Cry once again through the Devil May Cry HD Collection, but I believe it would be much easier to just review each individually starting with the one that started it all. With further to do, it’s time I get started with some story talk. Story You play as Dante, a white-haired, red coat wearing, half-demon that hunts demons as his career. Now, Dante is cocky and arrogant yet he’s awesome teeming with such confidence that he’ll mouth off any demon no matter their size and/or strength. Though a lot of his lines sound stupid I enjoy them to be honest. Now, the story of the game is that Dante is hired by a blonde woman named Trish to eliminate the evil that resides at Mallet Island. There he meets an assortment of demons that come to fear and hate him due to the tremendous power inherited from his father, a demon that saved the humans from the demons many centuries ago. The exceptions to this rule are this blob monster and this knight-like character that has something do with Dante. Also I find it pretty cool that each enemy gets their own little cutscene when they’re first introduced. Now, the story is somewhat short and can sound corny at times, but I think it’s told with confidence. But, a game story needs some visuals for it to be told properly. Graphics Okay, being of one of the earliest games to arrive on the Playstation 2 when it first released Devil May Cry isn’t going to look fantastic compared to later titles on the system. I mean the dull and dark aesthetic of the whole thing does compliment the whole gothic-like theme of the game. However, texture quality isn’t very good, and certain models can look jaggy at times. Not to mention that the FMVs that play during certain points of the game look blurry and kind of makes your eyes when watching. It also makes me wonder how the FMVs of Final Fantasy IX for the Playstation can look so much than an FMV on the Playstation 2. But, overall I do like the aesthetic of the game, and the models are pretty alright looking for an early PS2 game. Though a good aesthetic is backed up by the quality sound design. Sound Okay, some of the sounds in this game aren’t not of the best quality, but I still think that they’re all still pretty great for its era. However on the hand, the voice acting isn’t that great at all if I’m being honest. I hear more from Dante and Trish, and less from the villains, but at times their delivery sounds like someone who just getting into voice acting. It bothered me a little bit, but it can make a lot of lines sound absolutely horrible. Thankfully though, soundtrack for this game is pretty good. It has this fusion of Rock and some form of Techno that plays during fights, and it sounds pretty cool and makes some fights feel more intense. On the other hand though, the music used in the environment is closer to some light classical music maybe a teensy bit of opera in there as well. And good sound design is integral to making the gameplay a lot more impactful. Gameplay Combat Devil May Cry is a hack n’ slash, which means hitting enemies with your weapon for money, which is called Red Orb in game. Now, Red Orbs are earned by killing enemies, finding them in the environment, and earning them as reward after completing a mission. Now, the Red Orbs you earn from enemies and end-mission reward is based on your Stylish Rank. Your Stylish Rank is a rating of how “stylish” you are during a fight, and it’s raised by unleash a continuous stream of varied attacks without being hit, even though I feel the dodging can be stiff at times. Now, The more stylish you are the higher your stylish rank, which is showcased as a letter grade with D being the lowest and S being the highest of the five grades. Now, whatever rank you have when you kill an enemy will determine the amount of Red Orb they’ll drop. The end-mission reward is essential the same but it works on the average of the Stylish Ranks you earned during the mission. But, the combo system for each melee weapon or Devil Arm is rather simplistic, and firearms aren't strong at all. However, you can purchase new techniques for a weapon, though three of the Devil Arms share the same techniques. Learning these techniques and using them with a great variation together with the combos and firearms to gain and maintain Stylish Ranks. Now, I said that firearms are important to Stylish Ranking as they both help raise and maintain Stylish Ranks. For example: you can hit an enemy into the air then juggle them by constantly shooting with your pistols. However, the usage of firearms in junction with your Devil Arms also needs variation or you risk losing your Stylish Rank, but you can earn and find new firearms. However, switching to a different Devil Arm and firearm requires to go into the menu, Exploration Unlike some previous games within its genre Devil May Cry allows to explore its environment to the fullest extent allowed, which is quite a bit. Now, while the game is separated into missions you are able backtrack to almost the beginning of the island. Now, in order to complete missions you have to find key items scattered to gain access to different area, so in that regard the game kind of has to neat Igavania aspect to it. You may also find Secret Missions, which I will cover more later. You can also find statues that act as the game’s shop, and I’ll talk about how the shop later. Now, you can break certain objects to get some Red Orbs out of them, and you can also find Blue Orb Fragments with four fragments becoming a Blue Orb to increase max health. However, the major issue is exploration is the fixed camera. I found some of the camera angles to be distorting sometimes leading me to make a mistakes, such as missing a ledge or going the wrong direction. But, that isn’t as nearly as frustrating as the Secret Missions. Secret Missions Secret Missions are the bane of my existence in this game, I could not for the life of me complete one of them because I’m terrible at this game. But, I know what they are and you get for completing them, so I’ll talk about that instead. Now, Secret Missions are represented in the world as a glowing sign, which when examined will take you to the Secret Mission. A Secret Mission takes place in a separate location where you’re meant