<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-5877976408882367988</id><updated>2026-04-19T21:57:38.935-07:00</updated><category term="Review"/><category term="FPS"/><category term="SXSW"/><category term="Humor"/><category term="RPG"/><category term="Firefall"/><category term="Interview"/><category term="Puzzle"/><category term="WoW"/><category term="Article"/><category term="Beta"/><category term="Contest"/><category term="Event"/><category term="Events"/><category term="Game On"/><category term="Horror"/><category term="Indie"/><category term="Physics"/><category term="Previews"/><category term="Zombies"/><category term="Action/Adventure"/><category term="Arcade"/><category term="Bioware"/><category term="Borderlands"/><category term="Bulletstorm"/><category term="Cataclysm"/><category term="Co-Op"/><category term="Commentary"/><category term="Consoles"/><category term="Darksiders"/><category term="Dead Space"/><category term="Design"/><category term="Deus Ex"/><category term="Dragon Age"/><category term="Future"/><category term="Grimrock"/><category term="Holidays"/><category term="Kalani Streicher"/><category term="Links"/><category term="Loadout"/><category term="MMO&#39;s"/><category term="Mass Effect"/><category term="Metro2033"/><category term="Minecraft"/><category term="News"/><category term="Old Repulic"/><category term="Portal 2"/><category term="RAGE"/><category term="Retro"/><category term="ScreenBurn"/><category term="Skyrim"/><category term="Star Wars"/><category term="Starhawk"/><category term="Strife"/><category term="The Ball"/><category term="Tribes"/><category term="Valve"/><category term="Welcome"/><title type='text'>Azeroth to Zork</title><subtitle type='html'>Reviews, discussion, and commentary on gaming old and new.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default?start-index=26&amp;max-results=25&amp;redirect=false'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>54</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-405118936416392543</id><published>2018-12-29T19:10:00.003-08:00</published><updated>2018-12-29T19:21:58.594-08:00</updated><title type='text'>Dusk Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Bibliography&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;41&quot; Name=&quot;Plain Table 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;42&quot; Name=&quot;Plain Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;43&quot; Name=&quot;Plain Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;44&quot; Name=&quot;Plain Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;45&quot; Name=&quot;Plain Table 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;40&quot; Name=&quot;Grid Table Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;Grid Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;Grid Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 4&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 5&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 6&quot;/&gt;
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&lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt;
&lt;style&gt;
 /* Style Definitions */
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 mso-para-margin-right:0in;
 mso-para-margin-bottom:8.0pt;
 mso-para-margin-left:0in;
 line-height:107%;
 mso-pagination:widow-orphan;
 font-size:11.0pt;
 font-family:&quot;Calibri&quot;,sans-serif;
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 mso-ascii-theme-font:minor-latin;
 mso-hansi-font-family:Calibri;
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&lt;/style&gt;
&lt;![endif]--&gt;



&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg29v9izaQIl9Khyphenhyphenux-54_D-A55TjSIot0o4C9sU_iB1v3_8F5ykiLqQzzSSouwOAerEoZHszrIr68DVyZsNQpbGN4OFhXjbUihEjaljtN5Vj_SYIgA28aQ4PD0cl8bizuASL-tvMA-U0g/s1600/Title.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;720&quot; data-original-width=&quot;1280&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg29v9izaQIl9Khyphenhyphenux-54_D-A55TjSIot0o4C9sU_iB1v3_8F5ykiLqQzzSSouwOAerEoZHszrIr68DVyZsNQpbGN4OFhXjbUihEjaljtN5Vj_SYIgA28aQ4PD0cl8bizuASL-tvMA-U0g/s400/Title.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;They say
they don’t make them like they used to. But when they do? They make a game like
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dusk&lt;/i&gt;.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Tale from the Crypt&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Dusk&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; is a loving homage to the first
generation of true 3D shooters. Loud, fast, violent, playful and a bit grungy.
Graphics are deliberately low-poly, the particle effects delightfully pixelated.
The tone and aesthetic is that of a gloomy metal album cover. If &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Quake&lt;/i&gt; retired and moved out to the
country this is the grandchild of that line.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL94YVneycSjS1blaUbfkhR6alhRIlHYKs5WPKUbMfIpSIcgYucLnndQxIvBsX-3JHK2oOO4ZG7q9zbkHFYqToVJsHxZZnBFi7bzfeRT8bywGOy_IItcaiH9U9TbiO60zCsuvWSzi2sHs/s1600/Opening.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL94YVneycSjS1blaUbfkhR6alhRIlHYKs5WPKUbMfIpSIcgYucLnndQxIvBsX-3JHK2oOO4ZG7q9zbkHFYqToVJsHxZZnBFi7bzfeRT8bywGOy_IItcaiH9U9TbiO60zCsuvWSzi2sHs/s400/Opening.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Your first lesson: &lt;i&gt;MOVE&lt;/i&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The game gets
right to the point. You are “Dusk Dude” and you wake up on meat hooks in the
kind of basement you find people up on meat hooks in. A guttural voice growls
“Kill the Intruder” and three burly fellows wearing burlap sacks over their
heads come racing out of the dark revving chainsaws. Act fast.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Every
element of the design is deliberately, proudly old-school. You can carry every
weapon simultaneously and none need manual reloading. Movement is blisteringly
fast and mastering the bunny-hop allows for feats of tremendous speed and
agility. Enemies ignore allies in their line of fire and are quick to in-fight.
Every attack can be dodged, health does not regenerate, and falls from any
height do no harm.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2-mJ0uOmvlT7nNwVjaheJ-L9-Yq_aBhlNn-_VoZCnaqx0txOLV2npxtFMsbNFEbJlRJ8F1iGMJBqG6nfsFlTGcDnhquONzA0ugHZHKl3Z3qxujUJ6esWsqx_ByOGCockWg0-lOPPXq18/s1600/Cultist.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2-mJ0uOmvlT7nNwVjaheJ-L9-Yq_aBhlNn-_VoZCnaqx0txOLV2npxtFMsbNFEbJlRJ8F1iGMJBqG6nfsFlTGcDnhquONzA0ugHZHKl3Z3qxujUJ6esWsqx_ByOGCockWg0-lOPPXq18/s400/Cultist.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Creepy Klan-esk cultists are the most common opposition.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Dusk&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; is not afraid to be playful either.
Most objects can be destroyed, for a brief tactical advantage or the sheer joy
of destruction. Ambiguous chunks of meat can be roasted and devoured to restore
health and beer bottles quaffed to improve morale. Crates can be stacked into
make-shift stairs and bars of soap hurled to gibb enemies on contact. Almost
everything can, of course, be flushed down a working toilet.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Spilling Blood&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Combat is
happy to reward speed, precision, and aggression, though it’s certainly
possible to hang back and cheese some encounters if that’s your idea of a good
time. You’re faster than most foes and hit-scan attacks are completely absent.
Weapon switching is speedy and all are tactically useful, giving a strong
incentive to seek out the many secrets and expand your arsenal as soon as
possible.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyZrRYNcd9FCnW8Uh7QAa3PuqeAmSIcpX7a-frKlp3Tng9HThNwAWRHUeidx8ci7Dnel4nJof4ZXCpBq3NjkqIdWeh7Hyh9tGRo9Fp0S9EZEa3jIpxcBWkRPdDWftOaRY9zOaFjUmFy8c/s1600/Meat.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyZrRYNcd9FCnW8Uh7QAa3PuqeAmSIcpX7a-frKlp3Tng9HThNwAWRHUeidx8ci7Dnel4nJof4ZXCpBq3NjkqIdWeh7Hyh9tGRo9Fp0S9EZEa3jIpxcBWkRPdDWftOaRY9zOaFjUmFy8c/s400/Meat.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Ludicrous gibs, like God intended.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Weaponry is
chunky and powerful, immensely satisfying to use. The double-barreled shotgun
sounds and feels appropriately devastating. Most of your selection is workman-like,
but a magic crossbow pierces whole conga-lines of enemies and even kills
through walls. The Riveter rocket launcher can rip through even the meatiest
boss health bar (and its ammo stock) in seconds.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The campaign
is split into three acts, each with a distinctive setting and tone. In true classic
shooter fashion each is a self-contained experience (complete with secret
level) that starts you with an empty arsenal and builds to a climactic boss
fight. While there’s an obvious narrative arc and difficulty curve the acts can
be played in any order.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Passion Play&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Act One has
a strong rural-horror vibe, with its quaint farmhouses and dreary woods. These
places were normal, lived-in, once. Before the force below the town warped the
minds of the inhabitants to murderous devotion and madness. The setting is
reminiscent of Build engine classic &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood&lt;/i&gt;,
with a hint of the distant banjos of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Redneck
Rampage&lt;/i&gt;.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqmIdesV-UQqDDDd3l7Ln5pmdTzH-dvolZ3oT4D0jwmKXYfMsKHCDU7-mGLgJG6aO1_ZGPub_3P0H0JtGekWPqbdNpBwmshfiqpLSBaZaXDvbZIZ06WSLoyM3CSjOQZAnrsIaY_GRTiuw/s1600/Scarecrow.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqmIdesV-UQqDDDd3l7Ln5pmdTzH-dvolZ3oT4D0jwmKXYfMsKHCDU7-mGLgJG6aO1_ZGPub_3P0H0JtGekWPqbdNpBwmshfiqpLSBaZaXDvbZIZ06WSLoyM3CSjOQZAnrsIaY_GRTiuw/s400/Scarecrow.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Bloody scarecrows with glowing red eyes? Perfectly safe. &lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Act Two is
more industrial, militant in tone. The soldiers and scientists here were trying
to understand and harness the power they discovered, not just worship it. The
tone and setting owe much to &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Half-Life&lt;/i&gt;.
Mundane warehouses and loading-yards give way to labs where the fabric of
reality is first teased, then violently torn. Glimpses of a greater weirdness
leer through the rips.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTLSIdIATy9DJbPVSMn5HPkO10S8_wrYeXuz-0wWhR3GKWg0lebP5qAEiDjnfTTG_tbAC1tOangd2x5gtNImHkcboaM0MYrJDDSnoElJwe_-6tGTZjl5KSMFsh-f_NnOVLmyjByp_qti4/s1600/Labs.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTLSIdIATy9DJbPVSMn5HPkO10S8_wrYeXuz-0wWhR3GKWg0lebP5qAEiDjnfTTG_tbAC1tOangd2x5gtNImHkcboaM0MYrJDDSnoElJwe_-6tGTZjl5KSMFsh-f_NnOVLmyjByp_qti4/s400/Labs.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Nice to see the old Black Mesa staff are still getting work.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Act Three is
pure &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Quake&lt;/i&gt;, as you leave behind our
reality for an eldritch fever dream. Impossible cathedrals stand on endless
plains beneath a bloody sky. You tread the frozen surfaces of worlds where the
sun itself has been devoured. Concepts like relative size and gravity become
arbitrary. The journey becomes less physical and more metaphorical. Are these
the memories of the Dusk Dude? The dreams of a sleeping god? And at the end,
the voice of an old friend greets you.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Such Sights to Show You&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;While you
pick through plenty of rusty corridors and run down rooms &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dusk&lt;/i&gt; has a real sense of spectacle, especially once you enter the
less grounded later acts. Many levels have a genuine “Wow!” moment. The sky
splitting open to reveal the scale of the underground space you inhabit. A walk
down an elevated path into an industrial meat grinder of dizzying speed and
ferocity. A crimson tornado the size of a skyscraper bearing down.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQZmMog_5oRwubaEvGey7jyNKzvn4IVIwtAh_i44pFsxsj5uOeRFJ29tyAZTGE5kR-l0nNZZf-NHFlU9f7-5YtkjwTAe6e3QKt90RWw8fEFZRlnTfg0IUCAmZHsNm4e0YVBlRXBQ83I-0/s1600/Reactor.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQZmMog_5oRwubaEvGey7jyNKzvn4IVIwtAh_i44pFsxsj5uOeRFJ29tyAZTGE5kR-l0nNZZf-NHFlU9f7-5YtkjwTAe6e3QKt90RWw8fEFZRlnTfg0IUCAmZHsNm4e0YVBlRXBQ83I-0/s400/Reactor.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Not every in-door space is claustrophobic.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Almost
jarringly, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dusk&lt;/i&gt; is more than happy to
let you treat it as a toy rather than a carefully curated experience. The game
is a speed-runners delight, its only demand that you reach the level exit.
