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GS News - Microsoft says ‘Xbone‘ will stick

Written By Kom Limpulnam on Jumat, 04 Oktober 2013 | 13.15

I don't plan on buying either console (yet), I've got plenty of games that I haven't played yet on PS3, 360, and my main gaming beau, my PC. I'm always showing up fashionably late to the next gen eras anyway. Come to think of it I'd still like to play Red Dead Redemption, Dishonored, and The Last of us just to name a few. 

As far as the Xbone name sticking, I believe it will last the length of the systems life, or will most likely just resort to being referred to as just simply Xbox. I'm still leery about Microsoft (for reasons other than just the Xbox One.) So I'm just going to sit back and watch the fun/chaos.

Glad to see the microtransactions being disabled for GTA V online, but it's never been stated whether or not this is a temporary change or permanent. Either way GTA V's single player mode will or should be given a free pass on it's online fiasco considering how great the game is. Rockstar games always deliver.


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A Tribute to Tom Clancy

I have so many things to say to this extraordinary person, but I believe I just made the right, compressed statement to GS News yesterday, so I comment it down below:

Tom Clancy. What a wonderful fellow. I do read almost all of his novels and books on modern warfare, watched the movie versions of those, played his games, and he has made me a Military Science Enthusiast and Historian. I owe him a lot since high school, he opened the Military Strategist and Tactician in me. He is a legend.

Tom Clancy is one of finest people in the world I look upon as inspiration, Eric Durschmied the other when limiting the topic into Military Science.

Thank you for being an inspiration to me and to other military science enthusiast and RTS-Military Action fans around the world. RIP Tom Clancy. I will never ever forget you. Thank you.


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Alien Rage Review

Written By Kom Limpulnam on Kamis, 03 Oktober 2013 | 13.15

Alien Rage is a mercilessly brutal game filled with fast-paced action and constant death. A non-player character sums it up perfectly when he advises the protagonist to "either own or be owned." If you are looking for a challenge, then Alien Rage will satisfy you briefly. But after the adrenaline rush subsides, there is little incentive to push forward.

Alien Rage's Steam Store page advertises it as "a truly intense, old-school styled shooter game," but that is not exactly the case. While it is certainly intense and mercifully free of quick-time events, it is more of a run-of-the-mill modern shooter. For example, the levels are linear battles through an asteroid mining facility and alien mothership; there is a checkpoint save system; you can carry only two weapons at a time (in addition to a pistol that never runs out of ammo); health regenerates; there are sequences where you have to mow down multitudes of aliens with a stationary minigun; and strategic use of cover and precision aiming through gun sights are often essential for victory. If you have played a first-person shooter made in the last 10 years, then you have already experienced most of what Alien Rage has to offer.

The main thing that differentiates Alien Rage from the next "one man must obliterate an enemy army single-handedly" FPS is its difficulty. The level of challenge provides fleeting moments of pure adrenaline, and though Alien Rage is often extremely taxing, it feels fair. For example, the checkpoint save system is generous, and enemies aren't crack shots who can shrug off a barrage of bullets. However, they can lob grenades just like you and always have plenty of buddies teleporting into the fray.

A typical minute in this fast-paced game involves sprinting behind cover to get out of range of an enemy minigun, using your weapon's sights to remove an overgrown Jawa's head, and bashing another alien to death before a grenade explodes in your face. Alien Rage has the uncanny ability to bring you to the verge of quitting before you complete a section or conquer a boss. There is a fleeting sense of accomplishment, or at least relief, that accompanies such victories.

The other thing that differentiates Alien Rage from countless other sci-fi shooters is its score system. Besides giving you bragging rights, your score unlocks perks that grant bonuses to gameplay elements such as your maximum health or the damage of certain weapons. You can change your perks on the fly. So if you wander into a room full of exploding barrels, you can exchange one of your three active perks for resistance to explosive damage. Your score is based on many factors, but getting kill streaks sends it into the stratosphere. Kill streaks are earned by racking up at least five kills of the same type in a row. Constantly crushing alien skulls earns you a high score, but you get even more points by executing a variety of kill streaks in the same level. Thus, you have an incentive to diversify your tactics.