to complete the challenge told to you. These challenges are greatly varied and are truly challenging, or frustrating in my case. One of the more interesting challenges involves grabbing a Blue Orb Fragment high up in the air by hopping on the giant floating skulls. Completion of a Secret Mission will get you a Blue Orb Fragment the first time with Yellow Orbs (continues essentially) for the rest of the time. Now, you can’t use items during a Secret Mission, so that seems like a good excuse to start talking about the shop and its contents. Shop & Items The game’s shop is represented as a lion-headed goddess holding a large hourglass. Here you can purchase usable items, techniques, and Orbs with Red Orbs. However, you should take note that purchasing an item will increase its price each time until it hits a limit. That can translate to quite a bit of grinding, and more annoying is that you can hold one Vital Star (healing item) at a time while you hold multiple of the other items like Devil Stars (restores Devil Trigger) or Holy Water (Screen Damager). So if you use a Vital Star during a fight, which does heal a lot though, you have to rely on the hope that Green Orbs (healing pickups) can be received from either the enemies or an object. Of course learning when to use items at the right time is all part of the different difficulties. Difficulty Now, Devil May Cry is very difficult game especially if you’re terrible at it. In fact when you die when too many times during normal difficulty it will ask you if want to lower the difficulty. I said no to the suggestion as you can’t encounter all of the enemies on easy difficulty, and not to mention the game is less challenging. The completion of a difficulty mode will unlock the next difficulty all the way up to Dante Must Die mode in which enemies have Devil Trigger adding extra challenge to an already challenging game. Conclusion Devil May Cry is a great entry in the Hack n’ Slash genre. The story while corny tells itself very competently in my opinion. The game doesn’t look all that great for an early PS2 title, but I do believe that overall aesthetic helps with the gothic theme. It has a pretty cool soundtrack throughout the entire game, but the game’s audio is weakened by the rather subpar voice acting. The game itself is challenging with a combat system that rewards you for putting variety into your combos, and it also rewarded you properly for exploration. All in all I am thankful to Hideki Kamiya for giving us this great yet flawed game. |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
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First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
Last Post: 3460 days
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02-03-16 04:49 PM
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Introduction From the mind of Hideki Kamiya, creator of Devil May Cry, comes another Hack n' Slash called Bayonetta. Now, for those not familiar with series, Bayonetta is about the titular heroine who is a witch that fights angels with weapons on her hands and feet, summoned demons, and torturous hair magic. The games has plenty of absurdly awesome action and fanservice, which is a problem with some people but I really don't care. Anyways, I'll be talking about the second and latest game in the Bayonetta series, so let me get started with some narrative critique.Story Graphics Sound Gameplay Combat One of the noticeable changes is the Umbran Climax mechanic, which very similar to super modes in other Hack n’ Slash games. Umbran Climax will transform Bayonetta’s basic attacks into Wicked Weaves, giant magic hair attacks normally reserved for combo finishers. Her combo finishers during Umbran Climax are instead Challenge Similar to the Alfheim challenge rooms in the first game, Bayonetta 2 has Muspelheim challenge rooms. Muspelheim works almost the exact same way as Alfheim in the you must defeat a group of enemies under a certain condition to earn the prize. Except that I found the Muspelheim challenges to be easier to complete than the Alfheim challenges. You may also change the difficulty, climax as it’s called in-game, with the highest level of difficulty being called Infinite Climax. Infinite Climax like previous difficulty mode will increase the strength of enemies, but it also increases the number of enemies and introduces enemies from later chapters earlier than expected. This adds a greater degree of challenge as you must be even more caution than ever before, especially in certain battles. However, there is also the secret chapters called Witch Trials that may present an even greater challenge than Infinite Climax. Witch Trials is similar to previous game’s Angel Slayer as you fight waves of enemies without any items to use and an increasing difficulty. But, Witch Trials simplifies it by breaking it into several Chapters, and this allows people who aren't able to withstand continuous battles to complete Witch Trails at their own pace. So unlike Angel Slayer where if you die you have to frustratingly start the whole thing over again Witch Trials saves your progress when you complete a chapter in it. However, Witch Trails isn't the only way to give yourself more challenge in this game, there are also other playable characters.Characters Like any great Hack n’ Slash game Bayonetta allows for multiple characters for you to unlock and play as. Like the previous game you can unlock Jeanne, who still retains her stronger Wicked Weaves and inability to activate Witch Time through dodging. There is also a new third character who may give you the biggest challenge in the game. I won’t give their name but I say that they have double the strength, take double the damage, can only use their default weapon, and they can’t equip accessories. Also unlike Bayonetta and Jeanne, this character’s Umbran Climax is instead Umbran Armor, a giant mechanized piloted armor that is great against larger foes. Now, there are two other characters that you can unlock and play as, but only in Tag Climax, which I will talk about later. One of the characters is the Masked Lumen who fights with his glaive, throws feathers, spells as his “Wicked Weaves”, and summons Virtues as his “Infernal