GAMES: GameSpot GameFAQs MOVIES: Metacritic Movietome Comic-Con
Monday, Aug 31, 2009

So you're probably aware of Gamespot's All Time Greatest hero competition. I think it's a neat concept although I'm really disappointed by the hero selection made by Gamespot. But that's a different issue that could have me rambling for pages about my favorite characters (how could April Ryan not be included?). What I'd like to discuss is actually one thing that has been somewhat bothering me about the community's reaction to this competition, and that is what people define as a hero or great character.

Perhaps Gamespot made a mistake in naming this the "Greatest Hero" competition. "Greatest Protagonist" or "Greatest Character" would've been more appropriate. But this is where I want to discuss the community's reaction. I'll break it into several points to make it easier to read.

  • People's definition of hero.

I remember reading a comment in the forums saying that characters like Niko Bellic didn't deserve to be in the competition because they weren't true heroes. True to an extent and again I believe that this is mostly due to the somewhat in appropriate naming of the competition. However the nature of those comments makes me think that some people almost find it offensive that anti-heroes are involved. It's like they'll only root for a goody two shoes hero. Really? I mean is there no room for badasses in gaming? I don't know but personally I'd find it very boring if every single protagonist in gaming was a perfect role model. I find it refreshing when a game features protagonists that don't mind breaking the rules or whose motivations aren't entirely pure. But hey, to each their own.

  • Are these heroes really characters?

So now we get deeper into what I want to discuss. Take a look at the heroes involved in the competition. How many of them would you actually qualify as great characters? Mario? A guy in red overalls who rarely speaks and has been saving the same damn princess for over two decades? Pac-man? Bo-Jackson (are you kidding me...)? A lot of the heroes involved in the competition are just mascots or simply happened to be the playable characters in their respective games but have never really developed a compelling character. I recently posted a comment in fellow Gamespot user ClayMeow's blog, explaining the reasons why I wouldn't even consider Gordon Freeman a great character, even if I love the Half Life series, which brings me to my next point.

  • People are judging based on the games they like, not on the characters themselves.

This one is understandable in a way. Many gamers grew with these characters so even if they're not particularly great or well developed, their affection for them is somewhat logical. But recently I read a post saying that Chell should've been included in the list. Who the hell is Chell you ask? The playable character in Portal. Portal is a game that pretty much everyone loved and without a doubt the game's antagonist (GLADOS) would qualify as a great character. But Chell? What do we know about her? Nothing. I'm inclined to believe that the person who named her was simply thinking about how much he/she enjoyed Portal and therefore thinks highly of the character because it reminds him/her of the game. Other comments go along the way that "X" character saved the world in this game and did it all by himself/herself. If we go by this definition, virtually every character in every generic shooter could qualify as a candidate for the title of greatest hero of all time. And finally...

  • Some people are taking the contest way too seriously.

Once again I'll bring ClayMeow's post as a reference. He posted a link to his blog (which was based on why he thinks Freeman is the greatest game hero) in the forums and one of the first responses he got was that Freeman couldn't be the greatest hero because his story wasn't finished yet and we didn't know if he was triumphant or not. I raised my eyebrow at that response but the next one was the one that called for a moment of silence. I'll even quote it (without naming the user though):

"No, If gordon ends up dead he CAN be called a hero, his story will be over. If he ends up molesting an 8 year old boy and then beating Alex with his crowbar, not so much."

Are you kidding me? The sheer idea that Valve would take that direction is ludicrous, but really, who the hell even comes up with that idea? No offense to the user who posted that comment, but seriously, take a chill pill.

[EDIT]: Now that I've thought about it, I'm fully aware that this blog kind of falls victim to this point...

____________________________________

Having exposed those points I'd like to state what I define as a great gaming protagonist or character in general (or gaming hero... *sighs*), and that could easily be summarized in three words, personality, uniqueness, charm.