For example, you get streaks for killing aliens with the pistol, explosions, headshots, and your weapons' secondary fire mode (secondary fire ammo is a limited resource shared between all weapons and replenished by power-ups). You can get multiple kill streaks at the same time by shooting five aliens in the head with your pistol's secondary fire mode (which counts for pistol, secondary fire, and headshot streaks). You can always replay a level to try to increase your score, which is the only incentive to do so, unless you want to find all the audio logs that explain why humans and aliens couldn't share the universe's most efficient source of fuel.

Usually, multiplayer modes give you a reason to continue playing an FPS, but Alien Rage doesn't offer much in that regard. Multiplayer is limited to deathmatch and team deathmatch modes and has only a few maps and a handful of servers. For what it's worth, the action is fast-paced, and the maps are well designed for a balanced multiplayer experience. Alas, that doesn't make up for the dearth of content and the lack of people to play with.

The main problem with Alien Rage is how generic it is. You've seen these weapons before, and you've shot these enemies before. You fight a lot of aliens with cloaking capabilities, minigun-toting aliens in heavy armor, aliens that explode on death, spider bots, and turrets. Additionally, most missions are forgettable, linear forays through the repetitive asteroid mining facility and alien mothership. The only notable exception is the mission where you don a mech suit and crush aliens under your feet.

The boss fights, which generally take place within an enclosed arena, are as uninteresting as most missions. It doesn't help that the bosses generally look like giant humanoid aliens wearing more armor than a heavy tank. Unless you remember them for the frustrating hour-long struggle you went through to defeat them, you'll probably have forgotten most of these bosses shortly after the next level begins. You'll have no problem figuring out how to kill a given boss, but the execution can be extremely difficult. For instance, one of the hardest bosses, the robot at the end of the mech stage, can kill you in two hits, and you have little room to maneuver when trying to dodge his attacks.

Ultimately, Alien Rage is a hard game to recommend. In spite of its sense of speed and unrelenting challenge, its monotonous level design and lackluster atmosphere grow tiring, and few people are taking advantage of the barebones multiplayer modes. Admittedly, it provides quite a rush at times, and beating it on hard or brutal feels like a major accomplishment. Yet, such feelings are fleeting. You'll be as quick to forget Alien rage as a UFO abductee is quick to forget details of extraterrestrial probing.


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Community News Update: Wednesday 10/2

GameSpot Staff Desk Tours

The GameSpot staff desk tours are back! This week, we are featuring one of our bosses, Ben Howard. He is the Vice President of Content and has worked for CBS Interactive for over 7 years. Ben has one of the raddest offices on our floor and keeps adding items to his collection on a weekly basis.

Team Social Content Spotlight

Batman: Arkham Orgins is out in less than a month and we have a 22-minute gameplay video with developer commentary. The theme of this game is very different and it will show the world as Batman sees it. I'm personally really excited for this game because the world is twice as big as the Arkham City. In the other 2 Batman games, I spend most my time exploring and solving Riddler puzzles. Do you do the same or just keep a playing the story line? Watch Now.

After weeks of debate and thousands of votes, we finally have the winner of the Greatest Game Series of the Decade! Check out who won: Watch Now.

Team Solo Mid fought a good fight, but did not make it to semi-finals at the League of Legends. On this week's episode of GameCrib, watch as the team talks about new beginnings and what the future has in store for them. After TSM lost, I was rooting for Fanatic. Who is your favorite team who made it to semi-finals? Watch Now.

Contest Winners

The winner of our Facebook Injustice giveaway is…… Sahara Akiri!

Please reply to us on Facebook ASAP. We want to send out your fightstick!

Puppeteer Giveaway

This week, we are giving away 5 copies of Puppeteer on the PS3 with sweet art books. Plus, 3 additional winners will get one of a kind collectibles inspired by the game thanks to SCEE! To enter follow the directions below. Be sure to "Like" us on Facebook for more contests and gaming updates.

Good luck!

→ More coverage of COMMUNITY on GameSpot.com


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Armored Core: Verdict Day Review

Dodging an incoming barrage of rockets and letting loose a blast from your shoulder-mounted minigun feels so much cooler when you're strapped inside a giant robot suit. The thunderous clash of mech-on-mech combat is fast-paced and brutal in Armored Core: Verdict Day, a stand-alone expansion that builds slightly on its predecessor's progress while suffering from many of the same weaknesses. For those with the patience, there's a deep level of satisfaction that comes from kitting out your battling bot suit into a walking death machine and sending your foes to the scrap heap. Getting there is a painstaking process, however, because the latest entry in this long-running hardcore mech warfare series remains as impenetrable as ever for newcomers.