Weaves”. You can also unlock Rodin as a playable character who uses his fists, shoots lasers, and has a frustrating perfect block move instead of Witch Time. Now, characters are not the only extra content available in the game there is also nintendo content.Nintendo Content Nintendo Costume mostly comes in the form of costumes that not only change Bayonetta aesthetically, but also changes other aspects both aesthetically and mechanically. For example: the Link costume grants the ability to use a perfect block move, changes halos into rupees , and if Shura is equipped it will be the Master Sword instead. There is also an unlockable weapon in the form of a Chain Chomp, which was a bit too cumbersome for me to use. However, it does have this neat ability to sniff out chests if you’re having trouble finding all of them. Now, while the Nintendo content is pretty cool extra content, the best has to go to Tag Climax.Tag Climax Tag Climax is the game’s online mode where you and partner (friend or A.I.) pick a type of enemy, represented as a card that you unlock through the story, for you to battle against. Once you’ve picked the enemy you then challenge the difficulty of the battle, and the difficulty changes the amount of Halos you’ll win and increases the number and strength of enemies including certain bosses, which really increases the intensity of those fights. In fact some boss cards are bosses that you don’t even fight in the story but through different means, or even one that’s exclusive to Tag Climax. Now, in each battle you and your partner compete to get the most points, which I guess works like points in regular combat gameplay, but I’m not sure since it isn’t explained. I also find it rather irritating that if you fail to revive your partner then you both lose, and it makes sense within the context of the mode but it is still frustrating to lose all that progress. Another thing I don’t understand is this meter in the top center of the screen, I have no idea what is nor is it fully explained to what is. However, despite those gripes with the mode I still found Tag Climax a very fun game mode, just like the rest of the game.Conclusion Bayonetta 2 is a marginal improvement to its predecessor, not just in artistic design but mechanically as well. It is an absolutely gorgeous game to behold with an awesome soundtrack to go along. Combat has been improved so that isn’t so cruel to you; mostly thanks to changes Witch Time. The extra content is very wonderful to play with, especially Tag Climax. However, I did have my gripes with some of the gameplay and the story. But, all in all Bayonetta 2 is a great Hack n’ Slash game for the Wii U.Introduction From the mind of Hideki Kamiya, creator of Devil May Cry, comes another Hack n' Slash called Bayonetta. Now, for those not familiar with series, Bayonetta is about the titular heroine who is a witch that fights angels with weapons on her hands and feet, summoned demons, and torturous hair magic. The games has plenty of absurdly awesome action and fanservice, which is a problem with some people but I really don't care. Anyways, I'll be talking about the second and latest game in the Bayonetta series, so let me get started with some narrative critique.Story Graphics Sound Gameplay Combat One of the noticeable changes is the Umbran Climax mechanic, which very similar to super modes in other Hack n’ Slash games. Umbran Climax will transform Bayonetta’s basic attacks into Wicked Weaves, giant magic hair attacks normally reserved for combo finishers. Her combo finishers during Umbran Climax are instead Challenge Similar to the Alfheim challenge rooms in the first game, Bayonetta 2 has Muspelheim challenge rooms. Muspelheim works almost the exact same way as Alfheim in the you must defeat a group of enemies under a certain condition to earn the prize. Except that I found the Muspelheim challenges to be easier to complete than the Alfheim challenges. You may also change the difficulty, climax as it’s called in-game, with the highest level of difficulty being called Infinite Climax. Infinite Climax like previous difficulty mode will increase the strength of enemies, but it also increases the number of enemies and introduces enemies from later chapters earlier than expected. This adds a greater degree of challenge as you must be even more caution than ever before, especially in certain battles. However, there is also the secret chapters called Witch Trials that may present an even greater challenge than Infinite Climax. Witch Trials is similar to previous game’s Angel Slayer as you fight waves of enemies without any items to use and an increasing difficulty. But, Witch Trials simplifies it by breaking it into several Chapters, and this allows people who aren't able to withstand continuous battles to complete Witch Trails at their own pace. So unlike Angel Slayer where if you die you have to frustratingly start the whole thing over again Witch Trials saves your progress when you complete a chapter in it. However, Witch Trails isn't the only way to give yourself more challenge in this game, there are also other playable characters.Characters Like any great Hack n’ Slash game Bayonetta allows for multiple characters for you to unlock and play as. Like the previous game you can unlock Jeanne, who still retains her stronger Wicked Weaves and inability to activate Witch Time through dodging. There is also a new third character who may give you the biggest challenge in the game. I won’t give their name but I say that they have double the strength, take double the damage, can only use their default weapon, and they can’t equip accessories. Also unlike Bayonetta and Jeanne, this character’s Umbran Climax is instead Umbran Armor, a giant mechanized piloted armor that is great against larger foes. Now, there are two other characters that you can unlock and play as, but only in Tag Climax, which I will talk about later. One of the characters is the Masked Lumen who fights with his glaive, throws feathers, spells as his “Wicked Weaves”, and summons Virtues as his “Infernal Weaves”. You can also unlock Rodin as a playable character who uses his fists, shoots lasers, and has a frustrating perfect block move instead of Witch Time. Now, characters