  • Personality: You gotta have a personality in order to be recognized. Pushovers, cardboard cut characters, or those who never speak completely fail here. Characters need traits that define them and let us know who they are. We gotta get an idea of their motivations as well as what they stand for. Otherwise the character won't be defined by their personality but by whatever surrounds them.
  • Uniqueness: Having a personality is necessary but if the character is a generic one then it's all for nod. A character could display many likable traits but if all that's done is copy/paste the traits of other characters, then the character goes down the drain. A character has to stand out from the rest in order to be great. This point can also encompass any larger than life qualities a character may have. Superhuman strengh, magic powers, etc., those are also qualities that can make a character stand out from the rest.
  • Charm: This what it all boils down to. Is the character likable or not? Going back to what I said in my first point, this isn't about whether the character is good or evil. It's about how much they win you over with their personality. GLADOS from Portal is a great example of a likable villain. Niko Bellic from GTA IV and April Ryan from The Longest Journey are polar opposites as far as personality, values, and motivations are concerned, yet they are both likable characters.

____________________________________

So that's it for my pointless rambling. I'll end this post with something more productive and some shameless promotion by linking you to my latest set of reviews, most of them for older console (!) games. Lots of high scores I know but hey, I enjoyed the hell out of all of them...

Category: Editorial
Posted by SYdoggXxX, 10:08pm
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Tuesday, May 26, 2009

It's been a while since I posted anything on this blog, so here's an update of my latest reviews. Two of them, GTA IV and Tomb Raider Underworld are featured in the blog complete with screenshots and a video for GTA IV. About my GTA IV review, it's long... really long. By far the longest review I've ever written. So long I had to split it into two blog posts.

Here are links for both the regular reviews and blog reviews. As always, if you're gonna leave any feedback make it constructive based on how well written the reviews are, not on whether you disagree with a certain score or opinion.

(GTA IV Blog Review) (Underworld Blog Review down ahead)

Tomb Raider Underworld Review

A thrilling conclusion to the Legend trilogy.

When Crystal Dynamics took over the Tomb Raider series back in 2006 they pretty much threw the entire Tomb Raider canon out the window. Tomb Raider Legend started a new story arc that had little to do with the previous games. Actually the first game in the series wasn't ignored given how the events of Anniversary (a remake of the first game) are tied in to those of Legend, to help further develop the Lara Croft character as well as her relationships with some of the existing characters (Anniversary is essentially a prequel to Legend). So Underworld can be rightfully viewed as the third chapter in this saga and based on how the events unfold, the final chapter of this particular story arc. Aside from bringing closure to the trilogy, Underworld features more of the same exciting gameplay introduced since Legend only this time there's a much heavier emphasis on puzzle solving, reducing the combat to a minimum, as well as a few other subtle changes that help keep things fresh. Overall, Underworld is a must play for any Tomb Raider fan, both for its thrilling gameplay as well as the satisfying conclusion to the storyline.

This lady just can't keep herself out of trouble.

Underworld literally starts with a bang (I don't want to spoil anything so just be prepared for an "explosive" start), with a brief tutorial section that's actually part of a latter chapter. As the section ends a particularly intriguing encounter occurs, one that you'll have to wait until you reach the middle point of the game to fully understand. The story delves into Lara's unfinished quest to find out what happened to her mother which means she'll cross path with both of her main enemies from the past two games (Amanda and Natla), while doing some more globetrotting to find clues that will lead to her mother. Unfortunately for Lara, her journey won't be a smooth one and there will be quite a few shocking occurrences as the story unfolds (one in particular may cause a lot of grievance for long time fans of the series). Without spoiling anything I'll say that the conclusion of the story is not only satisfying but also a rather unexpected one, certainly not the merry-go-round conclusion of other games.

Tomb Raider meets CSI.

Tomb Raider Underworld plays very similar to the previous two games from Crystal Dynamics, but this time around the game is much more puzzle oriented and very light on combat. For instance, traditional boss fights are gone. You read that right, there are no boss fights at all in Underworld. This decision makes Underworld the fist Tomb Raider game without any boss fights. If I may be honest here, I really missed the boss fights quite a bit, especially considering how good and memorable they were in Legend and Anniversary.

To the game's credit though, there are plenty of climatic moments that come through puzzle solving and the ending in particular features a scenario that manages to end the game on a spectacular note despite the lack of a major battle (it's one of the most impressive sights presented in the entire series).

Boss fights may be a thing of the past but huge menacing creatures still show up in Underworld.

That's not to say you won't get a chance to make Lara whip out her pistols because scattered through the levels are quite a few enemies. These come in the form of wild animals, mercenaries sent out to kill Lara, or in the latter levels freakish monster type thingies. A typical arsenal of weapons is at your disposal (pistols, SMGs, Rifles), as well as a new tranquilizer gun that allows you to take a more humane path when dealing with wildlife. Towards the end of the game however, Lara will get her hands on a mythical weapon, one that's truly a "blast" to use. It's a pity there wasn't a proper boss fight to make good use of it.