Verdict Day's ongoing multiplayer-centric global war lets you form a small mech squad and join in on the killing for one of three opposing factions battling it out for control of territory across the grim postapocalyptic landscape. There's a decent-size online player community so far, so it's not hard to cobble together a big enough squad to dive into the short, punchy missions for your faction of choice. Your team's successes and failures in combat operations do influence the bigger picture in this online showdown, but it rarely feels like you're making any significant contribution to the slow-burning war's overall progress beyond the thrill of kicking metal heads in.

The lengthy solo campaign remedies this somewhat by giving you more tangible challenges to tackle and work your way through, though it has its own quirks. Many of these missions are streamlined engagements that boil down to destroying all enemies on the battlefield. Multiplayer missions do cycle more frequently, adding objectives such as damaging infrastructure, capturing points, and defending resources to the mix, though even those get repetitive.

In both modes, occasional set-piece boss battles liven things up further, and the action remains intense across the board from mission to mission. But when paired with the constant gloom of the dull gray and brown scenery, Verdict Day's repetitive nature and lack of mission variety wear on you over time. Don't expect much from the story itself either. While cutscenes are worth sitting through to see all the awesome mechs thrashing around in a more cinematic perspective that shows off their gunmetal glory, poor voice acting, flat characters, and an obtuse plot offer little incentive to pay closer attention. Basically, the order of the day is less talk, more giant robo pew-pew.

Regardless of what modes you're playing, the real reward for your hard work and for pushing through the occasional drudgery that sets in comes in the form of cash and gear for upgrading your mech. This is where Verdict Day sinks its hooks in. The exhaustive range of possibilities for swapping out parts and fine-tuning these killing machines is alluring. From quad-legs and tank treads to gun arms and shoulder-mounted rockets, there's a ton of sweetness to tinker with in this regard. Every body part can be swapped out for something new. On one end of the spectrum, you can design a fast, zippy machine to zoom around the map in. Or you can change tactics and whip up a hulking behemoth that hammers through foes with heavy artillery as it chugs through the combat zone. There's plenty of tactical wiggle room to tinker with everything in between too, and the cool visual changes that come with each upgrade are just as impactful as the stat perks and destruction they deliver.

For the uninitiated, navigating the game's complex and ill-designed system of menus is a patience-sapping headache. The option for previous Armored Core V players to upload their mech data is great, but the fact that the game forces all players to muddle through numerous irritating registration screens the first time you play regardless of whether you plan to do so is a real hassle. It takes a while to stumble through before you're dumped into the world menu, where the dizzying array of submenus is a confusing pain to navigate.

This continues onto the battlefield too. While mechs are surprisingly simple once you get a handle on them, the nuances of piloting them aren't fully explained in the limp tutorial stages without digging deeper into the game's virtual manual, which is in turn buried in another unintuitive menu selection. The combat user interface vomits a lot of data onscreen too, muddying up your view of what's going on when you're in the thick of things. A more streamlined interface both inside and outside of battle would go a long way toward making the game a lot more accessible and enjoyable.

Verdict Day's tough-love nature also makes it a rough entry point for new players. Beyond the first few story missions, the difficulty ramps up quickly, and that's well before you unlock the exceptionally challenging hardcore mode after beating the main campaign. Here, series vets who feel like further punishing their mechs can test their skills by revisiting the campaign with tough foes and special combat conditions, but it's a grueling gauntlet best reserved for the most elite pilots. Fortunately, the ability to hire lone-wolf players as mercenaries in campaign or multiplayer matches does provide a little balance and helps during the off hours when your dedicated teammates aren't online--assuming you don't mind sharing a cut of each mission's spoils. Unlocking UNACs, which are AI-driven support mechs that you can program with different combat behaviors, is a particularly handy addition. Accessed once you dig into a chunk of the story missions, these battle bots are a necessity for easing the strain of the toughest encounters.