are not the only extra content available in the game there is also nintendo content.Nintendo Content Nintendo Costume mostly comes in the form of costumes that not only change Bayonetta aesthetically, but also changes other aspects both aesthetically and mechanically. For example: the Link costume grants the ability to use a perfect block move, changes halos into rupees , and if Shura is equipped it will be the Master Sword instead. There is also an unlockable weapon in the form of a Chain Chomp, which was a bit too cumbersome for me to use. However, it does have this neat ability to sniff out chests if you’re having trouble finding all of them. Now, while the Nintendo content is pretty cool extra content, the best has to go to Tag Climax.Tag Climax Tag Climax is the game’s online mode where you and partner (friend or A.I.) pick a type of enemy, represented as a card that you unlock through the story, for you to battle against. Once you’ve picked the enemy you then challenge the difficulty of the battle, and the difficulty changes the amount of Halos you’ll win and increases the number and strength of enemies including certain bosses, which really increases the intensity of those fights. In fact some boss cards are bosses that you don’t even fight in the story but through different means, or even one that’s exclusive to Tag Climax. Now, in each battle you and your partner compete to get the most points, which I guess works like points in regular combat gameplay, but I’m not sure since it isn’t explained. I also find it rather irritating that if you fail to revive your partner then you both lose, and it makes sense within the context of the mode but it is still frustrating to lose all that progress. Another thing I don’t understand is this meter in the top center of the screen, I have no idea what is nor is it fully explained to what is. However, despite those gripes with the mode I still found Tag Climax a very fun game mode, just like the rest of the game.Conclusion Bayonetta 2 is a marginal improvement to its predecessor, not just in artistic design but mechanically as well. It is an absolutely gorgeous game to behold with an awesome soundtrack to go along. Combat has been improved so that isn’t so cruel to you; mostly thanks to changes Witch Time. The extra content is very wonderful to play with, especially Tag Climax. However, I did have my gripes with some of the gameplay and the story. But, all in all Bayonetta 2 is a great Hack n’ Slash game for the Wii U. |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
Last Post: 3460 days
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12-10-15 10:57 AM
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The Legend of Zelda series is a series that I have a particular fondness for. I wouldn’t call myself a fan of the series, but I do enjoy the games. I’m mostly familiar with 3D games, but I’m familiar with a few of the overhead view games. The latest zelda game that I played and beat is Link between World, and it’s actually my second time beating it. So without further to do, here are my thoughts on Link between Worlds. Story If you played almost every other Zelda then the story here should be very familiar, especially if you’ve played A Link to the Past. This story once again deals with another world, expect this other world isn’t a twisted Sacred Realm but an alternate Hyrule: Lorule. Like Ganon before a grave danger comes from Lorule, a beauty obsessed wizard named Yuga with the power to turn people into paintings. Thankfully Link has a strange merchant by the name of Ravio to help Link against the dark forces, and there’s a bit of twist with Ravio that I found to be interesting. Another interesting thing was what Nintendo did with the princess of Lorule. Overall, the story of Link between World is almost the same as A Link to the Past, but I thought the twists involving a couple of the new characters made the story much more interesting. The game also has some neat graphics to help uplift the story. Graphics Link between Worlds is another game that shows that a handheld console can have good 3D graphics. Models are smoothly made and well animated for a handheld game. Textures are also pretty well done for a handheld game. Additionally, the game has some nice lighting effects, though it’s only in effect in certain moments. But, perhaps best thing about the graphics is how they emulate the overhead view of the old games. Every model is actually titled back and when viewed from the game’s camera gives the perspective of how it looked in the old games. Overall, the aesthetic of the game is rather nice. The aesthetic is also complemented by the game’s sound design. Sound This being a zelda game you can expect great music in this entry as well. However, I do feel that the tracks in this game are just Gameplay If any of you ever played Link to the Past then you should be familiar with the standard mechanics of this one. However, there are some differences that should be noted. One is the inclusion of the stamina bar, which governs how many times you use an item. Replacing ammunition with stamina may seem dumb to some, but letting stamina regenerate is better than grinding for say arrows. Second is that none of the items are found in dungeons, instead they are rented from Ravio. Renting an item means paying Ravio some rupees for use of the rented item until you die. It may seem a neat to get items very quickly through the rental system, but dying means returning the rented items to Ravio and requiring you to pay Ravio again to rent them. This may not seem terrible during normal mode, but on hero mode it get very annoying. However, you can purchase the items at Ravio’s shop after the fourth dungeon or so. Additionally, every item can be upgrade by bringing ten shelled octopus babies to their mother. In fact, upgrading the master sword far less annoying than it was, but you do have to gather two special items for the sword but no wait time. Now, perhaps the biggest addition is the ability to merge onto walls, and it’s used frequently to important aspect of the game: explorations. This ability allows Link to cross gaps easily, retrieve items merged on the wall, negate damage, and cross between