Whether you do that by carefully combing the level for every secret, item, and
enemy or get there in thirty seconds through a cunning combination of bunny
hopping, prop manipulation, and rocket jumping is up to you. Even bosses can be
neatly side-stepped, with bonus achievements for finishing a level without
killing anything. (Or killing everything.)&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Feel the Noise&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Dusk&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; owes its atmosphere to strong environmental
design and sound work. The game is far more action that horror, but there are
effective quieter moments amid the carnage. Moving through gloomy autumnal
woods to skittering dried leaves like claws down your spine. Creeping through
catacombs with a broken flashlight while the gurgling gasps of unseen horrors
fill the darkness. Slower, tenser sections never wear out their welcome, but do
much to pace game-play.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw_BcV7aTFu5WpFZxS5Fz2YZ1EJsOzPzuV8LW-Qf8BJJDp0bFAgKjlDX5Q33XLR_aPvR1ti5VIo4kIZIJPEyjarJomQT6kNxBfhqYnHWPb5uleSwam3ELYDTh2Bw4gBiC6HqSDnRJqTPo/s1600/Atmosphere.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw_BcV7aTFu5WpFZxS5Fz2YZ1EJsOzPzuV8LW-Qf8BJJDp0bFAgKjlDX5Q33XLR_aPvR1ti5VIo4kIZIJPEyjarJomQT6kNxBfhqYnHWPb5uleSwam3ELYDTh2Bw4gBiC6HqSDnRJqTPo/s400/Atmosphere.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;The witching hour&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The music is
just about perfect, plenty of thumping aggressive guitar supporting the grimy
industrial synth and crunchy metal. It’s by Andrew Hulshult, a man making a
well-earned name for himself in classic shooter soundtracks. Give this sample a
listen.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe width=&quot;320&quot; height=&quot;266&quot; class=&quot;YOUTUBE-iframe-video&quot; data-thumbnail-src=&quot;https://i.ytimg.com/vi/-ACi3KGvfFE/0.jpg&quot; src=&quot;https://www.youtube.com/embed/-ACi3KGvfFE?feature=player_embedded&quot; frameborder=&quot;0&quot; allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;While the campaign
is the reason to buy the game, the “Duskworld” multiplayer is a more than
welcome addition. As expected from a game taking its cues from &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Quake, &lt;/i&gt;map control and mastery of
movement are the keys to victory. If you’re not bunny hopping to build speed at
all times you’re doing it wrong. An endless wave based horde mode rounds out
the feature list.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span class=&quot;MsoHyperlink&quot;&gt;&lt;span style=&quot;color: windowtext; font-size: 12.0pt; line-height: 107%; text-decoration: none; text-underline: none;&quot;&gt;Reasons
to Play: Excellent old-school true 3D shooter design. Three episodes of
escalating gameplay challenge and creative mapping. High speed Quake-style death-matching.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span class=&quot;MsoHyperlink&quot;&gt;&lt;span style=&quot;color: windowtext; font-size: 12.0pt; line-height: 107%; text-decoration: none; text-underline: none;&quot;&gt;Reasons
to Pass: Allergy to low polygon counts. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&amp;nbsp;

&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/405118936416392543/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2018/12/dusk-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/405118936416392543'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/405118936416392543'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2018/12/dusk-review.html' title='Dusk Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg29v9izaQIl9Khyphenhyphenux-54_D-A55TjSIot0o4C9sU_iB1v3_8F5ykiLqQzzSSouwOAerEoZHszrIr68DVyZsNQpbGN4OFhXjbUihEjaljtN5Vj_SYIgA28aQ4PD0cl8bizuASL-tvMA-U0g/s72-c/Title.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-3035336463829687245</id><published>2017-04-02T16:12:00.004-07:00</published><updated>2017-04-02T16:28:42.876-07:00</updated><title type='text'>Nefarious Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footer&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;35&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;caption&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of figures&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope return&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;line number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;page number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of authorities&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;macro&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;toa heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;10&quot; QFormat=&quot;true&quot; Name=&quot;Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Closing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Default Paragraph Font&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Bibliography&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;41&quot; Name=&quot;Plain Table 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;42&quot; Name=&quot;Plain Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;43&quot; Name=&quot;Plain Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;44&quot; Name=&quot;Plain Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;45&quot; Name=&quot;Plain Table 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;40&quot; Name=&quot;Grid Table Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;Grid Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;Grid Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;Grid Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 6&quot;/&gt;
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&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFolSzqmx-AcY6qww_1IUJTQXrZAiEt8nSU9qcKVFw5CTgZEmKemDqk0EhZwaUUyQE0F8HwYQntHCQmj8WvaXoU29JszvaL38puDrthk8H1crOEElwos_3lehH1G-ox7xiy2GuWP8fLHY/s1600/NefariousTitle.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;122&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFolSzqmx-AcY6qww_1IUJTQXrZAiEt8nSU9qcKVFw5CTgZEmKemDqk0EhZwaUUyQE0F8HwYQntHCQmj8WvaXoU29JszvaL38puDrthk8H1crOEElwos_3lehH1G-ox7xiy2GuWP8fLHY/s400/NefariousTitle.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Not many
games let you actually play the villain. Not just choose the selfish or cruel
option on a conversation wheel, but step into the boots of the villain of the
story. Any thug can bully the weak. Conquering the world with style and vision
is not so trivial a task. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Nefarious&lt;/i&gt;
is a welcome entry into a lightly populated field, earning a place alongside
such black-hearted classics as &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dungeon
Keeper&lt;/i&gt; and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Overlord.&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Nefarious&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; is an affectionate parody of the classic
hero/villain rivalries of gaming. Playing as Crow, latest in a long line of
bird-themed air pirates, your quest is to travel to each of the lands of your
world, defeat the resident hero, and kidnap the resident princess. Once you
have enough of them to run your royalty powered doomsday device you can finally give the world the conquering it so richly deserves.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgz6a4UIdTMpCeIBUb2E_rzT-le5BUWjIiYvDVgOmove9v9IDmaUWiNnjxLRYpu51rBPr1gQk1ydGgsktODwPdTYpu4i8nMiURz_CUBDnY6zBtoHF_6DweCLpWW7XrbQLzPssbDxKu53yU/s1600/Dwarves.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgz6a4UIdTMpCeIBUb2E_rzT-le5BUWjIiYvDVgOmove9v9IDmaUWiNnjxLRYpu51rBPr1gQk1ydGgsktODwPdTYpu4i8nMiURz_CUBDnY6zBtoHF_6DweCLpWW7XrbQLzPssbDxKu53yU/s400/Dwarves.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Each level has a clear art direction and theme. Tsarist era Russia and dwarves go together well.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Least the
story appear a bit regressive it quickly becomes clear that each princess is a
character in their own right, not just a McGuffin. The narrative has a lot of
fun with the classic trope, giving it due homage without becoming too
predictable or dull. In some cases what Crow insists is a kidnapping looks more
like a rescue. Other princess are formidable enough that Crow looks more like
the one who needs to be saved.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;h3 class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;Villainy Victorious&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;line-height: 107%;&quot;&gt;Nefarious&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;line-height: 107%;&quot;&gt; is also a much needed example of the
Kickstarter model of development done right. This is an era when other high
profile projects like &lt;/span&gt;&lt;i&gt;Mighty No. 9&lt;/i&gt;&lt;span style=&quot;mso-bidi-font-style: italic;&quot;&gt; land with a resounding flop, and John Romero himself can’t get a
project funded.&lt;/span&gt;&lt;span style=&quot;line-height: 107%;&quot;&gt; Despite
just barely hitting their funding goal of a modest 50k the team at Starblade
delivered an excellent final product.&lt;/span&gt;&lt;span style=&quot;mso-bidi-font-style: italic;&quot;&gt; It’s encouraging to see somebody pulling off a success and delivering
what was promised, &lt;/span&gt;&lt;span style=&quot;line-height: 107%;&quot;&gt;avoiding
cardinal sins like bloat, feature creep, and the abyss of forum drama.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiTkJOjWIMwpIdeHrKRWPv60ZMR-dGapLka9jfVSoNjwA9XgqqXmOpAVsUKqIDWFXjWs0DWW2X943avyE2X9J94bmQxl-iRishkQbV7dBdRnn21IUDVechT6Y0qHgF43gXxc4-_b6HO5U/s1600/Sun.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiTkJOjWIMwpIdeHrKRWPv60ZMR-dGapLka9jfVSoNjwA9XgqqXmOpAVsUKqIDWFXjWs0DWW2X943avyE2X9J94bmQxl-iRishkQbV7dBdRnn21IUDVechT6Y0qHgF43gXxc4-_b6HO5U/s400/Sun.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;A good villain bestrides worlds like a Titan, planetarium models or otherwise. &lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Nefarious’&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; core gameplay is classic 2-D side-scrolling
platforming. Crow runs and jumps his way through levels, disposing of enemies
and obstacles with a swing of his oversized mechanical fist. More intriguingly
Crow can launch bouncing grenades from a limited but automatically regenerating
supply.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Crow takes
no damage from his own grenades, but when carefully timed their explosions send
him hurtling through the air. Grenade jumping takes a while to get the hang of,
but once you manage it makes movement an explosive joy. Speed runners and
collectible hunters will find mastering the technique worth their time.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhlqsICQ3PIWA6L6BwY9clcqTwQkXbMxz9rAkm0Phct2lbEjNmCcMaxVrX7T_sPQELGkoawB5piFnb8CUiO3Wp0LJF9fmtR1Db_D8-hXwhxcPAfTUtgdxa4M2o29fRPqkhDXxa3Hpkpqg/s1600/Sea.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhlqsICQ3PIWA6L6BwY9clcqTwQkXbMxz9rAkm0Phct2lbEjNmCcMaxVrX7T_sPQELGkoawB5piFnb8CUiO3Wp0LJF9fmtR1Db_D8-hXwhxcPAfTUtgdxa4M2o29fRPqkhDXxa3Hpkpqg/s400/Sea.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Not every level is pure platforming.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Nefarious&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; is also un-afraid to shake up its
core mechanics. Once kidnapped each princesses changes Crow’s abilities for the
duration of your escape. This can be as simple as a floaty jump or as complex
as letting your grenades create short lived platforms. A few levels, such as a
mellow undersea exploration sequence, change up gameplay entirely.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;h3 class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;Like a Boss&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Boss fights
with heroes cleverly reverse the traditional formula. Crow, after all, is a
videogame boss himself. When he goes toe to toe with a hero it is inevitably
from the cockpit of some sort of giant death machine. These fights are short
but sweet, quick to learn and tremendous fun. For once you’re the one trying to
to crush, smash, or vaporize a smaller, more nimble opponent while protecting
your giant obvious weak point.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyXHnJrUiDhza2a_skg_Ix2ieyJn-0E3oBA_jCrTDDYBSI0UdioYYByHyYR-K-HkS0GHUddcmZHJ4UqfadVmPClD_-l4GETaC6zR9-rNj_EAQX22aiOaBGjRUZ_C84OMqzqZeRDAjQvdg/s1600/Boss.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyXHnJrUiDhza2a_skg_Ix2ieyJn-0E3oBA_jCrTDDYBSI0UdioYYByHyYR-K-HkS0GHUddcmZHJ4UqfadVmPClD_-l4GETaC6zR9-rNj_EAQX22aiOaBGjRUZ_C84OMqzqZeRDAjQvdg/s400/Boss.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;It&#39;s nice to be the one in the giant robot, for once.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The difficulty
curve is sharp. While the opening level might lull you into a false sense of
security, the platforming skills and reflexes demanded to progress quickly
become demanding. The optional levels and alternate ending boss are just straight
up Nintendo hard, though this is certainly appropriate given the source
material.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Fortunately
you have unlimited lives. The checkpoint system is challenging but not
sadistic. Deaths tank your rating for a level, but this is only relevant if you
are going for the related achievement. Death also shaves off a modest
percentage of your current cash, but this can be recovered simply by reaching
that point again. Generally you can hurl Crow into the acid/lava as many times
as necessary to memorize a sequence and finally get it right.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcOkIpeaZG2Kpjso4O5dUOt5w-3FK6W573S1xhwwC6136EyLTZHdtTp9JkKirYmGmxIXJUZWiybWWzmswinB9uDkK3pbGaWil_FcqFb9evG6jeWc65LUOlPKEjCvwrCMinnl-6Zlux0xc/s1600/Challenge.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcOkIpeaZG2Kpjso4O5dUOt5w-3FK6W573S1xhwwC6136EyLTZHdtTp9JkKirYmGmxIXJUZWiybWWzmswinB9uDkK3pbGaWil_FcqFb9evG6jeWc65LUOlPKEjCvwrCMinnl-6Zlux0xc/s400/Challenge.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Late game levels can get quite demanding.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Much like
the early platformers it pays homage to, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Nefarious&lt;/i&gt;
is not a lengthy game. Most first runs are unlikely to take more than 4-6
hours. Multiple endings, optional levels, and a host of challenge based
achievements add a lot of value for the dedicated. The tight scope and design
keeps the game from wearing out its welcome.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;h3 class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;Devils and Details&lt;/span&gt; &lt;/span&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;While voice acting is quite sparse the character portraits that accompany dialog are
crisp and full of personality. A few of the in game characters can look a bit
crude or even fuzzy by comparison. Hitboxes are also slightly wonky, especially
when Crow is lugging a princess over his shoulder. Crow himself has just a touch more momentum than I like in a platformer that asks for this level of precision.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCMbE_UuHRpzK-tSSOgrVRhuEg8Wyk-_IOhlcDCcvutoCVP3jhOdiN7NqOnC93w5iGxHOZjwV9zzWXDCUyWr0rLVCOVH5meaQbbBM_LQWlCVlzNYFQOLIuonKD5kdd0kaftupksOuAmv0/s1600/Sovereign.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCMbE_UuHRpzK-tSSOgrVRhuEg8Wyk-_IOhlcDCcvutoCVP3jhOdiN7NqOnC93w5iGxHOZjwV9zzWXDCUyWr0rLVCOVH5meaQbbBM_LQWlCVlzNYFQOLIuonKD5kdd0kaftupksOuAmv0/s400/Sovereign.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Between mission interludes occur on Crow&#39;s command ship, the&lt;i&gt; Sovereign&lt;/i&gt;. &lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;These
minor polish issues are likely a result of Nefarious’s modest indie budget. To
be fair I only really noticed them because I was having so much fun with the
game I gave it a second playthrough. More seriously some achievements were not
awarding properly, and one strange bug left the Sovereign (Crow’s skyship and
mission hub) almost un-populated on re-loading a saved game, interfering with
progression and access to some of the optional missions.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;An excellent
sound-track and surprisingly strong writing and characterization rounds out the
experience. Some tracks are quite catchy (Give the train robbery level music a listen below), and each does a great job setting the
atmosphere of the level. Characters are coherent and consistent. Crow himself is
amusingly aware of the tropes that govern his world and how to navigate them to
his advantage without it coming off as obnoxious.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;YOUTUBE-iframe-video&quot; data-thumbnail-src=&quot;https://i.ytimg.com/vi/8q-Qbz4HKOk/0.jpg&quot; frameborder=&quot;0&quot; height=&quot;266&quot; src=&quot;https://www.youtube.com/embed/8q-Qbz4HKOk?feature=player_embedded&quot; width=&quot;320&quot;&gt;&lt;/iframe&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;If you have
any appetite for platforming I highly recommend &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Nefarious&lt;/i&gt;. While the reverse boss battles alone likely could have
carried the game, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Nefarious&lt;/i&gt; works
hard to deliver compelling gameplay within its tightly controlled scope. The
game handles its source material with respect and affection while being
unafraid to build its own memorable world and cast.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
Play: Clever use of premise and reverse boss battles. Excellent sound track. Indie
Kickstarter development done right.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
Pass: Slight polish issues. Sharp difficulty curve. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style=&quot;font-family: &amp;quot;arial&amp;quot; , &amp;quot;helvetica&amp;quot; , sans-serif;&quot;&gt;Articles copyright James Cousar, games and images copyright their respective owners.&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/3035336463829687245/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2017/04/nefarious-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/3035336463829687245'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/3035336463829687245'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2017/04/nefarious-review.html' title='Nefarious Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFolSzqmx-AcY6qww_1IUJTQXrZAiEt8nSU9qcKVFw5CTgZEmKemDqk0EhZwaUUyQE0F8HwYQntHCQmj8WvaXoU29JszvaL38puDrthk8H1crOEElwos_3lehH1G-ox7xiy2GuWP8fLHY/s72-c/NefariousTitle.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-6543166216415022049</id><published>2016-09-08T23:07:00.003-07:00</published><updated>2016-09-08T23:11:11.907-07:00</updated><title type='text'>DOOM (2016) Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footer&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;35&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;caption&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of figures&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope return&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;line number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;page number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of authorities&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;macro&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;toa heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;10&quot; QFormat=&quot;true&quot; Name=&quot;Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Closing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Default Paragraph Font&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Bibliography&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;41&quot; Name=&quot;Plain Table 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;42&quot; Name=&quot;Plain Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;43&quot; Name=&quot;Plain Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;44&quot; Name=&quot;Plain Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;45&quot; Name=&quot;Plain Table 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;40&quot; Name=&quot;Grid Table Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;Grid Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;Grid Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;Grid Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;List Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;List Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;List Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
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&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiSbAcp91-r1OUBeFm3zA4teFbuKoLap8jZN7YoBj1TK91CuhRtr8KUHWMZb5CHjZsYsvjh3E924yhYrUmliXyQzKu5Lq6XmFUOrONuprMhN2HcaSJXOCQC5cK0-dq-l_RapXB6jL9-Eg/s1600/Title.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;211&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiSbAcp91-r1OUBeFm3zA4teFbuKoLap8jZN7YoBj1TK91CuhRtr8KUHWMZb5CHjZsYsvjh3E924yhYrUmliXyQzKu5Lq6XmFUOrONuprMhN2HcaSJXOCQC5cK0-dq-l_RapXB6jL9-Eg/s400/Title.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;span id=&quot;goog_410274217&quot;&gt;&lt;/span&gt;&lt;span id=&quot;goog_410274218&quot;&gt;&lt;/span&gt;The Doom series has long been one of gaming’s flagships. The
original, its sequel, and the million and one mods and map-packs they spawned
remain highly playable even today. The fast, brutal, accessible gameplay
endures the test of time.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;A History of Violence&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom 3&lt;/i&gt;, released
in 2004, was a surprising departure from the earlier style of the series. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom 3&lt;/i&gt; made use of a technologically
astounding (for the time) lighting engine to create an extremely dark but
atmospheric demon infested Mars base. The core gameplay and atmosphere seemed
to be trying to imitate &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom’s &lt;/i&gt;own
distant descendants, the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Half-Life &lt;/i&gt;and
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;System Shock&lt;/i&gt; series.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Rather than running and gunning against hordes of foes
players found themselves picking their way through cramped, shadowy settings.
Combat came in the form off a series of haunted house style ambushes by small
numbers of enemies. The raw speed and frantic action of the earlier games was
replaced with something more akin to survival horror. The constant tension was
gripping, even exhausting, but to many players the game didn’t feel like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom&lt;/i&gt;.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg17Yh6wZK3UW0kzqcQFd5wkG1DXKPtMFFcnhnzT_YgzuZLxV4cPcuAB60F61caynhX9ru8tKdm4V3zgKA32LiV7g4_jMBv70C8HDaJFENN5kX9Wwk9a3qRAQPQ1bAK64Hb_tgOmH2PZOU/s1600/Hell.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg17Yh6wZK3UW0kzqcQFd5wkG1DXKPtMFFcnhnzT_YgzuZLxV4cPcuAB60F61caynhX9ru8tKdm4V3zgKA32LiV7g4_jMBv70C8HDaJFENN5kX9Wwk9a3qRAQPQ1bAK64Hb_tgOmH2PZOU/s400/Hell.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;color: #0000ee;&quot;&gt;Hell looks appropriately like a metal album cover.&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
What little information we received about &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom 4&lt;/i&gt; during development was even less
encouraging. Screenshots featured rubble-strewn modern urban settings and unhappy
people in tattered military gear. It looked like we were in for a miserably
serious slog with nothing in common with the classic &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom&lt;/i&gt; gameplay. The news that development was being scrapped and
rebooted entirely was met with hesitant relief. When the game was finally
released earlier this year expectations were hopeful but not high.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Note: For the rest of this review, Doom refers to the series
in general, while &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt; specifically
means the 2016 reboot. It’s an ALL CAPS kinda game. &lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;At Doom’s Gate&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The opening to &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt;
puts any concerns to rest immediately. Within seconds of starting the campaign
you are killing. In scant minutes more you are armed, armored, and blasting
imps with a shotgun across a demon infested Mars. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt; understands and embraces what made the first two games so
enduring and fun, while updating elements to account for 20 years of
technological advancement.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDGxmHd3qsGeAkVm6c2UzEg90JVSUsovjGBZKeDG-igYT6fLTRfhIe_a7A3Ua5hyphenhyphenZJLRg1it-gfL0mqGk3IHnDVT7SxRmm8iH4g1u7gwqVtxdGSMyHV5DhXddgM7VskCC3yHYRhD2_6iU/s1600/Zombos.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDGxmHd3qsGeAkVm6c2UzEg90JVSUsovjGBZKeDG-igYT6fLTRfhIe_a7A3Ua5hyphenhyphenZJLRg1it-gfL0mqGk3IHnDVT7SxRmm8iH4g1u7gwqVtxdGSMyHV5DhXddgM7VskCC3yHYRhD2_6iU/s400/Zombos.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;color: #0000ee;&quot;&gt;Outdoor sections &lt;span style=&quot;color: #0000ee;&quot;&gt;make a nice contract to the &lt;span style=&quot;color: #0000ee;&quot;&gt;classic gore-strewn &lt;span style=&quot;color: #0000ee;&quot;&gt;corridors&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;.&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
The Marine still moves with the ground devouring stride of
the classic FPS protagonist. Weapons do not need reloading and can be fired
until your ammo runs dry. Maps are complex and three-dimensional, often
non-linear, and full of valuable secrets that encourage exploration. &lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While there’s no regenerating health or cover mechanics the
march of time has changed some elements. In the original games swarms of
enemies were often peppered across a level, creating a constant mix of combat
and exploration. Here most combat takes place in discrete arenas. You enter an
area, the doors seal, and waves of demons teleport in until you’ve killed them
all.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxQ6YYU31ck1YyGUgjlfqSWKs861I8Bua4zNzSxwlyhPR-yYIF3hK9-sQas8AaqhsYlXSE7THBPJiKnvg-UNwHqabhVsAXg7v3NBl58PvKKUjjENiNZrv2qdaxloJabMYY_JmzD3ElOTw/s1600/MarsReturn.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxQ6YYU31ck1YyGUgjlfqSWKs861I8Bua4zNzSxwlyhPR-yYIF3hK9-sQas8AaqhsYlXSE7THBPJiKnvg-UNwHqabhVsAXg7v3NBl58PvKKUjjENiNZrv2qdaxloJabMYY_JmzD3ElOTw/s400/MarsReturn.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Martian vistas drive home the destructive scale of the invasion.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
The creatures of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM’s&lt;/i&gt;
bestiary are far faster, smarter, and more dangerous on a one to one basis than
their sprite-sheet ancestors. They also take up a lot more processing power. As
a technological necessity you’re generally fighting a dozen demons at most,
rather than the mobs that could populate the original game’s levels.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Rip and Tear…&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Above all else &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt;
rewards speed and aggression. The best way to stay alive is to stay in motion.