During combat Lara can also make use of the "adrenaline shot" which is essentially a slow-mo ability just like bullet time. This feature can lead to some really cool animations as you try to time a headshot while in slow-mo to perform an instant kill. Lara has an energy bar that needs to be fully charged in order for her to be able to make use of the adrenaline shot.

The adrenaline shot is a joy to pull off.

Prior to the start of each level you have the option to select what gear you want to start with as well as the outfit you want Lara to wear. This doesn't mean you can't switch weapons mid level, all you need to do for that is pull the PDA and select the desired weapon. The PDA also offers some additional features like a sonar map which in theory should help you get acquainted with your surroundings, but I for one hardly ever felt the need to use it.

As with every single Tomb Raider game before, scattered through the levels are several secrets which in Underworld take the form of treasures and relics. Treasures are the most common, while there are only a few relics in each level. Finding these items unlocks bonus features such as concept art, while relics allow Lara's health bar to go up. Should you find all the relics in the game you'll effectively double Lara's health bar. This can essentially turn Lara into a menacing fighting machine for the foes she'll encounter.

Is that Lara's shadow?

The most challenging enemies in the game however, come in the form of some expertly designed puzzles that make the most of the surrounding environments. Solving most of these puzzles requires some careful examination of the surroundings as well as some clever thinking. In case a puzzle feels too hard or is hindering your process, the game provides some helpful hints through Lara's PDA. Some hints will point you in the right direction while others will flat out tell you what to do. It's a great feature that will save moments of frustration to certain people, but it's certainly much more rewarding to solve a puzzle on your own.

Underworld features some truly awe inspiring environments. There are several imposing structures that make Lara look like a mosquito. Standing at the top of some these structures could produce some vertigo (really), but it's a breathtaking experience. The statue of Shiva in Thailand is simply gorgeous and intimidating as well, and is a central part of a very clever puzzle.

The statue of Shiva is just one of the many imposing structures in Underworld.

The environments in Underworld are somewhat less dangerous than before (save for any enemies lurking around). There are practically no death traps to be found, which can save some frustrating sequences. Navigating through them can still be dangerous as climbing a ten story tall structure is no laughing matter, something that keeps you on the edge of your seat as you try to help Lara avoid a deadly fall. There are also several mechanisms that may not have been designed with the purpose of killing intruders, but can be just as deadly nonetheless.

Graphically, Underworld looks spectacular. The game runs on a new engine (though it still shares a similar look to Legend and Anniversary), which leads to much crispier textures and detailed environments. Lighting and shadow effects are done superbly, as well as underwater sections. Lara's model has never looked better and her animations are fluid and feel natural. The game doesn't require a monster rig to look at its best, but if you fall right at the minimum requirements you'll miss out on plenty of eye candy, something that can actually deter the experience since it could make it harder to spot certain elements within the gameworld.

She better hang on tight, unless she'd like to join that fellow on a stick.

Underworld features less musical themes than Legend, giving certain sections a bigger feel of isolation, but there's still plenty of great tunes that play during the game's most thrilling sequences. Most of the soundtrack consists of orchestral tunes that convey a pompous feel. The voice acting is really good too. Once again, Keeley Hawes lends her voice to give life to the Lara character and she's just as phenomenal as she was in the previous two games. All the other characters are properly voiced too, particularly the main antagonists Natla and Amanda.

Finally, a word of warning for potential players, there are quite a few bugs in Underworld. This is nothing new for the series actually as virtually every Tomb Raider game has been marred by a few bugs, something that can be attributed to the sheer nature of the game. However some of the bugs in Underworld are game breaking, so caution must be taken. Eidos already released a patch for the PC version which fixes most of the bugs, but at any rate it's recommended to read a walkthrough first to get an idea of what must be done to avoid potential bugs. For the record, certain website's such as this one, offer some spoiler free sections describing how to deal with such bugs.

You can be sure this ain't the last we've seen from Lara.