If you've delved into the Armored Core franchise before, it's easier to overlook some of the residual rough spots that linger throughout Verdict Day's design. New additions, like the UNACs, make the game's multiplayer war easier to stick with when you can't assemble a human crew, and the solo campaign is a decent offering despite its flaws. The mechs are the highlight here, but it's a real disappointment that ugly stages, an unintuitive interface, and repetitive missions mar a big portion of the fun that comes with tweaking these rad machines and sending them into battle.


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Mighty No. 9 coming to Xbox One, PS4, 3DS, PS Vita

Written By Kom Limpulnam on Rabu, 02 Oktober 2013 | 13.15

[UPDATE] The Kickstarter campaign for Mighty No. 9 has closed, drawing a total of $3,845,048 from 67,222 backers.

The original story is below

With just two hours remaining, the Kickstarter campaign for Mega Man creator Keiji Inafune's Mighty No. 9 has surpassed $3.5 million, meaning the game will be released on Xbox One, PlayStation 4, 3DS, and PlayStation Vita. The funding milestone was achieved earlier today.

At press time, funding for Mighty No. 9 stands at $3,629,125 from 63,513 backers. The campaign closes at 8:19 p.m. EDT this evening. The game is expected to be released in April 2015.

With more than $3.5 million raised, the Kickstarter campaign for Mighty No. 9 is the third largest in the platform's history for a gaming project.

Inafune announced and launched the Kickstarter campaign for Mighty No. 9 during PAX Prime last month. It reached its initial $900,000 target in under two days.

For more, check out GameSpot's interview with Inafune about the Kickstarter project and his thoughts on the Japanese gaming industry, among other topics.


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Now Playing - Battlefield 4 Beta Highlights

I've been playing BF4 beta for a couple of hours and I can say that I am not impressed,

I am not dissapointed, but I was expecting more. 

I few things I noticed:

1: I did not notice the LEVOLUTION, 

I tried shooting buildings and pillars, I did not see much difference from BF3.

2:They changed the buttons in melee, spotting, crouching and I could not change them back (PS3)

They put a button for BATTLEFEED!!!!!!!!! (Select).... Who cares?? Wait till you're dead and then check battlefeed...

3: There were 24 players (12 each team) and the map felt sooooo empty, it's a very big map...

This can only be solved with a 64 palyer map.


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Shadow Warrior Review

If you like a good male genitalia joke, Shadow Warrior won't leave you hard up. After all, the main character's name is Lo Wang; it would be criminal if the game didn't make a few obvious gags.

Not that the contents of a man's underpants are the only subject Shadow Warrior touches on for humorous effect. Farts ("Silent but deadly, indeed"), hipsters ("You should move to Portland and start a band"), and plenty of other topics provide humorous fodder, and goofy fortune cookies you find scattered about the game's spacious levels also get in on the act. "You don't need a parachute to skydive. You need a parachute to skydive twice." Thank you, fortune cookie, for the sage advice.

Shadow Warrior's juvenile humor is in keeping with its forebear. This first-person shooter is a remake-slash-reimagining of a 1997 game that took many of its cues from Duke Nukem 3D, and while most of the remake's jokes are new, the puerile spirit remains. The script tosses in some casual racial humor and a number of cringe-worthy Asian characterizations, but unlike Duke's return in Duke Nukem Forever, Lo Wang's reappearance isn't a sad and outdated one. Shadow Warrior wears its dumb jokes lightly, peppering the high-octane action with immature quips but tackling the demonic soap opera of a story with straight-faced sincerity.

The juxtaposition of the silly and the serious can be jarring, leaving you to wonder if Shadow Warrior's dramatic and beautiful still-image scenes are appearing in the right game, but the dual-attitude narrative matches the game's overall tone. Many environments are lush and gorgeous if occasionally cliche. (Wang himself points out the triteness of signaling "Asian" with blossoming cherry trees.) Expected or not, the golden sunrays filtered through crowded bamboo stalks, and the resulting play of shadow and light on the murky water below, are stunning sights, and that serenity is a striking foil to the exuberant fantasy violence that pours from Shadow Warrior's thumping heart.