worlds. However, merging costs stamina to maintain, so that could be a problem if you’re merged on a moving block over a pit on low stamina. Now, perhaps one of my big gripes with the game (not counting the rental system) is that the map is vastly similar to Link to the Past’s map. However, even though most of the dungeons of the two games share the same names they can be rather different from each other. Bosses are also much more improved from Link to the Past, as nearly each one require to use your items. This method of fighting bosses to me is more enjoyable than just hitting the boss in these games. But with every boss fight there is the chance of death, and that’s why you bring fairies and potions. Fairies are unfortunately useless after you get more than eight hearts, instead I just used potions. There are three types of potions: red, blue, yellow, and purple. Red potions restores eight hearts, blue potions restore all hearts, yellow potions grants invincibility, and purple potions damage surrounding enemies. However, you can’t buy these potions instead you have to give monster parts to a witch. I do like having gather ingredients for something, but the process is incredibly grindy. I also found that only the blue potion is truly useful, but you may purple and yellow potions during hero mode. Overall, the gameplay is great with my some gripes. Link between Worlds is a great entry in the zelda franchise. The story may be predictable, but it does some twists that haven’t been done in the franchise. The game has great presentation with its visuals and audio, and does a clever trick to give it the perspective of the old games. The game itself is also great, but I think it gets weighed by the rental system. All in all though, Link between Worlds is an great zelda game for those who miss the old games. Story If you played almost every other Zelda then the story here should be very familiar, especially if you’ve played A Link to the Past. This story once again deals with another world, expect this other world isn’t a twisted Sacred Realm but an alternate Hyrule: Lorule. Like Ganon before a grave danger comes from Lorule, a beauty obsessed wizard named Yuga with the power to turn people into paintings. Thankfully Link has a strange merchant by the name of Ravio to help Link against the dark forces, and there’s a bit of twist with Ravio that I found to be interesting. Another interesting thing was what Nintendo did with the princess of Lorule. Overall, the story of Link between World is almost the same as A Link to the Past, but I thought the twists involving a couple of the new characters made the story much more interesting. The game also has some neat graphics to help uplift the story. Graphics Link between Worlds is another game that shows that a handheld console can have good 3D graphics. Models are smoothly made and well animated for a handheld game. Textures are also pretty well done for a handheld game. Additionally, the game has some nice lighting effects, though it’s only in effect in certain moments. But, perhaps best thing about the graphics is how they emulate the overhead view of the old games. Every model is actually titled back and when viewed from the game’s camera gives the perspective of how it looked in the old games. Overall, the aesthetic of the game is rather nice. The aesthetic is also complemented by the game’s sound design. Sound This being a zelda game you can expect great music in this entry as well. However, I do feel that the tracks in this game are just Gameplay If any of you ever played Link to the Past then you should be familiar with the standard mechanics of this one. However, there are some differences that should be noted. One is the inclusion of the stamina bar, which governs how many times you use an item. Replacing ammunition with stamina may seem dumb to some, but letting stamina regenerate is better than grinding for say arrows. Second is that none of the items are found in dungeons, instead they are rented from Ravio. Renting an item means paying Ravio some rupees for use of the rented item until you die. It may seem a neat to get items very quickly through the rental system, but dying means returning the rented items to Ravio and requiring you to pay Ravio again to rent them. This may not seem terrible during normal mode, but on hero mode it get very annoying. However, you can purchase the items at Ravio’s shop after the fourth dungeon or so. Additionally, every item can be upgrade by bringing ten shelled octopus babies to their mother. In fact, upgrading the master sword far less annoying than it was, but you do have to gather two special items for the sword but no wait time. Now, perhaps the biggest addition is the ability to merge onto walls, and it’s used frequently to important aspect of the game: explorations. This ability allows Link to cross gaps easily, retrieve items merged on the wall, negate damage, and cross between worlds. However, merging costs stamina to maintain, so that could be a problem if you’re merged on a moving block over a pit on low stamina. Now, perhaps one of my big gripes with the game (not counting the rental system) is that the map is vastly similar to Link to the Past’s map. However, even though most of the dungeons of the two games share the same names they can be rather different from each other. Bosses are also much more improved from Link to the Past, as nearly each one require to use your items. This method of fighting bosses to me is more enjoyable than just hitting the boss in these games. But with every boss fight there is the chance of death, and that’s why you bring fairies and potions. Fairies are unfortunately useless after you get more than eight hearts, instead I just used potions. There are three types of potions: red, blue, yellow, and purple. Red potions restores eight hearts, blue potions restore all hearts, yellow potions grants invincibility, and purple potions damage surrounding enemies. However, you can’t buy these potions instead you have to give monster parts to a witch. I do like having gather ingredients for something, but the process is incredibly grindy. I also found that only the blue potion is truly useful, but you may purple and yellow potions during hero mode. Overall, the gameplay is great with my some gripes. Link between Worlds is a great entry in the zelda franchise. The story may be predictable, but it does some twists that haven’t been done in the franchise. The game has great presentation with its visuals and audio, and does a clever trick to give it the perspective of the old games. The game itself is also great, but I think it gets weighed by the rental system. All in all though, Link between Worlds is an great zelda game for those who miss the old games. |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