With Tomb Raider Underworld, Crystal Dynamics has brought closure to the Legend story arc and has also succeeded at delivering another memorable outing for the series. Their experiment in tweaking the Tomb Raider formula was a bold move, and though I wish they bring back the boss fights for the next installment, they proved that they are more than capable of shaking up the series. For Tomb Raider fans this is a must-play title, while action adventure fans will be rewarded with a thrilling experience.

Category: Games
Posted by SYdoggXxX, 4:00pm
20 Comments | Post a Comment

(Disclaimer: This review is long... very long.)

An incredible story along with amazing characters make Grand Theft Auto IV an unforgettable experience.

The search for the American Dream.

What is the American Dream? For everyone intent on realizing it, it represents the maximum expression of freedom and living life to the fullest; it represents everything that their life hasn't been so far. For those who have achieved it though, the picture isn't quite as rosy. With a few exceptions, it usually represents a broken dream, a painful realization that there's no magic formula to achieve instant success in life. And for others the dream becomes a nightmare, pushing their lives into a downward spiral that ends up destroying them. That's the case for Niko Bellic, the main protagonist of Rockstar's magnum opus, Grand Theft Auto IV, for whom the American dream was supposed to bring closure and redemption to a life torn by war and betrayal, but instead brought even more conflict and personal struggle. In Grand Theft Auto IV, Rockstar has crafted an incredibly engrossing and memorable story along with a wonderful cast of characters that ensure this isn't just a "game", but an experience that redefines the frontiers gaming can reach.

The American dream lies ahead.

From the very beginning you will notice the different direction the series has taken regarding the story and its overall feel. A much darker and serious tone prevails as well as a greater emphasis on realism. The story begins with Niko Bellic, a former member of the soviet army who has been making a living via questionable methods, arriving on Liberty City (a caricature of modern New York) as an illegal immigrant, received by his overenthusiastic (and drunk) cousin, Roman Bellic. Niko is fairly excited about the new life that awaits him, one that Roman has portrayed in letters written to Niko as a life full of opportunities, money, mansions, fast cars, etc. The moment they set foot in Roman's apartment though, all those ideas fall apart as Niko discovers Roman not only lives in a crappy apartment but is submerged in debts as well as clashes with some of the local mobs. Roman tries to give the situation a positive spin by claiming that "things will get better eventually" but Niko ain't buying it. For Niko it becomes clear that things won't be different in the land of opportunity and that he will have to make up his own opportunities by any means possible.

However, a better life wasn't Niko's true motivation behind arriving on Liberty City. The search for two men, two old army buddies who fled out of the old country, is of greater importance to Niko. The reason? One of them betrayed Niko and his friends, setting them up for an ambush that cost the lives of virtually all of Niko's childhood friends. Niko was never the same since that day, losing pretty much any virtues he had, choosing instead to follow a life of crime working mostly as a gun for hire. Niko is hellbent on gaining revenge on whoever the traitor was, something that has become an obsession for him. However, despite revenge being his main motivation in life, Niko still shows hints of compassion and humanity, and hopes that gaining closure on the darkest chapter of his life will allow him to find himself as a person once again.

Hellfire rains from the sky in Liberty City.

From here on, revenge, greed, betrayal, and tragedy are the name of the game. There are twists and turns at every corner, some of them so shocking that I for one had to take a break from advancing in the story to soak it all in. I honestly felt Niko's emotions and related with him in ways I had rarely related to any game character in the past. Part of this has to do with the way the game allows you to influence the story directly. At several points in the game you will be presented with the choice of killing certain characters or letting them live, or in different cases, choose who to kill between two characters. While most of these choices don't alter the main picture in meaningful ways (aside from maybe some side missions appearing further in the game), they present a great way to immerse you deeper into the story. Towards the end however, one particular choice does have major significance, effectively deciding which of two endings you will get. It's a truly gut-wrenching moment that had my head spinning for quite some time thinking about the possible ramifications of my decision. It's just another example of how immersive the story is.

We're winners man, f'n winners!

As great as the story can be it'd be nothing if it wasn't supported by a strong cast of characters, and in Grand Theft Auto IV you'll meet the most humane and memorable characters presented in the series so far. Niko and Roman are polar opposites, one a fearless gunman, the other a coward pushover, yet they compliment each other perfectly. Brucie, a steroid junkie who's obsessed with his physique as well as being a "winner", brings plenty of humor to the fold. The McReary brothers are always seconds away from blowing each other to pieces, all while her innocent sister Kate (probably the only honest person in the game) stares in horror. Mob bosses like Ray Boccino and Phil Bell offer a glimpse of what paranoia and a thirst to climb the corporate crime ladder can do to a man. Every single character in the game is captivating in their own way, presenting a tainted life that remains compelling for different reasons.