As expected for a game that was spawned from a late-'90s shooter, Shadow Warrior's action is unrelenting. When the soundtrack kicks into high gear, you know a mob of demons is on the prowl, and the only way to escape death is to mow the mob down with your large array of punchy weapons. You start with a simple revolver, which proves adequate enough when you're dealing with some low-rent grunts, but when the battle arenas get messy, you'll be glad of your impossibly gigantic arsenal. The crossbow is a particular delight, given how it pierces shields and exposes the multi-horned freaks hiding behind them. The shotgun, too, is a stalwart companion thanks to the ease with which it dispatches multiple skeletons in a single shot.

Throw in a handy sword, plenty of shurikens, a rocket launcher, laser-spewing demon heads, and more, and you've got a recipe for viscera stew. This variety doesn't exist for variety's sake, however: different enemies move at different speeds, exhibit different behaviors, and are vulnerable to different weapons. And so you sprint and strafe around, switching between firearms when the situation calls for it, or perhaps because you ran out of ammo. On medium difficulty, battles aren't terribly stressful, but they find that magical sweet spot where you feel as if you overcame the odds without ever encountering the frustration that arises when too many enemies are shoved into too small a space. In fact, levels give you plenty of breathing room, so you're rarely backed into a corner, literally or figuratively.

Shadow Warrior's diversity of enemies, weapons, and scenery keep its old-fashioned, bunny-hopping, guns-blazing approach fresh. Nonetheless, a few idiosyncrasies may wear you down. Like many old shooters, Shadow Warrior does not always provide a clear direction, though it thankfully marks doors that lead to your objective with a golden glow. A level's openness often leads to aimlessness as you retread old ground trying to make your way back to a security office. Boss fights can be another drag, though not because the bosses don't make for a fearsome presence. An armored winged demon, for instance, looks as though it has leapt right out of the pages of the Book of Revelation, ready to pass judgment on you for your many penis jokes. Unfortunately, each boss is defeated in more or less the same straightforward manner, turning these lengthy battles into limp slogs.

The good news is that repetitive boss fights don't exemplify Shadow Warrior's long and vibrant campaign. Instead of taking the usual tactic of creating variety with set piece showdowns and vehicular detours, the game lets its level design, entertaining guns, and AI speak for themselves. There is, however, a notable nod to modern games by way of a robust upgrade system that allows you to improve your weapons, gain special powers, and provide passive bonuses. So you aren't just frying foes with flames and blasting them with bullets; you're also knocking them down with shock waves and sprinting away so you can use your healing abilities for a quick health boost.

The unusual control scheme for your powers, which involves double-tapping movement keys before pressing a mouse button, might have you firing off your weapon's secondary function by mistake instead of pulling up your magical shield. But the associated rhythm will come to you soon enough, leaving you to look forward to the next upgrade, the next weapon, and the next power. Shadow Warrior has a great sense of long-term momentum. The early hours, which seem exciting enough, are altogether tame once you reach a late-game sequence that has you fending off a veritable family reunion of demons in ruthless moods.

If you're going to remake a game known for its tacky humor, this is the way to do it. The crassness is here, but it's merely seasoning in a colorful old-school first-person shooter that allows excitement to build organically from the way its systems interact. If you saw Duke Nukem's 2011 appearance as a personal slight, you'll be glad to know that Lo Wang still stands tall and proud.


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Etrian Odyssey Untold: The Millennium Girl Review

Written By Kom Limpulnam on Selasa, 01 Oktober 2013 | 13.15

Etrian Odyssey Untold: The Millennium Girl may be a remake, but it also exemplifies just how far Atlus' dungeon-crawling role-playing series has come in just six years. The higher production values and the added difficulty setting in last spring's Etrian Odyssey IV made that game a notable entry point for newcomers while also preserving the challenge that fans expect from the series. With Etrian Odyssey Untold: The Millennium Girl, Atlus incorporates these improvements and includes an absorbing story that rises above its clichéd roots.

If you've relied on this series to satisfy that action-focused dungeon-crawling itch, however, you don't have to worry about a pervasive narrative getting in the way. That's because Etrian Odyssey Untold: The Millennium Girl also has a classic mode that is essentially the first game with numerous enhancements. The fonts in the user interface are more readable, moving through labyrinths feels more fluid, and foes are well-animated 3D models.