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12-07-15 06:53 PM
| ID: 1224326 | 18 Words
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
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12-06-15 12:33 PM
| ID: 1223924 | 8 Words
i get green christmas more than white christmas |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
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11-29-15 11:15 AM
| ID: 1222145 | 40 Words





POSTS: 121/147
POST EXP: 37641
LVL EXP: 131545
CP: 3437.0
VIZ: 91321

Cloud is now one of out of place characters that somehow get into smash bros like Snake and Ryu before him. I think he has potential to be a great character, and the new stage coming with him seems awesome. |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
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11-29-15 11:11 AM
| ID: 1222142 | 2 Words





POSTS: 120/147
POST EXP: 37641
LVL EXP: 131545
CP: 3437.0
VIZ: 91321

WOO! Kirby! |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
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11-24-15 08:49 AM
| ID: 1220995 | 10 Words
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
Last Post: 3460 days
Last Active: 3383 days
11-23-15 11:33 AM
| ID: 1220851 | 1335 Words
I will start by saying that I have never played a Deus Ex game before. I mean I knew the series existed before this game came out since spent some time looking at stuff on the wikia. However, I never realized what sort of game the series was until my brother decided to buy this game. However, I quit the game for a long time since I couldn't get past the first boss, but I eventually did pick it up again with a better approach. So, I did beat the game some time ago, and now I think it's time to give you people my thoughts on the game. Story Human Revolution serves as a prequel to the first game, and it is clear that this is a prequel due to the augments in the game being mechanical not nano. Anyways, the game's protagonist is Adam Jensen, a former SWAT that serves a head of security at Sarif Industries, a company that makes the controversial augments. Things were going fine for Adam until an attack on Sarif caused him to become gravely injured and later to become heavily augmented. Afterwards Adam travels around and interacts with lame characters to stop a lame conspiracy. In fact, the conspiracy goal didn't seem obvious to me until the last act of the story. Worse, nearly every major character loves to give Adam the run around. However, I did like that one aspect of the narrative, anti-augmentation prejudice. Quite a number of characters will vocalize and later show their disdain for augmentation, in fact there are two factions that are against augmentation (one more than other). It ultimately serves as the most vocal theme of the story and in my mind the best part of the story. But, the otherwise lame story will certainly not be raised by the game’s graphics. Graphics First off, I have to discuss my biggest gripe with visuals. What is with all the orange? Pretty much all the lighting in the game is orange. This is something that rather annoys every time I played the game. But the lighting isn’t the only thing that annoys me about the graphics. Characters all have low quality textures, with Adam being perhaps the exception. The animation for each characters seems to feel rather stilted to me, especially when comes to the face region. However, in contrast to character visuals, the environment is actually kind of alright to look at. Now, the graphics are also complicated by the game’s sound design. Sound I have to say that the music is actually pretty cool and reminds me a lot of another science fiction video game franchise. The voice acting, for the most part, is solid enough, but some of the delivery from certain characters isn’t solid. I also have to mention how much I dislike Adam Jensen’s voice as it reminds of Christian Bale’s Batman, which was awful. Oh, and the sound effects are also pretty good, but let’s move on to gameplay already. Gameplay Human Revolution is a first-person shooter with elements of stealth and rpg. In similar fashion to my experiences with Metal Gear Solid 3, I tried to play the game full Rambo, but I soon found that stealth is the absolutely better option. You do get an array of weapons to use, but these take up space in your inventory, which already occupied by ammo, grenades, and curatives. Oh, and the size of an item determines how much it takes up in the inventory. I did however find myself using different weapons depending on the type of enemy, which is something that I find lacking in some first person shooters. Now, each weapon is upgradable but the upgrades for the most part are the usual fair: more damage, better reload speed, etc. Of course, firearms isn’t the only way to get past your enemies, there is also the use of stealth. Stealth is pretty standard, yet works very well. Additionally, you can do takedowns (either lethal or nonlethal) on unsuspecting enemies. However, the issue with takedowns is that they, besides making noise, force you to watch a little cinematic of the takedown instead of a pure in-game takedown. But, enemy soldiers are not the only thing that will deter Adam’s path. Cameras will alert all guards if they spot you long enough, turrets will shoot you on sight, and mechs will be patrol like soldiers but are more dangerous. But, All of these things can be altered or even controlled by hacking. Hacking involves completing a mini game at computers, which involves Human Revolution is a pretty solid game with its stealth gameplay and upgrade system, but brought down by its visuals, story, and gameplay annoyances. I