Hell devours the indolent. As in the original games the Marine is faster and
more nimble than most of his foes, able to dodge most attacks and (new to &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt;) rapidly pull himself up onto any
ledge he can reach. The level of mobility and lack of falling damage is
intoxicating, especially once you unlock the double-jump.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The biggest addition to combat is the new takedown mechanic,
dubbed “Glory Kills”. When a demon is near death they’ll reel in place while
their outline flashes red. Get close enough and tap the appropriate button and
the Marine lunges at the afflicted demon and kills them with his bare hands.&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaYiuqU_A5ZAZt2IYP2B3k7U7Y5sWvFABquyTPybQsiyl61QUqD7RpMg5ZNoPx4G-QgIuMPRpgNzqRnN9be7pgqJWw1Ahf1y6q3E5JfAnacjLHl1vl7u4d5yhQjNDm-8pkD8gQumKKwf4/s1600/Battle.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaYiuqU_A5ZAZt2IYP2B3k7U7Y5sWvFABquyTPybQsiyl61QUqD7RpMg5ZNoPx4G-QgIuMPRpgNzqRnN9be7pgqJWw1Ahf1y6q3E5JfAnacjLHl1vl7u4d5yhQjNDm-8pkD8gQumKKwf4/s400/Battle.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Battles are highly mobile affairs. Keep moving. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
By design Glory Kill animations are as short as they are
brutal, which is good because they’re central to the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt; combat loop. They save ammo, buy you a few frames of
invincibility, and (with the right upgrades) can even function as a sort of
battlefield teleportation to stay one step ahead of your enemies. Most
importantly, Glory killed enemies yield health, with a higher payout the closer
you are to death.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While health can be found in the environment, the most
reliable source in the heat of combat is beat it out of the enemy. The lesson
is clear. If you’re getting your ass kicked don’t run away and hide. Attack
harder and faster to survive.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;…Until it is Done&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Both the chainsaw and BFG return, but with some design
tweaks. The chainsaw instantly kills any non-boss, causing them to erupt into a
fountain of gore and ammo pickups. Every chainsaw kill depletes a limited stock
of fuel, and bigger demons take more fuel to saw through. The BFG is simply a
breathtaking emergency “Kill Everything” button.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL25vWXjZrtzouqn804u0hGrBf6d6e8I_4EF55iWyl39vqL4nlChJVrnuKQOSbV3Kbmmw9gTzcXvwxNE98c05Cfw0lXaPzSAgikmdhXHeVomUjSlY22sgMDEek0GqZyhrsCetORfvrVUo/s1600/Mess.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL25vWXjZrtzouqn804u0hGrBf6d6e8I_4EF55iWyl39vqL4nlChJVrnuKQOSbV3Kbmmw9gTzcXvwxNE98c05Cfw0lXaPzSAgikmdhXHeVomUjSlY22sgMDEek0GqZyhrsCetORfvrVUo/s400/Mess.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;color: #0000ee;&quot;&gt;&lt;span style=&quot;color: #0000ee;&quot;&gt;The UAC&#39;s attempts to blend high science and &lt;span style=&quot;color: #0000ee;&quot;&gt;demonology went &lt;span style=&quot;color: #0000ee;&quot;&gt;predictably poorly.&lt;/span&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
In keeping with modern game design, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt; has a generous helping of character and weapon advancement systems.
Probably at least one more than it really needs. There are alternate fire modes
to unlock, suit upgrade tokens to hunt down, demonic runes to earn and level up
and more. It could be argued that RPG elements detract from the purity of the
combat, but they reward skillful play and dedicated secret hunting. Some of the
demonic runes are almost brokenly powerful, but all the upgrade systems are
rewarding and combine to give you a sense of steadily increasing might across
the campaign.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Man and Myth&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While story has never been a core element of the Doom series
there is one to be found, if you care to look. This time around the Union
Aerospace Corporation (A corporate entity that appears in every Doom game) has
literally been exploiting Hell as an energy source. This went predictably,
spectacularly wrong. The head of the UAC, a cyborg named Samuel Hayden with a
smoothly authoritative voice, periodically attempts to explain and justify this
to the Marine. The Marine, in turn, ignores him whenever possible and destroys
every expensive machine Hayden asks him to gently power down.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The most fascinating character may well be the Doom Marine
himself. If this &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt; he’s not just a
grunt in the wrong place at the wrong time. He’s a figure of myth and dark
legend. The UAC recovered him from a sealed tomb during one of their forays
into Hell, and the Marine is clearly not native to this place and time. He’s an
unstoppable force, loosed upon Mars to wreak a terrible vengeance upon
demonkind.&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfgCKdws7xtvuDEE8H7pkmG54o89VNCy7xFZk8xoqWG29qQ8GNeto4ERJETBBvDWfTuq-USZDrIZfMrtUsH8MqZ4mmWyrDH5UAShz46Iio7SlJdGWkjsacZwKY_QJS0jzwrYQQVg1biDM/s1600/Hayden.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfgCKdws7xtvuDEE8H7pkmG54o89VNCy7xFZk8xoqWG29qQ8GNeto4ERJETBBvDWfTuq-USZDrIZfMrtUsH8MqZ4mmWyrDH5UAShz46Iio7SlJdGWkjsacZwKY_QJS0jzwrYQQVg1biDM/s400/Hayden.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;color: #0000ee;&quot;&gt;Hayden has a lot to say, but the Marine isn&#39;t &lt;span style=&quot;color: #0000ee;&quot;&gt;interested in his excuses.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The Doom Marine never speaks a word, nor should he. This
does not mean he is devoid of personality. The Marine talks with his hands, and
he talks the loudest when he gets those hands on his enemies. The “Glory Kill”
animations tell you everything you need to know about the Marine’s relationship
and history with the forces of Hell.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The Marine will wrench horns and limbs from a foe and use
them to bludgeon or impale. Smaller monsters are brutalized or bodily torn in
half. Bigger demons are force-fed their own explosive body-parts.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The Marine HATES the demons. There’s no fear in him of their
monstrous nature, no respect for their power. Only contempt and endless fury.
He wants them to suffer, but even more than that he wants them to die. The
moment his latest victim is dead the Marine discards them and moves on, already
seeking another.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Map and Tear&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt; nails the
soundtrack perfectly. A thumping onslaught of power metal with a generous
slathering of synth, the music beautifully matches the tone of the game. Many
of the tracks pay homage to signature tracks from the previous games. Keep an
ear out for the remix of the immortal “At Doom’s Gate.”&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&quot;&quot; class=&quot;YOUTUBE-iframe-video&quot; data-thumbnail-src=&quot;https://i.ytimg.com/vi/pNkQMtZAMAw/0.jpg&quot; frameborder=&quot;0&quot; height=&quot;266&quot; src=&quot;https://www.youtube.com/embed/pNkQMtZAMAw?feature=player_embedded&quot; width=&quot;320&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
DOOM’s robust single player campaign is more than strong
enough to carry the game on its own, but it also comes with the expected
multiplayer mode and an unexpected level editor.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Snap Map is the built in level editor. As an introduction to
level building and scripting it’s an amazingly accessible piece of software. Between
the tutorials and intuitive interface anyone can be slapping together a
playable level within minutes.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;
Unfortunately Snap Map has some odd limitations that hold it
back. Unlike in the campaign you can’t hold more than two weapons at once, and
demons don’t spawn properly if you have too many already in play. Some sort of
proper system for debugging scripts as they are executed would be a godsend.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpWwb0mLeveB1Nyct9UtLHTQwAmLCSzPRgzExHMSmk2YDClB2l_jhWTqhsXydFauTZ4KNuatF9pgvGIDyM8KsRy8nkqNic7aqs6U-pGMqy8QngkJWd5LQ3_J-shsK3bLqqiSyZlbPO-G8/s400/Cyber.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot; width=&quot;400&quot; /&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Some familiar foes return.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Snap Map also restricts you to using its set of
prefabricated rooms, which sharply limits the kind of levels you can build. Play
enough Snap Maps and you’ll start to see a LOT of the same rooms over and over.
With no way to import custom assets or build your own rooms or terrain I don’t
see it as having anywhere near the longevity of the modding and mapping
community for the original &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom&lt;/i&gt;.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Frag Fest&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The multiplayer component of the game was developed by the
same studio that does a lot of the CoD and Halo map packs, and it shows.
Classic free-for-all death matching is oddly absent. You are restricted to a
two-weapon loadout going into the match, although powerful demon transformation
runes and limited use superweapons keep map control and awareness important. Winning
(or even finishing) a match showers you with cosmetic rewards like armor
customization options and taunt emotes.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
To the developers credit the high speed and mobility of
combat remain carried over from the single player campaign, and the basic act
of tagging an enemy player with a direct rocket hit or super-shotgun blast
remains viscerally satisfying. Less effective are the inclusion of a class of
expendable “Hack Module” items that provide brief benefits, like displaying the
location of the highest scoring enemy. Try as I might I never felt like I
understood how to properly manage, conserve, or trigger these items, and
couldn’t really find any documentation explaining them.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
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&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;color: #0000ee;&quot;&gt;Secti&lt;span style=&quot;color: #0000ee;&quot;&gt;ons of classic levels are hidden across the campaign.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Finally there were a number of unexplained crashes to
desktop. These happened just enough to be annoying but not crippling, and didn’t
seem to be associated with any particular level, weapon, etc…&lt;br /&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
None of these minor issues should discourage you from
getting &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DOOM&lt;/i&gt;. It’s the best shooter
yet of 2016 and more than earns its name.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to play: Glorious classic &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Doom&lt;/i&gt; gameplay brought into the 21st century. High mobility combat,
levels that reward exploration, and brutal Glory Kills. Great soundtrack.
Highly accessible level editor. &lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to pass: Odd lack of classic death-matching. Slight technical
instability. &lt;/div&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/6543166216415022049/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2016/09/doom-2016-review.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6543166216415022049'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6543166216415022049'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2016/09/doom-2016-review.html' title='DOOM (2016) Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiSbAcp91-r1OUBeFm3zA4teFbuKoLap8jZN7YoBj1TK91CuhRtr8KUHWMZb5CHjZsYsvjh3E924yhYrUmliXyQzKu5Lq6XmFUOrONuprMhN2HcaSJXOCQC5cK0-dq-l_RapXB6jL9-Eg/s72-c/Title.jpg" height="72" width="72"/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-4037476327095316068</id><published>2015-09-28T19:54:00.001-07:00</published><updated>2015-09-28T19:54:59.639-07:00</updated><title type='text'>Slave Zero Retro Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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   Name=&quot;index 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footer&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;35&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;caption&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of figures&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope return&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;line number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;page number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of authorities&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;macro&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;toa heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;10&quot; QFormat=&quot;true&quot; Name=&quot;Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Closing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Default Paragraph Font&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Bibliography&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;41&quot; Name=&quot;Plain Table 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;42&quot; Name=&quot;Plain Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;43&quot; Name=&quot;Plain Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;44&quot; Name=&quot;Plain Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;45&quot; Name=&quot;Plain Table 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;40&quot; Name=&quot;Grid Table Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;Grid Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;Grid Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;Grid Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;List Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;List Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;List Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 2&quot;/&gt;
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&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgABHPb64m9hUJeNidJ8IvUJUtcnSTCtSMJhY88uQU94eSfOMmUMx_gNDOkXh4nzP8IW7YD6a3BqDIhxKJEp_NbtdhI_x2-0n7GARRDfwXfWwVoelQbwDtNzikSZyTzwjpHUeAJBQZeMp0/s1600/Title.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;208&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgABHPb64m9hUJeNidJ8IvUJUtcnSTCtSMJhY88uQU94eSfOMmUMx_gNDOkXh4nzP8IW7YD6a3BqDIhxKJEp_NbtdhI_x2-0n7GARRDfwXfWwVoelQbwDtNzikSZyTzwjpHUeAJBQZeMp0/s320/Title.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Nostalgia can be a powerful, if misleading force. It colors
our memories of the past as it shapes our perception of the present. Games and
other pieces of media that are fondly remembered do not always hold up under
the harsh glare of today’s expectations.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
I first played &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Slave
Zero&lt;/i&gt; not long after it came out, in the distant past of 2000 or so. I
recall it as having been fun if not particularly deep, and still have fond
memories of the game. The game didn’t make much in the way of an impact, and
it’s not really remembered as a classic (or much at all) these days. Let’s take
a look and see what remains once we’ve peeled away the nostalgia.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 107%; mso-themecolor: text1;&quot;&gt;Get in the Robot, Chan&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Slave Zero’s&lt;/i&gt; plot
is simple comic book pulp, mostly developed through people yelling at you only
to be drowned out by the soundtrack and thunder of combat. The evil SovKhan
rules an enormous futuristic eastern-flavored megacity. You play as Chan, a
member of an organization called the Guardians that is attempting to overthrow
the SovKhan, for reasons.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLk8dW2QwX1CBOECZWmdz0hWJscvLHT7ZKYHKvgkQb28NBo75UMfJ9vczFtrhZh3PyrwNPDYi5tH9TKPEAz5nEPgdryy7oBPFYGNnkmqTljGzBZpKpi3tkkGVF2bVtYwHVutB60KNfKw0/s1600/Choppers.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLk8dW2QwX1CBOECZWmdz0hWJscvLHT7ZKYHKvgkQb28NBo75UMfJ9vczFtrhZh3PyrwNPDYi5tH9TKPEAz5nEPgdryy7oBPFYGNnkmqTljGzBZpKpi3tkkGVF2bVtYwHVutB60KNfKw0/s400/Choppers.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Tiny helicopters and tanks oppose you in the early game.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Since the SovKhan has an army of giant robots, and what few
Guardians we see are armed with sticks, the Guardians steal the SovKhan’s
prototype weapon to even things up. Chan pilots (becomes?) Zero, the first of a
line of giant biomechanical war machines called Slaves. For an entity made of
so few polygons Zero projects a surprising level of personality between his
eternal smirk and swaggering, simian lope.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
A few throwaway lines imply that Chan is permanently fused
to Zero somehow, but this is never further developed or explained. This is too
bad. Sacrificing your humanity to become a giant fighting machine could have
been a fascinating concept to build a story around, but such narrative finesse
is beyond a game this big and loud.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The soundtrack holds up well. A collection of thumping
techno with strong organic bass serves as perfect accompaniment to the giant
robot on giant robot violence, helping to bring the neon cityscape to life.