Good times lie just around the corner.

Yet the biggest character is Liberty City itself. The city feels alive and is brimming with detail. Every borough tells a different story, be it stories of crime or rampant corruption. You can tell that this is a place that has been alive long before you arrived. Pedestrian behavior has never been done better. You will see people going on about their lives, taking a smoke outside while complaining about the laws that force them to do so, having conversations on their cell phones, buying from the different street vendors, visiting the local restaurants or entertainment venues, etc. At other times you will see random crime take place on the streets only for the cops to give chase to any misfits and call for a patrol car once they catch the criminal. Bumping into pedestrians will likely spark some crazy comments or maybe a more violent reaction. Even the weather changes will affect their behavior (a newspaper can be used as an improvised umbrella). And should anyone witness you commit a crime, there's always a chance they'll pull out their phones and call for the police. Plain and simple, Liberty City is the closest thing we've seen to a living breathing world.

It's all too real...

But what about the game itself? Well, just like the story it has taken a different direction from previous games. The gameplay is much more realistic this time around, with virtually every gameplay element somewhat tied to the story itself. What this means is that some of the more wacky stuff characteristic of the series so far has been either toned down or removed altogether. Side activities like the Vigilante missions are now accessed via a computer installed on police cars, where you can select from any recently reported crime or give chase to any of the criminals listed in the most wanted list. Taxi missions are available only through Roman's taxi company and you have to give him a call to set them up first. The ambulance and firetruck missions are a thing of the past. The same goes for the off-road vehicle missions or the flight and racing schools. Street races are still available, but they have to be set up by your buddy Brucie. The hidden packages have been revamped into a search for diseased pigeons, (something that I wasn't sold on first due to my love for animals, but eventually liked since it allowed me to explore places I'd never had visited otherwise). Basically, any element that couldn't be smoothly blended into the main story has been eliminated and those that remained find a logical explanation within the gameworld.

The new cover system is a very welcome addition.

There's still plenty to do in Liberty City. Aside from races and pigeon hunting, there are unique stunt jumps scattered through the city. Brucie, and later another contact named Stevie, will require that you collect several exotic cars for them. If you're bored you can always stop by your apartment and enjoy the TV shows or better yet, stop by a cybercafe and navigate the in-game Internet (two of the game's most unique and entertaining additions). The Internet will allow you to gain additional insight into Liberty City as well as provide you with hours of humor through random blogs or news sites that will constantly be updated as you advance through the story. There's also a dating website that allows you to hook up with some of the women of Liberty City.

Niko, it's your cousin!

Socializing is an optional but very fulfilling feature the game offers. Aside from the women you can meet online, some of the characters in the main story will become personal friends of Niko. There are plenty of activities you can do whether you're on a date with the girls or just hanging out with the boys. You can visit the bowling alley, play pool at the Jamaican bar, or play some darts at the Irish pub. There are two clubs dedicated to comedy/entertainment shows, one featuring real life comedians Kat Williams and Ricky Gervais, the other a Russian cabaret club that features magicians, singers, and jugglers. There's a wide selection of restaurants through the city but whether your date/friend enjoys it depends on their personality. And if none of that's up your alley you can just hit a bar and get drunk, something that sets up a funny drive back home.

While you're driving with your date/friend to the selected destination you'll get to experience several conversations that take place between Niko and whoever he's with. Here you will get even more insight into the life and tribulations of these characters. It's not uncommon for a tough guy like Packie to let go off his guard and reveal how he's not happy with life. Packie's sister Kate will tell you about how hard it has been to remain sane while living with a bunch of criminals. Niko and Roman's exchanges see them discuss their childhood or talk about how much they care for each other. Who'd ever thought a GTA game would have two guys talking openly about their feelings?

In situations like this, you'd wish parachutes were still available.