feel that I would like this game better if the quests were more amusing, bosses were less annoying, and if I wasn’t basically forced to get certain upgrades. Additionally, better lighting and texture along with a better structure story would be a big boost for me. However, despite my gripes with the game, I do recommend this game to those looking for a sci-fi stealth game. Story Human Revolution serves as a prequel to the first game, and it is clear that this is a prequel due to the augments in the game being mechanical not nano. Anyways, the game's protagonist is Adam Jensen, a former SWAT that serves a head of security at Sarif Industries, a company that makes the controversial augments. Things were going fine for Adam until an attack on Sarif caused him to become gravely injured and later to become heavily augmented. Afterwards Adam travels around and interacts with lame characters to stop a lame conspiracy. In fact, the conspiracy goal didn't seem obvious to me until the last act of the story. Worse, nearly every major character loves to give Adam the run around. However, I did like that one aspect of the narrative, anti-augmentation prejudice. Quite a number of characters will vocalize and later show their disdain for augmentation, in fact there are two factions that are against augmentation (one more than other). It ultimately serves as the most vocal theme of the story and in my mind the best part of the story. But, the otherwise lame story will certainly not be raised by the game’s graphics. Graphics First off, I have to discuss my biggest gripe with visuals. What is with all the orange? Pretty much all the lighting in the game is orange. This is something that rather annoys every time I played the game. But the lighting isn’t the only thing that annoys me about the graphics. Characters all have low quality textures, with Adam being perhaps the exception. The animation for each characters seems to feel rather stilted to me, especially when comes to the face region. However, in contrast to character visuals, the environment is actually kind of alright to look at. Now, the graphics are also complicated by the game’s sound design. Sound I have to say that the music is actually pretty cool and reminds me a lot of another science fiction video game franchise. The voice acting, for the most part, is solid enough, but some of the delivery from certain characters isn’t solid. I also have to mention how much I dislike Adam Jensen’s voice as it reminds of Christian Bale’s Batman, which was awful. Oh, and the sound effects are also pretty good, but let’s move on to gameplay already. Gameplay Human Revolution is a first-person shooter with elements of stealth and rpg. In similar fashion to my experiences with Metal Gear Solid 3, I tried to play the game full Rambo, but I soon found that stealth is the absolutely better option. You do get an array of weapons to use, but these take up space in your inventory, which already occupied by ammo, grenades, and curatives. Oh, and the size of an item determines how much it takes up in the inventory. I did however find myself using different weapons depending on the type of enemy, which is something that I find lacking in some first person shooters. Now, each weapon is upgradable but the upgrades for the most part are the usual fair: more damage, better reload speed, etc. Of course, firearms isn’t the only way to get past your enemies, there is also the use of stealth. Stealth is pretty standard, yet works very well. Additionally, you can do takedowns (either lethal or nonlethal) on unsuspecting enemies. However, the issue with takedowns is that they, besides making noise, force you to watch a little cinematic of the takedown instead of a pure in-game takedown. But, enemy soldiers are not the only thing that will deter Adam’s path. Cameras will alert all guards if they spot you long enough, turrets will shoot you on sight, and mechs will be patrol like soldiers but are more dangerous. But, All of these things can be altered or even controlled by hacking. Hacking involves completing a mini game at computers, which involves Human Revolution is a pretty solid game with its stealth gameplay and upgrade system, but brought down by its visuals, story, and gameplay annoyances. I feel that I would like this game better if the quests were more amusing, bosses were less annoying, and if I wasn’t basically forced to get certain upgrades. Additionally, better lighting and texture along with a better structure story would be a big boost for me. However, despite my gripes with the game, I do recommend this game to those looking for a sci-fi stealth game. |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
Last Post: 3460 days
Last Active: 3383 days
11-06-15 03:41 PM
| ID: 1218076 | 5 Words
98% of tbe human race |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
Last Post: 3460 days
Last Active: 3383 days
11-05-15 06:12 PM
| ID: 1217887 | 83 Words
FNAF should've never gone beyond one game since the series' only focus is animatronics, and not to mention that the gameplay is extremely boring to both play and watch. It is one of many first person horror games on steam that use jump scares, and steam is already oversaturated with that sort of crap. But, my question is how do you convert the dumbest horror series into a freakin' rpg. It's like if Konami made a turned based strategy game of Silent Hill |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
Last Post: 3460 days
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11-05-15 05:45 PM
| ID: 1217881 | 4 Words
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
Last Post: 3460 days
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11-04-15 09:03 PM
| ID: 1217754 | 59 Words
EX Palen : Yeah, Namco Bandai definitely need to learn from their mistakes regarding Soul Calibur. I mean for the most part other fighting game series have learned from their mistakes. and it's really sexist that the older female fighters have been and it's really sexist that the older female fighters have been |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
Location: Beyond Time and Comprehension
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11-04-15 08:14 PM
| ID: 1217745 | 178 Words