Give it a listen here.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe width=&quot;320&quot; height=&quot;266&quot; class=&quot;YOUTUBE-iframe-video&quot; data-thumbnail-src=&quot;https://i.ytimg.com/vi/Ji_la79uXLc/0.jpg&quot; src=&quot;https://www.youtube.com/embed/Ji_la79uXLc?feature=player_embedded&quot; frameborder=&quot;0&quot; allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Built to Scale&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Let&#39;s be upfront. By modern graphical standards this is an ugly game. Textures are often muddy and polygons scarce. Where &lt;i&gt;Slave Zero&lt;/i&gt; succeeds, even despite the obvious
technical limitations of the era, is in giving the action a sense of size and
scope.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0BOv50Nffasn-bXAvntJVKNjU5JYTcNYuB1Cl2W_jtecfiNzv1pRTVpiAD7whhwwOjo9KqrmCBxsxDtgSB2PxjtfXK41fx8fp_HZdz4FZl_YzkznoiMQZAiVL0q9RcqwqhipCUa08ITw/s1600/Cars.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0BOv50Nffasn-bXAvntJVKNjU5JYTcNYuB1Cl2W_jtecfiNzv1pRTVpiAD7whhwwOjo9KqrmCBxsxDtgSB2PxjtfXK41fx8fp_HZdz4FZl_YzkznoiMQZAiVL0q9RcqwqhipCUa08ITw/s400/Cars.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Tiny cars valiantly attempting to commute through a robot war-zone.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The ground shakes beneath Zero’s mighty swaggering stride while tiny
low-poly humans cower and flee. Cars wreck harmlessly against his massive feet as
he crosses busy freeways. The helicopters, jets, and tanks that assail you in
the early game are as toylike as they are ineffective. Vehicles and other
debris can be scooped up and flung like baseballs.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Amusingly the massive civilian casualties and collateral
damage your battles through the city must be causing are never mentioned or
addressed. Still, nobody ever won a revolution without inflicting a healthy
amount of carnage and horror upon the people the revolution is ostensibly being
fought for.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRpV-UrlJrhrfF7a_U9BxCvtnFvI7QNHJ_9ayVng9Jqw90ZKjlXK1d69965PaDEQxYT-uqoNyHXffomausittlaLSaiXKcYiHSWTGwWTfrn-UpHOtoPvhiLZTsfXWULQuwwViKvzb6ey0/s1600/Street.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRpV-UrlJrhrfF7a_U9BxCvtnFvI7QNHJ_9ayVng9Jqw90ZKjlXK1d69965PaDEQxYT-uqoNyHXffomausittlaLSaiXKcYiHSWTGwWTfrn-UpHOtoPvhiLZTsfXWULQuwwViKvzb6ey0/s400/Street.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The city has a way of dwarfing even Zero.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&amp;nbsp;&lt;span style=&quot;color: black; mso-themecolor: text1;&quot;&gt;The bulk of
your opposition consists of robots Zero’s size and larger. Often much larger. A
generous helping of destructible buildings and other elements about Zero’s size
further deliver a sense of the firepower getting tossed around. Finally the
massive, colorful neo-Tokyo cityscape towers over everything, making even you
and your ten story opponents seem insignificant.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 107%; mso-themecolor: text1;&quot;&gt;Kauju War&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Gameplay is not complex. You thunder through highly linear
levels, destroying everything in your path. Exploration is minimal and
backtracking almost non-existent. Occasional arenas halt forward progress until
you explode every other giant robot in the vicinity. Irregular platforming has
Zero hopping from skyscraper to skyscraper while rare static segments charge
you with destroying or defending something while waves of enemy reinforcement
pour in.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheXNqfEnOs5_jWfpyfUMIHK8aX51QlHYPTrvceVdXJZP8rH12f19Qkj9JSpIiibNhW4_tnRaiaLzXCRRY2iQ7ZthlhHzsR0BF6pmCEz53Y0bmfabnCJKgKSW-CEIztxhw7rae_lidePMA/s1600/Brute.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheXNqfEnOs5_jWfpyfUMIHK8aX51QlHYPTrvceVdXJZP8rH12f19Qkj9JSpIiibNhW4_tnRaiaLzXCRRY2iQ7ZthlhHzsR0BF6pmCEz53Y0bmfabnCJKgKSW-CEIztxhw7rae_lidePMA/s400/Brute.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Don&#39;t stand in front of these guys...&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Enemy AI is weak and most foes are not very mobile. Fragile
hovering mechs seek you out and harry you from above while heavier units
unleash blistering firepower from fixed positions. Zero’s not really nimble
enough to dodge, so you must seek cover and retaliate between barrages. While
you can occasionally pick the enemy to pieces with the railgun sniper solid
level design and enemy placement keeps combat engaging.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFUXSVH-0UlAX1qqMGDO7zihRRO_yVmYYW4qCMj64JkK3RjOaktaqZH7mIDSybV7mBU6sUNBSYwjb1ODI6B6xSj3O7V1Dn-D33hSPygKtQ6dQsAvqu_5zuTrJ_OLWfoO839yzyOdlGiTY/s1600/Beam.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFUXSVH-0UlAX1qqMGDO7zihRRO_yVmYYW4qCMj64JkK3RjOaktaqZH7mIDSybV7mBU6sUNBSYwjb1ODI6B6xSj3O7V1Dn-D33hSPygKtQ6dQsAvqu_5zuTrJ_OLWfoO839yzyOdlGiTY/s400/Beam.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;...because they do that.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Zero can carry a mere three weapons at a time, swapping
between handheld bullet and energy guns while firing missiles from a shoulder
mounted launcher. Aside from a succession of bigger, louder guns (some so
comically oversized they are nearly the size of Zero himself) there is no
character progression or upgrade system. While the arsenal is satisfyingly
destructive simply grabbing the next biggest gun you find is not always the
best option.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Logistical Errors&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The sheer rate at which they burn through ammo makes most of
the high tier weapons impractical. The giant beam cannon, for example, consumes
your entire stock of energy in about two seconds. Supplies are normally so
plentiful this isn’t a big deal, but a number of major fights trap you in an
arena with a giant damage sponge and a limited number of pickups. There’s
simply not enough ammo in many encounters to win if you are carrying the most
powerful but inefficient weapons.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There’s no garage or armory function to let you tweak your
loadout between levels. The practical result of all this is that pressing
forward with the wrong weapons can render some fights, indeed the game itself, un-winnable.
Indeed, I’m honestly not sure there is enough ammo to beat the final boss on
hard. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;For a game based around using big,
simple, powerful weapons to destroy everything in sight discouraging the use of
the biggest and most powerful is a bizarre design decision, bordering on a
major flaw.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5UwOZUsYGPAkRDZPLXC8C__PVVEBT3Ug0IYE3ictZdGbVTzWGNYNL4JWqhPRjRT76Hp6IlRBvQ3HxKu7wYk3fu-Eqg7TdBcqBy9aRlXmDwsLzlV2vl0EKhDYJ6QleyEkfFQ4STI304P4/s1600/Neon.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5UwOZUsYGPAkRDZPLXC8C__PVVEBT3Ug0IYE3ictZdGbVTzWGNYNL4JWqhPRjRT76Hp6IlRBvQ3HxKu7wYk3fu-Eqg7TdBcqBy9aRlXmDwsLzlV2vl0EKhDYJ6QleyEkfFQ4STI304P4/s400/Neon.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;It&#39;s lonely at the top of a miles high city. Watch you step. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Boss fights are (as they should be) among the game’s most
memorable encounters. Each pits you against a massive enemy Slave that dwarfs
Zero. One boss fight sees you climbing a vertical chamber flooding with lethal
acid while the hovering boss blasts away at you from the center. Another gives
you an extremely limited number of skyscrapers to safely stand on, which the
boss steadily demolishes over the course of your duel. Managing ammo supplies
and collecting more without wasting it is at least as important in these
encounters as dodging attacks.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Code Rot&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The inevitable change of hardware and software over time
have left &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Slave Zero&lt;/i&gt; with some
considerable technical issues. Downloading the latest version of nGlide helped
remove the savage stuttering the game suffered from, but I could never fix the
resolution so my shots didn’t pull to the left of my crosshair. This made long
range sniping difficult and broke homing missiles entirely.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
More seriously &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Slave
Zero&lt;/i&gt; crashed every time I got close to or took a shot at a specific kind of
late-game enemy. I couldn’t find a technical fix and this bug almost scrapped
my run of the game. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Fortunately there
weren’t many of this particular enemy and a few dozen crashes and some weird
footwork was enough to get me past them.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2sqmBIpAkiMJ6tKYGJH8aip1oM6vPd-dxLwbVdWdJeZmOADD-WYWMTHSRab2crmAlbiwMYOyzv-woIxQJFJSpV3BHJBLc5Ddf00sHKyPAd342Mvy7j12_L0ey2fN11_1zQ9e_NRqCBOg/s1600/Spiders.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2sqmBIpAkiMJ6tKYGJH8aip1oM6vPd-dxLwbVdWdJeZmOADD-WYWMTHSRab2crmAlbiwMYOyzv-woIxQJFJSpV3BHJBLc5Ddf00sHKyPAd342Mvy7j12_L0ey2fN11_1zQ9e_NRqCBOg/s400/Spiders.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The sewers are visually dull and full of robot spiders. &lt;/td&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Slave Zero is not a long or complex game. You can probably
blow through it in a weekend or less. The core gameplay is simple and
accessible enough that it holds up today. Other games attempting to convey a
sense of relative size and scale between giant characters and environments
should look at what &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Slave Zero&lt;/i&gt;
accomplishes even with its technical limitations. As a gaming artifact it
provides an excellent example of big, dumb, loud fun, left dangerously close to
unplayable on a modern machine by the march of time.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to play: Game sells the sense of size and scope of
being a giant robot. Thumping techno soundtrack.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to pass: Simple gameplay and weird weapon/ammo
balance. Serious technical glitches on modern machines. &lt;/div&gt;
&amp;nbsp;

&lt;br /&gt;&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/4037476327095316068/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2015/09/slave-zero-retro-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4037476327095316068'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4037476327095316068'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2015/09/slave-zero-retro-review.html' title='Slave Zero Retro Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgABHPb64m9hUJeNidJ8IvUJUtcnSTCtSMJhY88uQU94eSfOMmUMx_gNDOkXh4nzP8IW7YD6a3BqDIhxKJEp_NbtdhI_x2-0n7GARRDfwXfWwVoelQbwDtNzikSZyTzwjpHUeAJBQZeMp0/s72-c/Title.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-291773794092999408</id><published>2015-06-09T21:29:00.000-07:00</published><updated>2015-06-11T23:27:52.017-07:00</updated><title type='text'>Short Games Double Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
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&lt;i&gt;It&#39;s been a while since I last updated this blog, but unfortunately I haven&#39;t had as much time for gaming as I&#39;d like. If you find yourself with a similarly busy schedule here&#39;s a few more short games that can be enjoyed to completion without committing to an epic six-month slog. &lt;/i&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4062lsz8FpmjqCADAS7VeCZI2CRlQ3kZAzZHqe5odk2DWYEutSVxlCYPdPnTCDSYgB_kTnm60Ftr3Gz9hAMJSUjgBg0H6lGCaB7yOTE3Qt9_oFlOtqK68F3HT3BwU-K3Nul0Mwomiw_c/s1600/Xanadu.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;186&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4062lsz8FpmjqCADAS7VeCZI2CRlQ3kZAzZHqe5odk2DWYEutSVxlCYPdPnTCDSYgB_kTnm60Ftr3Gz9hAMJSUjgBg0H6lGCaB7yOTE3Qt9_oFlOtqK68F3HT3BwU-K3Nul0Mwomiw_c/s400/Xanadu.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Spirits of Xanadu&lt;/i&gt;
is a first person, minimalist sci-fi horror game. There’s a bit of shooting, a
bit of puzzle solving, and a lot of subtle atmosphere. The game’s DNA owes a
bit to &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Deus Ex, &lt;/i&gt;a bit to the films like&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt; The Black Hole and 2001,&lt;/i&gt; and a great
deal to &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;System Shock 2&lt;/i&gt;. If (like me)
you crave being trapped in space on a ship where something has gone Horribly
Wrong™ you’ll be right at home.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
SoX is set rather anachronistically in an alternate 80’s,
which gives artistic license to all the boxy robots, tape decks, and ship-wide
smoking permit. You’ve been dispatched to investigate the silence of the
research ship &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Xanadu&lt;/i&gt;, in orbit over a
distant world, and bring her home. You dock to find the small crew missing, the on-board security system berserk, and the ship deliberately sabotaged.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Space Madness&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There is also the small matter that you may be going insane.
Eerie Kabuki masks stare at you from cupboards and corners before fading
without a trace. Brief thumping sounds come from the next room over. At one
point it appears to rain inside the ship, completely without explanation,
stopping just as suddenly.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
SoX’s horror is a bit more psychological and cerebral than
many similar offerings. While there are hints of some sort of affliction among
the now vanished crew there are no zombies, mutants or necromorphs stalking the
corridors. Body horror is conspicuously absent, and the few traces of blood
stand out all the more for their rarity. The &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Xanadu’s&lt;/i&gt; robots are creepy, but the silence and sense of isolation
on the ship when everything is quiet is more un-nerving than any number of homicidal
machines.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrN5GuMjndOkzW3LZ1ddXLPUjvUYe6B4Ksl6dbf1Mu33P_birFXmnv1PDx9LmCeg_kZ6FdnZQMRU7fTFOf182aYZ9Mw3qUQl4WdENAwuCYCF5sIWS5hu6k41Y3VKKtWI-2YQgSeOFMIKs/s1600/Robots.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrN5GuMjndOkzW3LZ1ddXLPUjvUYe6B4Ksl6dbf1Mu33P_birFXmnv1PDx9LmCeg_kZ6FdnZQMRU7fTFOf182aYZ9Mw3qUQl4WdENAwuCYCF5sIWS5hu6k41Y3VKKtWI-2YQgSeOFMIKs/s400/Robots.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Nice to see the Daleks are still getting work.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There is a certain amount of robot shooting to be done, but
this is more an adventure game than a blistering FPS or resource scarce
survival horror excursion. Health regenerates and your laser weapons never run
out of ammo. The &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Xanadu’s&lt;/i&gt; security
system puts up a decent fight and will likely kill you a few times, but this
just results in you being hauled to the easily escape-able brig.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Indeed this is the source of SoX’s only real gameplay
annoyance. Every time you die the bulk of the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Xanadu’s&lt;/i&gt; robot population respawns, including a batch right outside
the brig. You’ll likely need to shoot this same group of bots a few too many
times on your first playthough. Careful and observant explorers can eventually
find weapons beyond the starting pistol that all but trivialize combat, and
ways to deactivate large parts of the security system. If you truly find the
combat intolerable there’s even a menu option to remove it altogether.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;The Missing&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While you (arguably) never meet the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Xanadu’s&lt;/i&gt; missing crew they left a host of notes, files, and audio
recordings detailing the events of their mission. Picking through what these
people left behind where they lived and worked and getting to know them is one
of the subtle pleasures &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;SoX&lt;/i&gt; offers.