There's an added benefit to the socializing aspect. Once your friends like you enough (after a few successful dates), they will give you certain benefits that you can cash in on at any time. For example, Roman will offer a free taxi while Little Jacob (a Jamaican underground guns dealer who can't go two seconds without smoking some weed) will sell you weapons at a discount price through his mobile gun shop (aka, his crappy car). As for the benefits you get from your girlfriends, they can literally turn into lifesavers.

You'll stay in contact with your friends via your brand new cell phone. While Vice City and San Andreas had cell phones, they could only be used passively. In GTA IV the cell phone is a vital component, allowing you to call any character in your phone book at any given time as well as receive their calls or text messages (there are other uses for it that I will discuss later). A great deal of the story will advance through phone conversations and most of the missions will be either delivered through the phone or at least an initial meeting will be setup through a phone call.

The dirty work of a hitman

Speaking of the main story missions, they have been greatly affected by the emphasis on realism. Missions never reach the ridiculously crazy heights they did in San Andreas (like breaking into a military base to steal a Hydra or stealing a jet pack from an Area 51-esque secret base), instead focusing on the conventional jobs a hitman would be asked to perform. Save for a few exceptions, most missions involve ambushing someone and taking them out, or chasing them around the city to take them out. The game is smart though, slowly introducing new elements in each mission to always give them a different feel and keep them from getting stale. But what really makes every mission memorable is the fact that they are bookended by more interaction with the game's great characters, via excellent cutscenes or additional phone conversations.

Niko's gotta make a living somehow.

However, several missions do cross into epic territory. Most of them involve heavy shootouts against overwhelming opposition, such as one where you must rescue a kidnapped friend or an assault on a museum that's host to an illegal diamond exchange. One of the most memorable for me (particularly due to the setting) was an ambush on a 5 star hotel that started out sneaking in quietly only to finish guns a'blazing at the penthouse's rooftop. Towards the middle of the game, Niko will help the McReary brothers perform a bank heist and needless to say, a smooth quick exit from the crime scene isn't an option. What follows instead is a shootout of epic proportions that sees Niko and the McReary's fight dozens and dozens of cops across the streets of Liberty City, then through the subway, and finally try to lose the heat on your way home with the cops on your tail. The final two missions of the game are also full of memorable moments, though I'll spare you the details for those since that would give away too many spoilers.

It's the little things that count

As you go through the missions you'll start noticing several subtle changes to the gameplay mechanics. Car handling is much more realistic and it can be tricky to get accustomed to it at first (especially when driving station wagons), but once you get the hang of it, it's non-issue. From the moment you get on a vehicle you can tell how different it feels from others and how appropriate the handling feels. Exotic cars convey a great sense of speed (which makes them preferable for missions that involve too much chasing), while cheap sedans feel as such. Driving around the city in a garbage truck is an experience of its own, but you'd never want to try and outrun the cops in one (though that's quite an amusing sight). Bike handling is probably the hardest one to accustom not to mention that bikes are the most dangerous form of transportation in Liberty City since a big wipe out from your bike can hurt you severely (it might even kill you depending on how low on health you are).

A fancy hotel is a suitable location for bloodshed to take place.

Crashes and vehicle damage have also been enhanced. Cars no longer follow a generic damage path where they will explode after a certain amount of bumps. Each bump the car takes will damage it where it's supposed to (windshields will break during heavy crashes, bumpers will fall if they are badly beaten, headlights will stop working if you hit them too hard) and the car's performance will only be affected if vital parts such as the engine or tires are damaged. Also, cars will no longer explode if you simply flip them over; a car will only explode if it's subjected to heavy fire or it takes part in an extreme collision (provided the car was already damaged enough).

Armed combat has also been greatly improved. The available arsenal hasn't changed much from previous games. An array of pistols, SMGs, shotguns, rifles, explosives, and rocket launchers are available at the gun shops (though some weapons won't be for sale right from the start) or scattered in hidden places through the city. There are no useless weapons in the game (save for melee weapons maybe) and you'll find that every weapon can fit certain situations better than others. What radically changes the gunplay is the new cover system. Virtually every object in the city can be used for cover at the simple press of a button. Once in cover you can either fire blindly in full cover or carefully creep out a little to aim your shots. Taking proper cover is vital in some of the latter missions where you will face overwhelming opposition. It may be possible to go through the game without ever taking cover, but you'd be making things harder on yourself, not to mention missing out on a great new feature.

(Continued here)

Category: Games
Posted by SYdoggXxX, 3:57pm
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