If the lack of a story was what turned you off of other Etrian Odyssey games, you can now look forward to a wholly engaging narrative. That in itself is an achievement, especially considering this is yet another Japanese role-playing game featuring an amnesiac. However formulaic the story is, at least this girl, who goes by the name of Frederica, didn't pass out after her village burned down, nor was she found lying on a beach. She has instead awakened from cryogenic sleep during one of your dungeon-exploration missions. The juxtaposition of the game's fantastical backdrop and its futuristic technology that sustains Frederica lends intrigue to the tale as your party of adventurers tries to figure out who she is.

This premade party is the other feature that sets the story mode apart from the classic mode. Classic preserves the deep guild-based customization by letting you craft a roster of adventurers who are training under a variety of class-based specialties. As a minor improvement over the original game, classes like ronin and hexer are available immediately.

Whichever mode you decide to go with, there's great comfort in knowing that much of your success in battle relies on your grasp of familiar combat fundamentals. That includes learning how to best arrange party members in the forward and rear positions as well as knowing when to pummel a single enemy with attacks or spread the pain around. There's also the familiar trial and error of figuring out a creature's element affinity and using the right counter spell to cause the most damage. Improving your elemental powers and other skills is the crux of the game's upgrade and customization system. Impressively, The Millenium Girl can accommodate characters whose abilities are upgraded evenly as well as characters who focus on upgrading a single skill until it is mastered. For experienced Etrian Odyssey fans looking for a new twist to character customization, skill-enhancing items called Grimoire Stones let you forgo class upgrade limitations in favor of creating hybrid classes.

You have to be at your best at all times because Etrian Odyssey Untold: The Millennium Girl is as demanding as any game in the series, consistently challenging even though not one encounter feels overwhelming. The game adeptly rations out its moments of gratification well enough to hold your attention all the way to the end of your playthrough. Helpfully, the New Game Plus serves its purpose by being a slightly easier experience. It especially rewards those who try the story mode first and then transfer that save to classic, which then unlocks two additional classes and various attributes from the first playthrough.

The Millennium Girl is a lengthy game, even if you play in classic mode. This is rooted in how the labyrinths work, since each map and level demands repeat visits. There are locked doors and powerful enemies early on, but both can and should be dealt with after you make significant progress in other areas of the game. Time and again the game invites you to navigate familiar paths, but the vibrant color palette and the pleasing environmental art direction make these dungeon revisits more than tolerable.

Adding to this extended play time is the emphasis on cartography, which has been a mainstay of the series since the first game. Using the stylus on the lower half of the 3DS emphasizes how much Etrian Odyssey has always been designed as a DS/3DS experience. Starting each maze floor as a blank grid conjures memories of mapmaking in classic RPGs like Wizardry. There is an obsessive-compulsive sense of satisfaction in mapping paths as if no one in the gameworld has ever visited these areas before. If you're the type who has to color in every map before heading to the boss fight, this game provides its fair share of alternate routes and dead ends to discover. The UI provides a wealth of markers to denote important areas, hostilities, and places worth reinvestigating. It can be gratifying to know the lay of the land, especially when the map was crafted by your own hand and stylus.

Etrian Odyssey Untold: The Millennium Girl can be considered an enhanced port, but it is certainly not a low-budget one. It's the first game in the series to feature voice acting, and it delivers a range of vocal performances from good to great. If you're a regular consumer of Atlus games, you should recognize a handful of voices from Persona and other Shin Megami Tensei games. For the music, Yuzo Koshiro's curiously retro-sounding compositions from the original game are back. This remake also features a newly synthesized orchestral track, and you can toggle between the two versions in the options menu.

Because it's not a mere port of the original Etrian Odyssey with tacked-on 3D functionality, there is a lot of value in Etrian Odyssey Untold: The Millennium Girl even if you've already put in dozens of hours into the original game. By offering both the classic experience and a new story-driven mode with overlapping content, this RPG is practically a two-in-one package. It's a credit to Atlus that it has managed to produce a remake that is every bit as engrossing as Etrian Odyssey IV, while preserving the positive qualities of the game that started it all.


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House of Horrors - Amnesia: A Machine For Pigs

My 8 and four year old girls still scream like that ............am I implying something? Is this relevant?

No, but I can't figure out why they paired you girls.

For Americans ? Two(possibly attractive Aussies, still unsure on that, some really unique bone structure goin on)

For girl gamers? Wouldn't attractive guys work better?

For reasons beyond my ability to comprehend.? More than likely seeing as how my mental capabilities may be highly overrated.


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