Each crew member is a fully fleshed out character with their own history,
personality, strengths, and failings. Eventually you’ll be able to tell who sat
where in the cafeteria just by examining what is on each table.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL3JFOE18WothEhIbav12HM8uVBfD3EhR4S7_gH0NUOpFwhEfeAtKnmK0Qq6uh11hJKg-t-PjSXeh80h5yuUdn_C4zVyiz7PXjwMZ-hxOJ4WvDWt4Lp2_b9QE5hTY8Cu3pNA5SgYgaAxE/s1600/Jam.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL3JFOE18WothEhIbav12HM8uVBfD3EhR4S7_gH0NUOpFwhEfeAtKnmK0Qq6uh11hJKg-t-PjSXeh80h5yuUdn_C4zVyiz7PXjwMZ-hxOJ4WvDWt4Lp2_b9QE5hTY8Cu3pNA5SgYgaAxE/s400/Jam.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;I can&#39;t wait to find the pie all this strawberry jam came from. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Graphics are sparse but effective, with detail where it’s
important. Not everything needs to look like the latest installment of the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Crysis&lt;/i&gt; series. The sound work and voice
acting is excellent, especially in the crew audio-logs.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There is a refreshing amount of interactivity to be found in
the environment, reminiscent of games like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Deus
Ex&lt;/i&gt;. Food and drink can be scarfed, toilets can be flushed, and drawers can
be opened to check for items of interest. Shoot out enough power boxes and you
can even kill the lights for that area. These touches help bring the relatively
simple geometry of the ship to life.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCEDnFgEgCxcvYLntVXEddt1wqaZnlVQ8hUHjgdrZ3jC6RDx08f4blFQE1WR5hRJU2dmP4RjC9xnnEEEOO2N8918GARvtYS8CTY-YKkKXIHHRH2vVDoA8ovKY4o4vKHwcC2PCKPuXegnI/s1600/Star.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCEDnFgEgCxcvYLntVXEddt1wqaZnlVQ8hUHjgdrZ3jC6RDx08f4blFQE1WR5hRJU2dmP4RjC9xnnEEEOO2N8918GARvtYS8CTY-YKkKXIHHRH2vVDoA8ovKY4o4vKHwcC2PCKPuXegnI/s400/Star.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Xanadu is a long way from home. Perhaps it should stay that way. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Xanadu&lt;/i&gt; is not
a large ship and this is not a lengthy game. While your first playthrough will
likely take a few hours it is possible to speed-run the game in ten minutes or
less. Indeed there is an achievement for doing so. The bulk of your time not
shooting robots will be spent figuring out how to get the&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt; Xanadu’s&lt;/i&gt; various sub-systems up and running again. There are
multiple endings, some obvious and others obtuse, so there is replay value to
be found.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
If you’re hungry for an excuse to dismember space-zombies,
or a survival-horror gauntlet that makes you count each bullet, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Spirits of Xanadu&lt;/i&gt; may not be quite what
you’re looking for. The horror is real but subtle. Exploring the decks of the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Xanadu&lt;/i&gt; is an absorbing way to spend a
few hours, and an experience that will likely stay with you long after you
finally steer the ship to its ultimate fate.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to play: Atmospheric, creepy, sharp writing, and
good replayability.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to pass: Very short. Slightly annoying death/enemy
respawn system.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk99RzaDDBkRj9GLUm_09ZYqoZiVrZUgO8Sck-25M4QHzobB08fWrJyEBHQvnzJyw0wlj7kXQKPlOKXXgntQWtxkWwKIqQZ1Jjr3E_7KR2d51j-dOzdwNZyzWjDUYx9WwO3bF3F4GS-w8/s1600/GGC.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk99RzaDDBkRj9GLUm_09ZYqoZiVrZUgO8Sck-25M4QHzobB08fWrJyEBHQvnzJyw0wlj7kXQKPlOKXXgntQWtxkWwKIqQZ1Jjr3E_7KR2d51j-dOzdwNZyzWjDUYx9WwO3bF3F4GS-w8/s400/GGC.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Guns, Gore, and
Cannoli &lt;/i&gt;is a 2-D side scrolling shooter with highly polished gameplay and
attractive, cartoony, hand-drawn animation. Both art style and gameplay owe a
lot to the colorful &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Metal Slug&lt;/i&gt; arcade
series. It’s the best lighthearted, gangster themed shooter set in a zombie apocalypse
you’ll play this year.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
GGC benefits from a strong sense of place, set firmly in an
enjoyably exaggerated roaring twenties. As mob enforcer and made man Vinnie
Cannoli you arrive in town to conduct some “Legitimate Business”, only to
discover the city overrun by hordes of hungry undead. The simple setup sees
Vinnie blasting his way through lovingly detailed seedy docks, speakeasies,
tenements, and more.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Deadfellows&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The game is a lean, pure experience. There are no
leaderboards, point totals, character advancement, or progression systems. All
possible fat has been trimmed out. The core gameplay is more than strong enough
to stand on its own without such fripperies.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge838abJTLTCN0lDqwrSqF3QRMNz7ag1byVsE9bh_-lLJ9jktlvtYpZkAlz1ZMr4AeRv9CHAr_TDutN_J8JWVrn56YUpSDNvJFhVKL4jomyhPI-YVqpT9F52qInXLMsFkkBlu7j7lp74k/s1600/Zombies.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge838abJTLTCN0lDqwrSqF3QRMNz7ag1byVsE9bh_-lLJ9jktlvtYpZkAlz1ZMr4AeRv9CHAr_TDutN_J8JWVrn56YUpSDNvJFhVKL4jomyhPI-YVqpT9F52qInXLMsFkkBlu7j7lp74k/s400/Zombies.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The cartoony environments are lovingly detailed.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
You fight your way from left to right, wielding a slowly
growing arsenal of generally era appropriate weapons and explosives. Vinnie can
jump, crouch, and kick to fend of smaller enemies while re-loading. Tremendous
care has clearly been paid towards ensuring jumping, movement, and shooting
feels just right.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;The occasional
platforming section and movement/timing based puzzles are a joy instead of an exercise
in hair pulling aggravation.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
GGC is punishing on higher difficulties but never unfair. This
is a game un-afraid to deliver bracing, deeply satisfying challenge. Checkpoint
and health pacing feels just about perfect. Vinnie can take a few hits but the
game is balanced around the expectation that you’ll be dodging damage, not
face-tanking it. While memorizing the level layout and enemy spawn patterns
will give you some advantage good reflexes and quick decision making are more
important.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 107%;&quot;&gt;Mooks, Goons, and Palookas&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Vinnie battles a diverse array of zombie types, each with
their own weaknesses and attack patterns. Swollen butchers shuffle forward
hurtling meat-cleavers, detonating in a cloud of cartoonish gore that damages
everything around them. Zombified soldiers wear helmets that block headshots
while spraying tommy-gun fire in a downward arc. Infected rats boil towards you
in giant swarms, prompting a hasty grab for the flamethrower. Combat is
absorbing and never repetitive.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSSbd5dGENYHQIcsUlvab00nZITN1XOC1EunmrdgmVHP0ZdzvH5m6rehVp2_z7R9ZZ8QiZw2-xK2Np8mXGOC7znqN4ZOq3fgfqMon3p6Bxx3bckDYByHl4_EbA6lcsanGmmGH4bUpMrNg/s1600/Streets.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSSbd5dGENYHQIcsUlvab00nZITN1XOC1EunmrdgmVHP0ZdzvH5m6rehVp2_z7R9ZZ8QiZw2-xK2Np8mXGOC7znqN4ZOq3fgfqMon3p6Bxx3bckDYByHl4_EbA6lcsanGmmGH4bUpMrNg/s400/Streets.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Gangster flick aficionados may spot familiar (if decaying) faces.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Aside from zombies you also face rival Mafia enforcers and
military soldiers. Human opponents fight more defensively than the undead,
using firearms and cover. Their presence helps vary up the combat and keep it
from becoming stale. In a nice touch humans and zombies will attack one another
on sight, which makes sense and creates some interesting tactical situations
when both factions are on-screen at once.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Enemy AI is robust for a 2D shooter. More agile zombie types
have no trouble navigating a path to you if one exists. Human opponents
recognize grenades and move to avoid them. Far from idly waiting to be killed
they’ll employ explosives and poison gas canisters of their own to flush you
out.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Boss fights represent major difficulty spikes and are can
get quite brutal. Each will likely kill you a few times as you try to
understand their movement and attack patterns. Fortunately checkpoint placement
is more than fair, especially on the multi-stage final encounter.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5yNhqTH_UPmTav5wRFMu4WyHLIElGTiSp0p40wVSh48_BhWHGXEY7HfOEUE0Lz3ynwXgBJSP4Al_DUIpXglBFKiLKEDyoBKW5hnwwRXlH6B6hDRcOYqjC10sw-EEcIeUlmE_Y7Y-NSYE/s1600/Gesture.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5yNhqTH_UPmTav5wRFMu4WyHLIElGTiSp0p40wVSh48_BhWHGXEY7HfOEUE0Lz3ynwXgBJSP4Al_DUIpXglBFKiLKEDyoBKW5hnwwRXlH6B6hDRcOYqjC10sw-EEcIeUlmE_Y7Y-NSYE/s400/Gesture.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;No true mobster can carry on a conversation without the use of their hands.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Tying it all together is a simple but functional and
admirably coherent story. Characters are broadly drawn and entertaining without
dipping into obnoxious or offensive territory. The well animated cartoon
cut-scenes are a high point, and as you would expect characters talk a lot with
their hands.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
GGC’s campaign is unlikely to run you longer than 4-5 hours
the first time through. Unfortunately once the credits roll there’s not much
left to the game but to replay it on a higher difficulty (which I did). Co-op
is limited to local only, which is awkward at best, but don’t let these minor
issues discourage you from playing this meticulously polished indie gem.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to play: Meticulously tuned, deeply satisfying 2-D
shooter gameplay. High quality hand-drawn animation. Very high level of polish.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to pass: Just one short campaign. Local co-op only. &lt;/div&gt;
&amp;nbsp;

&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/291773794092999408/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2015/06/short-games-double-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/291773794092999408'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/291773794092999408'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2015/06/short-games-double-review.html' title='Short Games Double Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4062lsz8FpmjqCADAS7VeCZI2CRlQ3kZAzZHqe5odk2DWYEutSVxlCYPdPnTCDSYgB_kTnm60Ftr3Gz9hAMJSUjgBg0H6lGCaB7yOTE3Qt9_oFlOtqK68F3HT3BwU-K3Nul0Mwomiw_c/s72-c/Xanadu.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-2590254616430478982</id><published>2015-01-01T18:34:00.002-08:00</published><updated>2015-02-15T00:43:24.565-08:00</updated><title type='text'>Short Games Triple Pack</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 5&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 5&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 6&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 6&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 6&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Bibliography&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;41&quot; Name=&quot;Plain Table 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;42&quot; Name=&quot;Plain Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;43&quot; Name=&quot;Plain Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;44&quot; Name=&quot;Plain Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;45&quot; Name=&quot;Plain Table 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;40&quot; Name=&quot;Grid Table Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;Grid Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;Grid Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;Grid Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;List Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;List Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;List Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 6&quot;/&gt;
 &lt;/w:LatentStyles&gt;
&lt;/xml&gt;&lt;![endif]--&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;The immersion of an epic length game can be very rewarding.
Unfortunately life is deeply unfair and we often find ourselves without the
dozens of hours and big blocks of uninterrupted time necessary to properly
enjoy a mammoth RPG or other all-encompassing experience. What’s a time pressed
gamer to do?&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;We could try free-to-play clickfest Facebook games. We could
also jam burning coals into our ears. As an alternative I offer three very
different games. All three offer real gameplay with the most modest of time
demands. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1DyvCwxWIFooYr8vSDzPsctxXsqTNXItxjVzjeIIXZOHiJXXXiNXl51GN9T5wuHLlNmOGVpAE0Lep8NQC2hUc14iKX5YgBXK3j5Uk5Mp6VJeHp6n2XB0H1fYbeDlhxSj2t3O-YzePt_A/s1600/CRYPTHEADER.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1DyvCwxWIFooYr8vSDzPsctxXsqTNXItxjVzjeIIXZOHiJXXXiNXl51GN9T5wuHLlNmOGVpAE0Lep8NQC2hUc14iKX5YgBXK3j5Uk5Mp6VJeHp6n2XB0H1fYbeDlhxSj2t3O-YzePt_A/s1600/CRYPTHEADER.png&quot; height=&quot;121&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;i&gt;Crypt of the
Necrodancer&lt;/i&gt; combines a simple rhythm game with a top-down, 2D roguelike.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;An undead
wizard has stolen your heart (not romantically, the actual organ). As a result
you can only move to the beat of each level’s song. Enemies each have their own
movement and attack patterns controlled by the beat as well. The result is
literal dance-fighting.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The game is
extremely accessible, controlled with only the directional keys and clearly
designed to be played with a dance pad as well. Moving to the beat multiplies
gold dropped by enemies, used to buy things from shops and as a high-score. You
can simply stop moving, (indeed doing so makes fighting some enemies much
simpler) but your gold multiplier drops the moment you miss a beat.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3CerOHzCwx-CFA_enF5yAubz-hbpjU8rdNtnKcSrDejFlpxw1N1OPB_37nyXvwJCtqNqXLtw0bYyCuBhrnYCHM1dEIlqoo3IqKXyZDtX-XI3XPs3U43RyhYJsVE_FwoGGw7BsXcUu61s/s1600/NecroDancer+Rythm.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3CerOHzCwx-CFA_enF5yAubz-hbpjU8rdNtnKcSrDejFlpxw1N1OPB_37nyXvwJCtqNqXLtw0bYyCuBhrnYCHM1dEIlqoo3IqKXyZDtX-XI3XPs3U43RyhYJsVE_FwoGGw7BsXcUu61s/s1600/NecroDancer+Rythm.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Floor tiles light up to let you know when a beat multiplier is in effect.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Looted
diamonds can be spent after each death to buy a few permanent upgrades or
unlock new potential loot. As CotN runs are short and prone to ending violently
this offers a nice sense of progression. Unspent diamonds are lost on starting
a new run, so unlocking the more expensive items requires you to survive at
least a few levels.&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Levels are
short, consisting of only a few rooms. Each is unlikely to take more than a few
minutes, even if you pause to dig around for secret items and clear all
enemies. Indeed if you’re still loitering in a level when the song ends you’re
unceremoniously dumped into the next. This does much to keep the pace breezy
and the game moving forward.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixJZDrLtLOSU-xvPfPskE-XBUJB9fzrsFSXbHN72SBKxAM44TsJSauwmba8uTcY0WTlXBkHVWygW7g4RrUjQszCj05yHm-4LlFXrDJeEg4rhT3hBP6RSbeD6Y7w-mylKbZbR_TMiYEq9k/s1600/NecroDancer+Shop.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixJZDrLtLOSU-xvPfPskE-XBUJB9fzrsFSXbHN72SBKxAM44TsJSauwmba8uTcY0WTlXBkHVWygW7g4RrUjQszCj05yHm-4LlFXrDJeEg4rhT3hBP6RSbeD6Y7w-mylKbZbR_TMiYEq9k/s1600/NecroDancer+Shop.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Shopkeepers sing along to the music,.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Survive a
modest brace of levels and you’re treated to a boss fight. CotN’s bosses are
surprisingly creative and one of the strongest elements. One encounter features
conga lines of zombies controlled by a giant angry ape. Another plays out as a
real-time game of chess, with you battling an entire team of enemy pieces on
your own.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;CotN can be
quite challenging. Expect to get trampled by a mob of tough enemies a lot in
later zones before you can acquire a toe-hold of useful items and weapons. Even
with a good weapon and some armor you’re never more than a few missed steps
from death. Since most CotN runs aren’t more than fifteen minutes death isn’t
as punishing as it can be in many roguelikes.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYktqql2WHG0gF1-1yeYgGbHcMb_1HBJJwxVP1B0UQfHMM4zNH7DNoSI5GoF4l4asU1-WTuWh6CqFOpnleUsNCK9S9wl340-GkTtqXGBdjMMZszqX8k9zDdfe3hv52-5Apt9g1Q4t2rYY/s1600/NecroDancer+Mob.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYktqql2WHG0gF1-1yeYgGbHcMb_1HBJJwxVP1B0UQfHMM4zNH7DNoSI5GoF4l4asU1-WTuWh6CqFOpnleUsNCK9S9wl340-GkTtqXGBdjMMZszqX8k9zDdfe3hv52-5Apt9g1Q4t2rYY/s1600/NecroDancer+Mob.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Later levels can begin with a brutal rush of enemies.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The soundtrack
is excellent, as one would hope for a game based around rhythm and music. The
songs for the early zones are a bit more thumping, but all are worth listening
to and work for purposes of the game’s core mechanic. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;For a game
still technically in alpha &lt;i&gt;Crypt of the Necrodancer&lt;/i&gt; plays smoothly and (most
importantly) is tremendous fun. The moment to moment gameplay is great and the
combining of two relatively simple ideas into a whole works beautifully. The
addition of a co-op mode even tentatively pushes CotN into the territory of a
viable party game.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
play: Clever core mechanic. Accessible gameplay. Thumping soundtrack.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
pass: High difficulty. If you lack a sense of rhythm.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4QgMEbkFw5shFxbpoRF3VJdiF6wp86ISVCl60gMDNyMdkbCDPeH8wpEqrdqZhY3f8_U6haM048VCjIOvMpa99eXn_JnD6hsJyY8EaLvlwTgVubZz2EUaF9lPrXz0rZrxuYuyDUFU74ME/s1600/The_Fall.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4QgMEbkFw5shFxbpoRF3VJdiF6wp86ISVCl60gMDNyMdkbCDPeH8wpEqrdqZhY3f8_U6haM048VCjIOvMpa99eXn_JnD6hsJyY8EaLvlwTgVubZz2EUaF9lPrXz0rZrxuYuyDUFU74ME/s1600/The_Fall.jpg&quot; height=&quot;149&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;The Fall&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt; is a dark,
2d adventure/puzzle game with light combat elements. The premise is unique and
intriguing. You play as ARID, the onboard AI for a suit of advanced combat
armor. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;You come online literally falling
from orbit towards an unknown planet. Kinetic energy shields narrowly save you
from becoming an impact crater, but your human pilot is worryingly
unresponsive. With nothing else to go on you set out to locate medical aid and
any clue as to what’s going on.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;The world you find yourself stranded on is a dark and gloomy
place. The largely subterranean environments are stark, with most things viewed
only in outline. Something bad clearly went down before you got here, judging
by the sheer number of decaying human and robot remains to be found.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgr00TloYgM8sP2eYdx72bJYscN9sDm934SIfYoNmNtoLQgXcHnuhEKnDQz4py7msggCXEz_ja1HeoM7cl0-IwWnLjKaN706JzqP8xgQgtlxuVrD1A5YNJphA4WZNJSVgLNBYbwzuxGYuo/s1600/Schrooms.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgr00TloYgM8sP2eYdx72bJYscN9sDm934SIfYoNmNtoLQgXcHnuhEKnDQz4py7msggCXEz_ja1HeoM7cl0-IwWnLjKaN706JzqP8xgQgtlxuVrD1A5YNJphA4WZNJSVgLNBYbwzuxGYuo/s1600/Schrooms.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Environments are dank and somber, with spots of color and light standing out all the more. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Puzzles are generally logical, although you can sometimes
just resort to trial and error. So long as you remember what abilities you’ve
unlocked and what you’re carrying you shouldn’t get stuck for long. Even with
your flashlight beam highlighting critical hotspots in the environment some are
frustratingly hard to spot, and missing these is what held me up more than
anything else.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Combat is sparse and largely trivial. There are basic cover
and even stealth mechanics, but don’t come into &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Fall &lt;/i&gt;expecting a true Metroid-like experience. The brief action
sequences still make a nice pallet cleanser between the more dialog and puzzle
heavy sections of the game.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvQEPM516-oAozuZVn8q-3eRCUkDAmFcYydG4CzXwELPIvzs2q-TmHReNulDZJAVBrzfhWvJWsti7pzE2Q6jJCYHpYlzFEFxBCfk4bltRhQVlYpbBFakPI1NjAjZPYhlVqrhkW7dJdQ2Y/s1600/Takedown.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvQEPM516-oAozuZVn8q-3eRCUkDAmFcYydG4CzXwELPIvzs2q-TmHReNulDZJAVBrzfhWvJWsti7pzE2Q6jJCYHpYlzFEFxBCfk4bltRhQVlYpbBFakPI1NjAjZPYhlVqrhkW7dJdQ2Y/s1600/Takedown.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Opportunities to stealth-kill enemy bots are rare, but do exist. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;One of the core themes of the game is that ARID is locked out
of most of the combat suit’s functions. As a work around she can over-ride
these locks if she needs a particular function to preserve the life of her
pilot. Perversely you quickly discover that, to unlock new abilities, progress
through the game, and ultimately save your pilot, you must constantly,
deliberately put ARID and her pilot in mortal danger.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;The logical gymnastics this puts ARID though contributes
heavily to her character development. To fulfill her programming, she’s forced
to blatantly violate it. This occasionally taps into a streak of subtle but
potent dark humor as ARID takes the most direct and destructive route through
the arbitrary and absurd tasks other characters throw in her way.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlPxgo8LizAkMzJQvETzVde6Ivmle3l_qwYitr27yHusfHO1173vuVVdwn6wsh5mNXCUrUJTPX69__OmVoteNmSLjFjKO4SDhMeS5AfILErw4PtZMPGbEYpf8blmMjR2vps5EZ5IKqV_I/s1600/Programming.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlPxgo8LizAkMzJQvETzVde6Ivmle3l_qwYitr27yHusfHO1173vuVVdwn6wsh5mNXCUrUJTPX69__OmVoteNmSLjFjKO4SDhMeS5AfILErw4PtZMPGbEYpf8blmMjR2vps5EZ5IKqV_I/s1600/Programming.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;ARID may be military hardware, but she is more than a mere machine. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;While the game’s puzzles are functional it is the characters
and dialog that make up &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Fall&lt;/i&gt;’s
strongest element. With no living humans about (aside from ARID’s
uncommunicative pilot) the cast consists entirely of robots and other
Artificial Intelligences. Far from being written as just metallic people their
actions are often inhuman and un-nerving from the point of view of a more
meat-based sentience.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;A critically damaged fellow combat suit mildly agrees ARID
should cannibalize it for parts, since she has a greater chance of surviving.