EX Palen : Honestly, the only thing of a worth in SC V is the character creation, but even then still not worth it. The new characters in SC V pissed me off for being rehashes of old characters (minus Z.W.E.I. and Viola). Patroklos is a rehash of Sophitia. Pyrhha is a rehash of Cassandra. Natsu is a rehash of Taki. Xiba (who I hate personally) is a rehash of old Kilik (one of my favorites) who turned into a male only copycat. Patroklos Alpha is a rehash of Setsuka. Leixia is just a rehash of Xianghua. Also why are there three copycats in this game? I mean Edge Master is everyone. So why have Elysium be a female copycat and Kilik as a male copycat. In previous installments there was only one copycat. with the exception of the first game. Also what the heck happened to Yun-seong, Talim, and Zasalamel. also what to some of the rather neat game modes that they previously had like Chronicles of the Sword also what happened to endings for each character!? The new characters in SC V pissed me off for being rehashes of old characters (minus Z.W.E.I. and Viola). Patroklos is a rehash of Sophitia. Pyrhha is a rehash of Cassandra. Natsu is a rehash of Taki. Xiba (who I hate personally) is a rehash of old Kilik (one of my favorites) who turned into a male only copycat. Patroklos Alpha is a rehash of Setsuka. Leixia is just a rehash of Xianghua. Also why are there three copycats in this game? I mean Edge Master is everyone. So why have Elysium be a female copycat and Kilik as a male copycat. In previous installments there was only one copycat. with the exception of the first game. Also what the heck happened to Yun-seong, Talim, and Zasalamel. also what to some of the rather neat game modes that they previously had like Chronicles of the Sword also what happened to endings for each character!? |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
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11-04-15 04:42 PM
| ID: 1217704 | 265 Words
Hey all of you people! I have been playing Soul Calibur V (he he he...I suck), and I made it me think of things that I hate in fighting games. So in no particular order here the things that I hate in fighting games. Unbalanced Characters: I'm sure that all of us who've played fighting games have played or encountered characters that seem to be overly powerful while others are very weak. Inconsistent A.I.: When you're going through the arcade mode of any fighting game, I'm sure you've encountered strange spikes of A.I. strength. For example, you are on the second match, but the opponent fights like a sixth match opponent. Then, after several retries your opponent becomes very dumb. Clones: Don't you hate when there characters that have nearly identical movesets? cause I do Bosses: In quite a few fighting games there are those characters that are encountered at the end of an arcade mode that are more difficult than rest. However, at times, these characters can seem to be cheap, and not just because of their movesets. No, some of these characters have special characteristics that give them a clear advantage. Examples being: Night Terror (SC III) immune to ring out, Gill (SF III) can resurrect himself, and Dural 's (VF 2) entire match is underwater, which means you're constantly in slow motion. Spammers: It is extremely frustrating when an opponent keeps spamming a single move until you're down. Well, those are the things that I hate in fighting games, but I would like to know about what you hate in fighting games. Unbalanced Characters: I'm sure that all of us who've played fighting games have played or encountered characters that seem to be overly powerful while others are very weak. Inconsistent A.I.: When you're going through the arcade mode of any fighting game, I'm sure you've encountered strange spikes of A.I. strength. For example, you are on the second match, but the opponent fights like a sixth match opponent. Then, after several retries your opponent becomes very dumb. Clones: Don't you hate when there characters that have nearly identical movesets? cause I do Bosses: In quite a few fighting games there are those characters that are encountered at the end of an arcade mode that are more difficult than rest. However, at times, these characters can seem to be cheap, and not just because of their movesets. No, some of these characters have special characteristics that give them a clear advantage. Examples being: Night Terror (SC III) immune to ring out, Gill (SF III) can resurrect himself, and Dural 's (VF 2) entire match is underwater, which means you're constantly in slow motion. Spammers: It is extremely frustrating when an opponent keeps spamming a single move until you're down. Well, those are the things that I hate in fighting games, but I would like to know about what you hate in fighting games. |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
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10-11-15 12:57 AM
| ID: 1210072 | 28 Words
janus : To be fair there is a bit grinding for money in the zelda series. However,unlike Olympus, Zelda has money stashed almost everywhere, so it goes so much smoother |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
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09-30-15 05:26 PM
| ID: 1206119 | 844 Words
Battle of Olympus is an adventure game on the NES based on Greek Mythology. Now, I’m a fan of both greek mythology and adventure games, so I thought that I would enjoy it . Well, unfortunately, I was wrong on that part. Battle of Olympus is an adventure game on the NES based on Greek Mythology. Now, I’m a fan of both greek mythology and adventure games, so I thought that I would enjoy it . Well, unfortunately, I was wrong on that part. |
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
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09-16-15 04:24 PM
| ID: 1203020 | 9 Words
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
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09-16-15 03:53 PM
| ID: 1203011 | 11 Words
First Born of Atziluth. Archon of Beginnings, Present, and All Ends. Lord of All That Moves. Observer and Chronicler of Events. |
Affected by 'Laziness Syndrome'
Registered: 10-17-10
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