This isn’t presented as an act of noble self-sacrifice by either party, but
just the logic thing to do. Even something as basic as gender identity is difficult
to apply. While the combat suit has a clearly male physique it’s impossible to
think of ARID as anything other than female after hearing her speak.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;In keeping with our theme &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The
Fall&lt;/i&gt; is a short game. Unless you get seriously stuck it’s unlikely to run
you more than 3-4 hours. The story concludes with a somewhat unsatisfying
ending that leaves a lot of questions unresolved, but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Fall&lt;/i&gt; is only part one of an intended trilogy.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Reasons to Play: Foreboding atmosphere. Satisfying, logical
puzzles. Intriguing set up and characters.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Reasons to Pass: Short play time. As act One of Three, raises
more questions than it answers. Awkward but trivial combat.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL74y98__CzdtcDjdi_fp4rJS-XhJLWZS6F4a5CVcyByKUiHhLPr55kPm6TsSXbcA0TpY-d95DqAV4KLad9oi44PWpS00XEdETcbOpDLkGlPvL1dumHY2FHrMTPdF0vJ6Rd1kKvQIdHBU/s1600/Luftrausers_Full_Logo.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL74y98__CzdtcDjdi_fp4rJS-XhJLWZS6F4a5CVcyByKUiHhLPr55kPm6TsSXbcA0TpY-d95DqAV4KLad9oi44PWpS00XEdETcbOpDLkGlPvL1dumHY2FHrMTPdF0vJ6Rd1kKvQIdHBU/s1600/Luftrausers_Full_Logo.jpg&quot; height=&quot;126&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Luftrausers&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt; is a 2-D
side-scrolling shooter with an old-school arcade vibe. There’s no real campaign,
story, or linear missions. Just endless waves of enemies over a featureless
ocean, a high score to chase, and a few progression systems.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Death is merely an excuse to try again. When inevitably shot
down by the bullet-hell like spread of enemy fire you can be back in the air with
a new plane configuration in seconds. The only true penalty for destruction is
losing your combo multiplier and shot at a new high score.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOZIog7gZttIdESuq-RqFZJN3BcqgD-PWigfWmXIsSEMyW_7fl8PsBqTnwckaY9IV-U8KNUp06MFmXCdjAyiYRhK5643OVqmXgNyxHLLUO3GY0yZyvG9DnbrHeNJZ35bJBQ9S5vJXrGvI/s1600/Luftrausers+Battleship.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOZIog7gZttIdESuq-RqFZJN3BcqgD-PWigfWmXIsSEMyW_7fl8PsBqTnwckaY9IV-U8KNUp06MFmXCdjAyiYRhK5643OVqmXgNyxHLLUO3GY0yZyvG9DnbrHeNJZ35bJBQ9S5vJXrGvI/s1600/Luftrausers+Battleship.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Battleships require concentrated fire to sink and fill the sky with projectiles.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;A constant stream of kills is necessary to build the combo multiplier
and get a worthwhile score. Basic strategy encourages building the multiplier
on swarming small planes before trying to tackle a high value target. Conversely
you only repair damage when not firing, which is not conducive to racking up
kills. Walking the razors edge between keeping your combo going and staying in
the air makes for frantic second to second gameplay.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Each launch challenges you further with a brace of
quantifiable mini-objectives that do much to keep gameplay from growing
monotonous. These missions provide a sense of accomplishment and progression
and often encourage new styles of play. An easy mission might task you with
simply downing a certain number of enemy planes in a single life. A more
challenging one might require sinking a battleship while on fire or while in
free-fall.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoIEVb6PPrT2aFd_oin4xOm_BSXCRibHertn4m9Rujy-aUcFUb-aloVrZZWj3iiMhQj2ocQAAvMJ7Nje7VMFlUPLUmsdr4htz4dhZxAqVgm6F1_UPP_AdCXKnNVB_Ys9hRLTgIMMsdEWQ/s1600/Luftrausers+Missions.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoIEVb6PPrT2aFd_oin4xOm_BSXCRibHertn4m9Rujy-aUcFUb-aloVrZZWj3iiMhQj2ocQAAvMJ7Nje7VMFlUPLUmsdr4htz4dhZxAqVgm6F1_UPP_AdCXKnNVB_Ys9hRLTgIMMsdEWQ/s1600/Luftrausers+Missions.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Short term missions add additional challenge to the arcade action.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Accomplishing these mini-missions and racking up sizable
combos contributes towards unlocking new engines, hulls, and weapons. These
parts can be freely mixed and matched, allowing for some fascinating
combinations with truly unique kinds of play. One configuration might boost
your armor and render you immune to collision damage, making it more practical
to ram enemies than to shoot them. Another might let you dart out of the ocean
to sweep the skies with a laser beam before sinking back safely below the
waves.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;No one weapon or configuration excels at fighting every enemy
type. Much of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Luftrauser’s&lt;/i&gt; appeal
comes from experimenting with different parts and learning how to exploit each
combination’s strengths and weaknesses. Some might lend themselves to a
particular playstyle more than others, but all are fun to try.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI0NoH8uWaYUmWxER8o-6bJYd_BOClSRAB_rLEx-16zTQGFMckEbUKCSCTrHH2w5ODd2pqpBYPPSLNdBWlH04SMbdb2HmPDp884-R3ZMYE7tdNzAEAiGNorOgjMU4MUabHlVgc0UmeS5Y/s1600/Luftrausers+Lab.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI0NoH8uWaYUmWxER8o-6bJYd_BOClSRAB_rLEx-16zTQGFMckEbUKCSCTrHH2w5ODd2pqpBYPPSLNdBWlH04SMbdb2HmPDp884-R3ZMYE7tdNzAEAiGNorOgjMU4MUabHlVgc0UmeS5Y/s1600/Luftrausers+Lab.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;As you unlock new parts dozens of configurations become available. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;A suitably martial soundtrack enhances the action. The music
actually changes slightly depending on your plane configuration, which provides
another convenient excuse to experiment with all the combinations. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Luftrausers&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt; makes for
an ideal five-minute break game. The frantic core action combines well with the
parts and missions systems to add welcome variety and a sense of progression.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Reasons to play: Well tuned arcade action. Swappable plane
configurations offer depth and variety.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%; mso-bidi-font-size: 14.0pt;&quot;&gt;Reasons to pass: High difficulty. Short, repetitive core
gameplay.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/2590254616430478982/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2015/01/short-games-triple-pack.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2590254616430478982'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2590254616430478982'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2015/01/short-games-triple-pack.html' title='Short Games Triple Pack'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1DyvCwxWIFooYr8vSDzPsctxXsqTNXItxjVzjeIIXZOHiJXXXiNXl51GN9T5wuHLlNmOGVpAE0Lep8NQC2hUc14iKX5YgBXK3j5Uk5Mp6VJeHp6n2XB0H1fYbeDlhxSj2t3O-YzePt_A/s72-c/CRYPTHEADER.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-6298698771912842745</id><published>2014-08-25T20:55:00.000-07:00</published><updated>2014-08-26T00:12:36.201-07:00</updated><title type='text'>Costume Quest / Our Darker Purpose Reviews</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Default Paragraph Font&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
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&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;It’s the
very dog days of summer as I write this, but slowly, mercifully, we creep
towards Fall. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;With Fall comes Halloween,
the modern incarnation of the old pagan rite of disguising your kids as
monsters and sending them out to rob the neighbors. We’re going to review a
couple of seasonably appropriate games featuring child protagonists.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAxNOvUBInLuu-Q53QdZQrM05UfUq7QSGzDHBsfx6yKCCdBHGe3NaA1b3_gEgzWVMuYHQ6FdfvnRYWJi4ecRBI1rl5U0hAr7tyIfnE9TfrxWhC_aVCibEladpEtvL-4e3nAoz1aqi4uaY/s1600/Costume+Quest+Title.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAxNOvUBInLuu-Q53QdZQrM05UfUq7QSGzDHBsfx6yKCCdBHGe3NaA1b3_gEgzWVMuYHQ6FdfvnRYWJi4ecRBI1rl5U0hAr7tyIfnE9TfrxWhC_aVCibEladpEtvL-4e3nAoz1aqi4uaY/s1600/Costume+Quest+Title.png&quot; height=&quot;186&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Tim Schafer
and his company, Double Fine Productions, have made a number of my favorite
games over the years. The art direction and writing for games like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Psychonauts&lt;/i&gt; and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Brutal Legend &lt;/i&gt;is memorable and endearing. While developed under a
much more modest time and resource budget than other Double Fine projects &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Costume Quest&lt;/i&gt; loses none of the charm.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;i&gt;Costume
Quest&lt;/i&gt; is set on Halloween night, casting you as one of a pair of twins setting
out on the annual candy harvest. Unfortunately monsters bent on pilfering
Earth’s candy supply mistake your twin’s goofy candy corn costume for the real
thing and kidnap them. Your mission is to recover your abducted sibling, along
with as much candy as humanly possible.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMZjR6KZKrgHAKp-ip5jFJAivo1SgIwMfajZem-BzXsIPa-JV5M7Byv5MuXRM1_xP1CvNAFG3H6hV4KEgp2ZDNBNK6apNF3fBahzDzJyEkLLFWvsXwUMr3YmpBuBbN2j4Vo1rr7pDDyNY/s1600/Siblings.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMZjR6KZKrgHAKp-ip5jFJAivo1SgIwMfajZem-BzXsIPa-JV5M7Byv5MuXRM1_xP1CvNAFG3H6hV4KEgp2ZDNBNK6apNF3fBahzDzJyEkLLFWvsXwUMr3YmpBuBbN2j4Vo1rr7pDDyNY/s1600/Siblings.bmp&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The sibling interaction is just combative enough to ring true.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The
exaggerated, cartoony art style and atmosphere really captures the spirit of
Halloween. Not the spirit of fear or the supernatural, but the sense of being a
kid on Halloween night. The night is about the costumes and the candy, and any
monsters that get in the way of that are going to get wrecked.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Transform and Roll Out&lt;/span&gt;&lt;/h4&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Normally combating a monster invasion without weapons, training, or adult support would
be a tall order, but the cast of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Costume
Quest&lt;/i&gt; has an unusual advantage. When confronted by monsters the children
transform into giant combat-ready versions of their costumes. A boxy, cardboard
robot suit becomes a towering mech, complete with rocket-punch. An adorable
French-fry costume becomes an altogether more alarming tuber-based crab
creature, showering unlucky monsters with white hot grease and salt.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpQXPyr6Yfhbe4XyVIayPWz2GyDUJJyT4iwY3swArPD_BA0YolT2On-3jtVhaw_kc7WhfjFl7Iezi5HaxyC5UZsqM5xeGRDUZvZL0O62FJJzDa8AVKuJppDZznHbLQqpOb8yoFywzr-q4/s1600/Victory.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpQXPyr6Yfhbe4XyVIayPWz2GyDUJJyT4iwY3swArPD_BA0YolT2On-3jtVhaw_kc7WhfjFl7Iezi5HaxyC5UZsqM5xeGRDUZvZL0O62FJJzDa8AVKuJppDZznHbLQqpOb8yoFywzr-q4/s1600/Victory.jpg&quot; height=&quot;182&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The various costume transformations are a treat. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Gameplay is
that of a very lite RPG. Refreshingly there are no random encounters, with
monsters visible in the environment before combat begins. With patience you can
even exploit patrol patterns and gain the first strike by whacking them from
behind with your candy pail.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The turn
based combat is enhanced by various quick-time events that reward attention and
reflexes with additional offense and defense. Every few turns a special meter fills
up and allows you to unleash some extra powerful attack or support ability.
Combat is simple but never dull. If you do get whomped you’re allowed to try
the fight again at no penalty.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM5NsqUJ4Z1IOfmGKHjrZ0ecj2Lbl9CWwiLIJeKQtArN_6F47M4CYagYC5S1owhis7MFuwXA59fbTx9dXh5wacduU4FPpS4Hp_ZqRVTyQ5DfaIUqaXqpQhUxB5koanylfl_mG9VB_j8LM/s1600/Cinematic.jpeg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM5NsqUJ4Z1IOfmGKHjrZ0ecj2Lbl9CWwiLIJeKQtArN_6F47M4CYagYC5S1owhis7MFuwXA59fbTx9dXh5wacduU4FPpS4Hp_ZqRVTyQ5DfaIUqaXqpQhUxB5koanylfl_mG9VB_j8LM/s1600/Cinematic.jpeg&quot; height=&quot;218&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Combat is surprisingly cinematic&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;While you eventually
acquire two allied children to fill out your party costumes can be swapped between them interchangeably.
Choice of costume defines a character’s role and abilities in combat. The
armored medieval knight excels at taking damage and protecting allies, while
the Statue of Liberty can provide patriotism induced healing. “Battle Stamps”,
lootable and purchasable with candy, offer a welcome extra bit of customization
in the form of additional stat boosts or powers.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Samhain Shuffle&lt;/span&gt;&lt;/h4&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Environments
visited include a suburban neighborhood, a mall, and fall carnival, all thematically
decorated and populated with background characters amusingly oblivious to the
monster invasion. You can’t advance till you hit up every trick-or-treating
location on the map, and the trick-or-treat mechanic has a nice bit of tension
as you wait to find out if there’s free candy or a monster fight behind the
door. Simple puzzles based around using your costume’s special abilities
and exploration based quests round out the game.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMjfJpMpVHr2S4S2bt5xinI0mjNFCsJ92EcTdqY3yHEDmFZ_AVbSSEsnGh5j-v-lfZWuBF_6jJcbENdIb9kNhUjBnxZ6cRiGTEiaJoqUOKFo0TerEeaWizl6E4yp757QONv9vznh-qj7M/s1600/Mall.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMjfJpMpVHr2S4S2bt5xinI0mjNFCsJ92EcTdqY3yHEDmFZ_AVbSSEsnGh5j-v-lfZWuBF_6jJcbENdIb9kNhUjBnxZ6cRiGTEiaJoqUOKFo0TerEeaWizl6E4yp757QONv9vznh-qj7M/s1600/Mall.bmp&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;There are a few side-quests and mini-games between whomping monsters. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Costume Quest &lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;is a compact, digestible experience
that knows not to overstay its welcome. Even if you take your time to nab every
stray piece of candy and finish every side-quest completion is unlikely to take
you more than 4-6 hours. This all makes for a charming, accessible game that
fans of Double Fine and anyone looking for a seasonably appropriate diversion
will enjoy.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Publishers
should be less afraid of modest projects. Not every game need be a budget
breaking behemoth that must to sell a million copies to turn a profit. There is
an elegance to be found in keeping a tightly contained scope.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
play: Cute art style. Sincere humor. Accessible and appropriate for all ages.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
Pass: Short. Forgiving difficulty.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjthKez8NpvkOSV0fFhGB9LH4NB5JLmoivJFTuiQOQ-xoeoT7KSQ78VALLDlzEedeOT8LuvfwLCyaECZBcP06MVGiTWnHPa1I7r04e3p7lrR5cFFTXh5jUPF4XYdoXnImjMwUdlzPDKN1U/s1600/Our-Darker-Purpose-title.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjthKez8NpvkOSV0fFhGB9LH4NB5JLmoivJFTuiQOQ-xoeoT7KSQ78VALLDlzEedeOT8LuvfwLCyaECZBcP06MVGiTWnHPa1I7r04e3p7lrR5cFFTXh5jUPF4XYdoXnImjMwUdlzPDKN1U/s1600/Our-Darker-Purpose-title.png&quot; height=&quot;226&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;i&gt;Our Darker
Purpose&lt;/i&gt; is a top-down action roguelike with light RPG elements and a deliciously
dark, gothic set of sensibilities. The game has bits of “&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Binding of Isaac&lt;/i&gt;” and “&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Don’t
Starve&lt;/i&gt;” in its family tree. The humor and art owe a bit to Tim Burton and a
great deal to Edward Gory.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Movement and
combat is in the classic twin-stick style. You comb a floor of randomly laid
out rooms for useful items and the chamber of the boss guarding the way
forward. Each time you enter a room you’re locked in until you’ve cleared all
enemies or overcome some other hazard, so you can’t just rush through.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;A Series of Unfortunate Events&lt;/span&gt;&lt;/h4&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;i&gt;ODP&lt;/i&gt; is set
in a towering, Victorian, half boarding school, half orphanage called Edgewood.
The school is a nightmare Hogwarts, teaming with darkly comic fates for poorly
behaved or unwary students and ruled by an unseen but amusingly malevolent
administrator. The bits of lore and narrative slowly unlocked through play are
gothic black-humor at their finest.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3q28ziPT8NZYE-qhKL3X12dkmRZ17MnYMF5D2SQAvNV28pECE1XNWVO2kcCBBIl-4Y_lz1nb8FB1L0GKLdQMbQkd3pj0X6ywPM9oYFdb8b44huutlw43ewMV-_IqIN2_Q6_PP3H61ve0/s1600/Brute.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3q28ziPT8NZYE-qhKL3X12dkmRZ17MnYMF5D2SQAvNV28pECE1XNWVO2kcCBBIl-4Y_lz1nb8FB1L0GKLdQMbQkd3pj0X6ywPM9oYFdb8b44huutlw43ewMV-_IqIN2_Q6_PP3H61ve0/s1600/Brute.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;At least they&#39;re feeding the children at Edgewood.&lt;br /&gt;
Possibly to each-other. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;You play as
Cordy, an adorably pale waif with a permanent expression of bemused worry. When
the faculty and staff of Edgewood abruptly vanish Cordy barely survives the
purge of the small, weak, awkward, and unpopular children that immediately
follows. With nothing to lose and nowhere to go but up she sets out for the top
floor of the building, searching for answers and a way out. Provided she can
survive the savage gangs of fellow children that have formed in the absence of
adult supervision and the stranger things scuttling in the shadows and crawling
across the chalkboards of the darkened school. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Fortunately
Cordy has inexplicably developed the ability to hurl small darts of flame to
defend herself. While Cordy can only hurl flame in the four cardinal directions
she can move and shoot independently. An extremely limited number of
chalk-bombs and an evasive roll (crucial to avoiding damage) round out her
modest set of starting abilities.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNhUNk7Jc4Ga6B9-5tANr5cUn77DxoSXIWqOaDFEbOZbUvRH-47YF-7IljvjnNWc5VCJFDV_Pgzamot3tqXhEBMgJ3yxQ-pbp7tbXQdiJhfleZTshQhckviwCE1wA1Rs1PhqMgZdqq1Ic/s1600/Chaos.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNhUNk7Jc4Ga6B9-5tANr5cUn77DxoSXIWqOaDFEbOZbUvRH-47YF-7IljvjnNWc5VCJFDV_Pgzamot3tqXhEBMgJ3yxQ-pbp7tbXQdiJhfleZTshQhckviwCE1wA1Rs1PhqMgZdqq1Ic/s1600/Chaos.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;On occasion ODP dips into Bullet-Hell territory.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Early
attempts to ascend Edgewood invariably end in failure and death, a fact the game
itself is quick to tell you to expect. Indeed it’s not mechanically possible to
clear &lt;i&gt;ODP&lt;/i&gt; on your first playthrough. Overcoming a major boss for the first time
advances the narrative and adds a new set of variables to the game, but also
ends that particular run. Like all true roguelikes &lt;i&gt;ODP&lt;/i&gt; is intended to be played
many, many times before completion.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Learning by Rote&lt;/span&gt;&lt;/h4&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Edgewood is
a stark, relentlessly hostile environment. Healing juice-boxes, money, and
other useful items are in short supply and invariably guarded. Attrition as
much as anything else usually ends a run. Learning the attack patterns of the
various inhabitants and hazards is critical to long term progress. Finishing a
floor without taking damage is an accomplishment to be lauded.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;i&gt;ODP&lt;/i&gt; is highly
challenging and carless play will end a run in short order. Each attempt does
help you slowly unlock new items to be found and build up a modest set of
permanent bonuses. This helps create a sense of progression and that your
efforts are being rewarded, even as you die time and time again.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga7vR5HwfHQ3lDOCwmQlqbTN0ijwcntwzed4F8_pfXxN1_UMmJTMCHXGIbdWefmV1HMM8AjMA6akM55CstnkZFVGvOp3eTO9PXLTS6w7C9G4rKH03UpWkbWDDksH9VUdhPN_Fka3qxxQA/s1600/Books.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga7vR5HwfHQ3lDOCwmQlqbTN0ijwcntwzed4F8_pfXxN1_UMmJTMCHXGIbdWefmV1HMM8AjMA6akM55CstnkZFVGvOp3eTO9PXLTS6w7C9G4rKH03UpWkbWDDksH9VUdhPN_Fka3qxxQA/s1600/Books.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Level-up bonuses are awarded in the form of a choice of books.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;While
primarily an action game &lt;i&gt;ODP&lt;/i&gt; does manage to offer meaningful character
development choices and interesting items. Each level-up offers two randomly
selected but sizable stat upgrades. Some options include penalties still worth
considering, like a permanently slower move speed in exchange for a large chunk
of cash.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Many of the
items that can be scavenged from Edgewood’s chambers change Cordy in
fundamental ways, like giving a massive boost to attack rate while making her
formerly accurate shots spray out in a random arc. Some of the most powerful
bits of gear break after you absorb a certain amount of damage (as if you
needed another reason to dodge), while others require completing difficult
challenges to unlock their power.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiIGZXA9fYqvPb1TRTMItFaUkHSQ33yZx7tGWIH70LWPdWD-5gcQOpyb-1wPvKb_IwRvFA-atVAucY2_cvQem4ov9sUtYJuQiykGy7_AgLQyOdXpj917ZosjNlLh93IPRlhW8sP1eN5VQ/s1600/Hand.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiIGZXA9fYqvPb1TRTMItFaUkHSQ33yZx7tGWIH70LWPdWD-5gcQOpyb-1wPvKb_IwRvFA-atVAucY2_cvQem4ov9sUtYJuQiykGy7_AgLQyOdXpj917ZosjNlLh93IPRlhW8sP1eN5VQ/s1600/Hand.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Even the most minor of treasures have alarming guardians.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Of course
there’s no guarantee you’ll be offered useful items or upgrades, and everything
is lost when you die anyway. This is normal for Roguelikes, but it can still be
frustrating when bad luck dooms an otherwise promising run. The game’s other
chief sin (significantly harder to forgive) is that creature hit-boxes don’t
always match up with their models. While the game is two dimensional the “camera”
is implied to be at a slight angle, meaning shots often pass behind an enemy’s
head.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
play: Deliciously dark, gothic humor and art. Challenging twin-stick style
gameplay. Meaningful progression from run to run.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
pass: Very high difficulty level. Slightly miss-leading hit-boxes. &lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/6298698771912842745/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2014/08/normal-0-false-false-false-en-us-x-none.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6298698771912842745'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6298698771912842745'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2014/08/normal-0-false-false-false-en-us-x-none.html' title='Costume Quest / Our Darker Purpose Reviews'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAxNOvUBInLuu-Q53QdZQrM05UfUq7QSGzDHBsfx6yKCCdBHGe3NaA1b3_gEgzWVMuYHQ6FdfvnRYWJi4ecRBI1rl5U0hAr7tyIfnE9TfrxWhC_aVCibEladpEtvL-4e3nAoz1aqi4uaY/s72-c/Costume+Quest+Title.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-555414088890682485</id><published>2014-07-06T20:34:00.000-07:00</published><updated>2014-07-06T20:42:37.201-07:00</updated><title type='text'>Saints Row 4 Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
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   Name=&quot;List Table 6 Colorful Accent 5&quot;/&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 6&quot;/&gt;
 &lt;/w:LatentStyles&gt;
&lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt;
&lt;style&gt;
 /* Style Definitions */
 table.MsoNormalTable
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&lt;/style&gt;
&lt;![endif]--&gt;

&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH6J21OwW-3F0N0sDLbQE0qYfyIq4HLabXXOpNLNlgiwYVjcMd8BwAZ7v5iUO21mCHeNjIphhfJEqXTtjufnE32Fy5dSdHELPk4Eit8dKprBMxpFdPCEYQEplDEPeqYl_fIu-MLa7YAAw/s1600/Logo.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH6J21OwW-3F0N0sDLbQE0qYfyIq4HLabXXOpNLNlgiwYVjcMd8BwAZ7v5iUO21mCHeNjIphhfJEqXTtjufnE32Fy5dSdHELPk4Eit8dKprBMxpFdPCEYQEplDEPeqYl_fIu-MLa7YAAw/s1600/Logo.jpg&quot; height=&quot;146&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Open world
games need to deliver two things: Power and Freedom. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Saints Row 4&lt;/i&gt; delivers both, along with generous helpings of style
and humor.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 107%;&quot;&gt;Top of the World&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;As the
opening remind us the Third Street Saints have gone from thuggish street gang
to something more akin to an international multimedia empire. The series has
followed a similar trajectory, starting as an off-brand &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grand Theft Auto&lt;/i&gt; and evolving to embrace an ever escalating level
of absurdity. Anyone who played the third game might ask, not
unreasonably, where the series can possibly go next.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The answer
is straight to the top and over. The opening mission concludes with the Boss (the
player character) disarming a nuclear missile in mid-air to the tune of
Aerosmith’s &quot;I Don&#39;t Wanna Miss a Thing&quot;. Events then jump five years
into the future where the Boss has (improbably) parlayed their heroism into a
successful run for the office of US president.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv4FID7FOZGDLe61680eK1u49YRHctQdvHNmg63J2gvC3gRtz0KC0SBEFIKG4hyjlK6zj865HWCHeSyZ72wQlT4jU7L-Ylxoq53yNF8BGknUAKvz81Ksk5pvQuE4gk8IHFDqvDSAocURg/s1600/Choices.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv4FID7FOZGDLe61680eK1u49YRHctQdvHNmg63J2gvC3gRtz0KC0SBEFIKG4hyjlK6zj865HWCHeSyZ72wQlT4jU7L-Ylxoq53yNF8BGknUAKvz81Ksk5pvQuE4gk8IHFDqvDSAocURg/s1600/Choices.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Choices, choices. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;There’s a
brief pause here to allow for &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;SR4’s&lt;/i&gt;
ridiculously detailed character customization. If you enjoyed spending hours
tweaking brow and chin sliders in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass
Effect&lt;/i&gt; you’ll find plenty to keep you busy here. Appearance and even voice
and gender can be changed later for a token fee so don’t spend too long
sweating over it. Scores of unlockable clothing items also allow you to dress
your custom Boss in whatever fashion you see fit, from business casual to biker
gimp and beyond.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 107%;&quot;&gt;Commander in Chief&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;We rejoin
the story in the middle of an average presidential day of signing bills to cure
cancer, discussing policy with Vice President and talented actor Keith David,
and punching obnoxious senators in the groin. Sadly before we can finish out
the term in the shoes of the POTUS an alien invasion arrives. Despite a brief,
valiant battle through the White House the Boss and the rest of the Saints find
themselves captured and imprisoned in a series of virtual reality simulations.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOfWS73Hgl9fZr_79YOqwZZfwlJg9wE-qeBlKw2l6A6EPKlNka5UqWAmDf_Aopn9NfTG8GgQGGn7K7-P0FvmsLyOMXt_0Hze5fkitIyVc3-8Y5T10A35U_mpgG59GaumhtEaiWP31o5mY/s1600/Neon.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOfWS73Hgl9fZr_79YOqwZZfwlJg9wE-qeBlKw2l6A6EPKlNka5UqWAmDf_Aopn9NfTG8GgQGGn7K7-P0FvmsLyOMXt_0Hze5fkitIyVc3-8Y5T10A35U_mpgG59GaumhtEaiWP31o5mY/s1600/Neon.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Zin empire bought their vehicles straight from the TRON surplus sale.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;You see
where this is going? Every time it appears events have hit the level of maximum
absurdity the game boldly states: “That’s nothing. Watch this!” Even if whatever
is going on doesn’t make a tremendous amount of sense the energy is infectious.
Like a hyperactive friend rattling off directly from their stream of consciousness
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;SR4&lt;/i&gt; is clearly having so much fun
it’s hard not to get carried along by the enthusiasm.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;All this
setup is an elaborate excuse to turn you lose in a virtual version of
Steelport, now featuring hostile red Tron lines and an alien mothership
hovering ominously overhead. Of course any computer program can be hacked and
manipulated. After a mission or two of getting your bearings the Boss finds themself
armed with what amount to superpowers.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 107%;&quot;&gt;Man of Steel&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Once you
obtain your first set of powers the Boss can sprint up the side of buildings,
glide from rooftop to rooftop, and hurtle vast distances in a single bound.
Cars and even helicopters quickly become obsolete. These powers put &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;SR4&lt;/i&gt; more in common with the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Prototype&lt;/i&gt; and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Crackdown&lt;/i&gt; series than its crime-themed themed roots.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEichGotADEIAIK4bSclEEhP6I6Tuu5jSPw8Ger68gjv0jDK3do8P7PlJ2DHdOxqitNFhiVHNMvzjclL2faV7Z0r26xx1K3rQvKNjvoKI_mM50wRcj4yaGtHJ2q8ZtmUgigDCzveWRvZlfM/s1600/Speed.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEichGotADEIAIK4bSclEEhP6I6Tuu5jSPw8Ger68gjv0jDK3do8P7PlJ2DHdOxqitNFhiVHNMvzjclL2faV7Z0r26xx1K3rQvKNjvoKI_mM50wRcj4yaGtHJ2q8ZtmUgigDCzveWRvZlfM/s1600/Speed.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Melee enemies at super speed to trigger a brutal takedown.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Moving
around the city is a kinetic joy. At full speed the Boss can effortlessly
plough through fences, pedestrians, and even oncoming cars, giving you a
perpetual and destructive right of way. Few enemies approach your level of raw
mobility and disengaging from a losing fight is just a charged leap away. Literally
hundreds of collectables scattered over the city rooftops encourage exploration
and using your powers to the fullest.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;SR4&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; hurls concepts like balance boldly out the window in
the name of joyfully broken, chaotic fun. The power to materialize a tank at
will (available quite early) is but one of the least of your abilities. Basic
enemies serve more as physics props than a combat challenge. Once you’ve secured
a few upgrades the difference between a squad of alien warriors and a squad
of alien warriors that are exploding, on fire, and hurling through the air all at
the same time is less than two seconds. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhN1hrbbc_AV8Ge_G0Do06X5wbh68Bp5vk28Eoc1WZmjITLNbNGG_T3s071bey-WMp1R5g1vcch6fOV9jyyDdBevIh9HaWmDcsG_bLjd33UMPKAApGl8ZzOtDsGRbvnvUTBFucrcDdGL0w/s1600/Height.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhN1hrbbc_AV8Ge_G0Do06X5wbh68Bp5vk28Eoc1WZmjITLNbNGG_T3s071bey-WMp1R5g1vcch6fOV9jyyDdBevIh9HaWmDcsG_bLjd33UMPKAApGl8ZzOtDsGRbvnvUTBFucrcDdGL0w/s1600/Height.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Why drive when you can glide?&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Guns remain
useful but superpowers are unquestionably the stars of the show in combat.
All are fun and tremendously satisfying to unleash on hapless Zin troopers or
random pedestrians. Icy blasts turn foes into frozen statues, shattering at the
slightest touch. Telekinesis (one of the better implementations of this kind of
ability I’ve seen) turns enemies and vehicles into improvised projectiles or
simply lets you send them soaring over the horizon. Even simply ploughing
through a pack of infantry with super speed engaged knocks them over like
bowling pins.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 107%;&quot;&gt;Dangerous Toys&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Outside of
the more linear and scripted missions you generally have the freedom to tackle
enemies in whatever way you see fit. If you want to faff around on rooftops and
pick at guys with the sniper rifle that’s certainly an option. You’ll probably
have more fun calling in a squad of backup Saints and wading in with powers and
guns blazing. As mentioned powerful vehicles are available quite early on, so
summoning the appropriate ride and obliterating the opposition with hovercraft
missiles or tank cannon fire does the job nicely.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgERv_8QoDQ9itCNIG4rJhz9NHZvNRxCHNBzIa_GHqymSrZtJPQQFsO9tcTBUt4r3BEujWzzpa2-dapKa6ZGxE7Jh9wtMJ55R2I0dpEyp6BfhmZs6jtPXWLXQPvBhxg6Q-WbJjfcMYWyBQ/s1600/Zinyak.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgERv_8QoDQ9itCNIG4rJhz9NHZvNRxCHNBzIa_GHqymSrZtJPQQFsO9tcTBUt4r3BEujWzzpa2-dapKa6ZGxE7Jh9wtMJ55R2I0dpEyp6BfhmZs6jtPXWLXQPvBhxg6Q-WbJjfcMYWyBQ/s1600/Zinyak.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Cultured but ruthless alien emperor Zinyak fills out the antagonist role with style. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Completing &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;SR4’s&lt;/i&gt; missions and activities supplies a
constant stream of rewards beyond just XP and cash. Weapons, powers, vehicles,
and allies are all doled out at a steady clip, ensuring you’ve always got
something new to try. Their actual effectiveness can range from purely cosmetic
to ridiculously overpowered, but as is appropriate for an open world game there
is no shortage of toys to play with.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;City control
returns, bringing with it a host of optional activates that let you wrest
control of the simulation away from the Zin piece by piece. There are an embarrassment
of things to do, though the super-speed racing and telekinetic object hurtling stand
out. Success rewards you with an ever increasing regular income, generic Saints
backup in areas you control, and the satisfaction of slowly turning the city
from hostile red to soothing blue.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWEDSTbbC255hcy3IKXDYeaOlllTupuLtIYiGi0ZOcRvXV1A7GSJ-0jInqn28mbwogOdPfl92dphZJ4tfez6ktt-YkVwxT2vqSzyLujkaMGlqCKF_7Fv28LZfYKuPutflvjb4rYviXBa4/s1600/Warden.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWEDSTbbC255hcy3IKXDYeaOlllTupuLtIYiGi0ZOcRvXV1A7GSJ-0jInqn28mbwogOdPfl92dphZJ4tfez6ktt-YkVwxT2vqSzyLujkaMGlqCKF_7Fv28LZfYKuPutflvjb4rYviXBa4/s1600/Warden.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Wardens take a combination of superpowers, concentrated fire, and a QTE to finally take down. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Since much
of the game, even within its own context, takes place within a VR simulation
there’s little reason not to run amuck whenever the mood takes you. While you
can’t demolish buildings the various cars, pedestrians, and smaller
environmental props can all be hurtled, ignited, and exploded at whim. Causing
enough chaos eventually causes a hulking “Warden” mini-boss to be dispatched to
the scene. These creatures provide a much needed combat challenge at first,
though the quick-time event required to finish them off eventually becomes a
bit monotonous.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 107%;&quot;&gt;Represent&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;SR4&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt; is unafraid to wear its geek cred on its sleeves. The
game is unashamedly crammed with references from stock material like the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Matrix&lt;/i&gt; and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect&lt;/i&gt; to more eclectic cult favorites like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;They Live&lt;/i&gt;. Fans of the series will enjoy
a host of returning characters and nods to previous games. Even amid all the superpowers
and general lunacy the game takes a few moments to make peace with its gangland
origins and tie off dangling plot and character threads in satisfying fashion.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwUN10g0deYIXjvbPWhgA-3YKoFAb31JG5aKOCc3emeOaqg4USBzsR-tm2pkMD41VSA2q9nuMKspbtnGfPphtwxBB0eK8Vj2ENeAMLR53gULoIwnAtZ_yKmId6CQEZ4fEYeuL9mXM6vQk/s1600/King.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwUN10g0deYIXjvbPWhgA-3YKoFAb31JG5aKOCc3emeOaqg4USBzsR-tm2pkMD41VSA2q9nuMKspbtnGfPphtwxBB0eK8Vj2ENeAMLR53gULoIwnAtZ_yKmId6CQEZ4fEYeuL9mXM6vQk/s1600/King.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;A great many characters, gangs, and locations from previous games show up at one point or another.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;The often
playful back and forth between the Boss and the rest of the Saints is the core
of the game’s humor. An open-world game can conceivably get away with minimal
cast and characterization but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;SR4&lt;/i&gt;
delivers consistently strong character work and dialog. There is a level of
fourth wall breaking meta awareness that may annoy some tastes, but it’s
generally used with an appropriate level of restraint.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Even with a
cast of strong characters (including some returning fan favorites) alien emperor Zinyak earns his place as a memorable and worthwhile antagonist. His
introduction establishes him as a more than credible threat: intellectually,
physically, and technologically superior to the Boss. Excellent voice acting
presents him a man who maintains a thin veneer of culture and playful civility
over a core of utter ruthlessness. Every time Zinyak and the Boss square off
it’s a treat, and he stands bulbous head and spiky shoulders above your average
video game villain.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIjnE3wqksfDUcIbB_B-f_bRKuuXTVzF4H-cXYg30mnGmN37X-i184jDnlJblUOhFMGH7agWXeK-86GuxivhnKymq5L1UqkMcsYztv48ByHdcQ6udY-2YiK6JH-spVmtyDZonDz5SFIAQ/s1600/MetalGrar.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIjnE3wqksfDUcIbB_B-f_bRKuuXTVzF4H-cXYg30mnGmN37X-i184jDnlJblUOhFMGH7agWXeK-86GuxivhnKymq5L1UqkMcsYztv48ByHdcQ6udY-2YiK6JH-spVmtyDZonDz5SFIAQ/s1600/MetalGrar.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;SR4&lt;/i&gt; never misses a chance to lampoon another game.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Past the
introductory set of missions the core structure becomes an oddly effective &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect Two&lt;/i&gt; parody/homage. Each
member of the Saint’s crew needs to be rescued from the simulation and, once
secured, bolstered with a loyalty mission. These missions allow some one on one
time and character development with each member of the gang, but also let the
designers and writers to cut loose and fit in as many loving parodies of other
games as possible.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;Keep an eye out for
the excellent side-scrolling beat-em-up.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 107%;&quot;&gt;Riding Dirty&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;While a
beautiful example of the open world genre there are a few issues with &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;SR4&lt;/i&gt;. The super speed and jump, while
ridiculously fun, are frustratingly imprecise at times. They’re fine for
traveling vast distances but can be infuriating when trying to pluck a collectable
off a narrow surface or perform any sort of other precision maneuver. Some sort
of setting between the sluggish normal movement and blisteringly fast and
powerful super-movement might have helped. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_-o1F5diVBPqhm57n_TL4ykRCQ_PiFTFmVdGXysN3zSA3C216Lqn05QhsEMAKirUnZt1hxOD3xoP5N3nZ3zOhzC6y3-wW7xJvsqBLcLm_dR00-d1bO5WEWFa9ZoznrkHZTXA89ZdV_sk/s1600/Kinzie.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_-o1F5diVBPqhm57n_TL4ykRCQ_PiFTFmVdGXysN3zSA3C216Lqn05QhsEMAKirUnZt1hxOD3xoP5N3nZ3zOhzC6y3-wW7xJvsqBLcLm_dR00-d1bO5WEWFa9ZoznrkHZTXA89ZdV_sk/s1600/Kinzie.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;All clothing is purely cosmetic, so free and breezy (with built in censoring) is a legitimate way to play.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Late game
rampages also become awkwardly paced. As you processed through missions the
game shifts from throwing large numbers of basic troops at you in response to
open world chaos to deploying smaller numbers of tougher and more specialized
enemies. Alert levels also seem to ramp up much more quickly. It starts to feel
like you can barely get a good rampage started before you find yourself facing
a Warden. All this can make grinding for the many kill related challenges and
achievements a pain, if you care about that sort of thing.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Finally a
few of mini-games (particularly the bomb tossing one) are more annoying than
fun. None of these things should dissuade you from trying the game if you enjoy
open-word style gameplay at all. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Saint’s
Row 4&lt;/i&gt; consistently delivers over the top fun with a healthy dose of genuine
humor and serves as a worthy capstone to the long running series.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
play: Excellent navigation and combat superpowers. Huge toybox of weapons,
powers and vehicles to play with. Hilarious characters and dialog. Infinite
cosmetic character customization.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 107%;&quot;&gt;Reasons to
pass: Movement superpowers can be frustratingly imprecise. Grindy challenges
and achievements, especially in the late game. &lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/555414088890682485/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2014/07/normal-0-false-false-false-en-us-x-none.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/555414088890682485'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/555414088890682485'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2014/07/normal-0-false-false-false-en-us-x-none.html' title='Saints Row 4 Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH6J21OwW-3F0N0sDLbQE0qYfyIq4HLabXXOpNLNlgiwYVjcMd8BwAZ7v5iUO21mCHeNjIphhfJEqXTtjufnE32Fy5dSdHELPk4Eit8dKprBMxpFdPCEYQEplDEPeqYl_fIu-MLa7YAAw/s72-c/Logo.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-6253254764474054242</id><published>2014-05-18T21:19:00.000-07:00</published><updated>2014-05-19T00:55:50.215-07:00</updated><title type='text'>Unreal Retro Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
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&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_ywKthJH7UtAxg9NI96t0go0NF6ZECaifsF8BUNsAiT-aGsHq19LF47f9oXymPYHXXIFeWVIn5PgeMVfwJe4HZV2ssnprwM9aIeG-tFj9cXwThwHum2AIXfY3EOU5SMXNVmIsiugOdEY/s1600/Title.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_ywKthJH7UtAxg9NI96t0go0NF6ZECaifsF8BUNsAiT-aGsHq19LF47f9oXymPYHXXIFeWVIn5PgeMVfwJe4HZV2ssnprwM9aIeG-tFj9cXwThwHum2AIXfY3EOU5SMXNVmIsiugOdEY/s1600/Title.jpg&quot; height=&quot;133&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;For this
retro review we’re going back to the long-lost days of the late 90’s and the dawn
of the true 3D shooter. Id Software’s now venerable &lt;i&gt;Quake&lt;/i&gt;, released in 1996, broke the first ground. &lt;i&gt;Quake &lt;/i&gt;was a huge technological leap forward,
replacing the sprite sheet monsters and 2.5D geometry of the &lt;i&gt;Doom&lt;/i&gt; and Build engines with a bestiary
and world cut from tactile polygons.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinpmtdWzqirskpnYV01Y3iNQz4-KY5F-tF4nBWLWuA4uycU4zG5Zw5wAwjTCYf9IY2wY61535w2fBh5gXtr_8Yx6d6q4V3GCl-5cVVfx5KglPDiygmHD3bVm5OMmeuA-M6YZB-qkMLDi0/s1600/Scope.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinpmtdWzqirskpnYV01Y3iNQz4-KY5F-tF4nBWLWuA4uycU4zG5Zw5wAwjTCYf9IY2wY61535w2fBh5gXtr_8Yx6d6q4V3GCl-5cVVfx5KglPDiygmHD3bVm5OMmeuA-M6YZB-qkMLDi0/s1600/Scope.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Level design this open and non-linear is tragically rare today.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;The &lt;i&gt;Quake&lt;/i&gt; engine didn’t need to trick the
eye and mind into believing it was 3D because it &lt;i&gt;was&lt;/i&gt; true 3D. For a few years &lt;i&gt;Quake,
&lt;/i&gt;along with its various sequels and expansions, quite rightfully dominated
the field it had founded. Then 1998 rolled around and publisher Epic MegaGames
released their own contender: &lt;i&gt;Unreal&lt;/i&gt;.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;h2&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Technological Superiority&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;
&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;For the time
&lt;i&gt;Unreal &lt;/i&gt;was a graphical and technical
tour-de force. The engine boasted some of the best colored lighting seen to
date, animated textures, reflective surfaces, and more. It created colorful,
lively environments that contrasted sharply with &lt;i&gt;Quake’s&lt;/i&gt; muddy, grittier pallet. Though most of the models are
laughably low poly by modern standards &lt;i&gt;Unreal’s&lt;/i&gt;
creatures still move, strike, and gesture with surprising grace even today.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBo6hJUV9-6sGWT5LnTKNKbZ_K0vv5AaPvAqI6lEh8NTeN-VBuhuyHQmC5x5_IEgsk6_YYDgTXB5jo0A_7xyiRNNYSBl3k3k-d1EEu86LpHK5JX1e5YK3KsxGttOr8Mc1Sonwx5t5MWO8/s1600/Castle.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBo6hJUV9-6sGWT5LnTKNKbZ_K0vv5AaPvAqI6lEh8NTeN-VBuhuyHQmC5x5_IEgsk6_YYDgTXB5jo0A_7xyiRNNYSBl3k3k-d1EEu86LpHK5JX1e5YK3KsxGttOr8Mc1Sonwx5t5MWO8/s1600/Castle.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Flags that flap in the breeze? Inconceivable!&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Epic set out
to produce far more than just an engine demo. &amp;nbsp;The story (and there was a story to be found)
kicks off when a prison transport ship crash lands on the mysterious alien
planet of Na-Pali. As the sole surviving prisoner you find yourself stranded on
a vivid world of mystic natives, dangerous wildlife, rapacious reptilian
invaders, and more.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;h2&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Stranger in a Strange Land&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;
&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;i&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Unreal&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt; builds a cohesive, continuous world.
Levels connect to one another in more or less logical fashion, giving the sense
of an epic journey across the planet. While there are plenty of switches to
hit, enemies to shoot, and pickups to grab the game goes out of its way to make
levels feel like living environments. Na-Pali has that most rare and delicate
of features, a genuine sense of place.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgPOehSEbtMDbVQGmpUDiEbQrJfIjtS9_VJfwsGA2UDSGaMWIEX-O7ExsRigrCCyiiM_n81wuJHN70vDqcqEQFnzYuWp3YYdK3BXuUZ_GVCSh0JhYbBWxlGmTOCJSbEqBxAgzoodzHScU/s1600/Crash_Site.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgPOehSEbtMDbVQGmpUDiEbQrJfIjtS9_VJfwsGA2UDSGaMWIEX-O7ExsRigrCCyiiM_n81wuJHN70vDqcqEQFnzYuWp3YYdK3BXuUZ_GVCSh0JhYbBWxlGmTOCJSbEqBxAgzoodzHScU/s1600/Crash_Site.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;After escaping the prison ship the next level allows you to explore the exterior. &lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;These are
not the abstract spaces of &lt;i&gt;Doom&lt;/i&gt; and &lt;i&gt;Quake&lt;/i&gt;. Outdoors scavenger birds circle high
overhead while harmless rabbit creatures hop about. The indigenous four-armed
Nali cower from gunfire and lead you to valuable secrets if kept alive. It’s
possible to surprise enemies sleeping, gambling, and working at consoles.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM1NEQPnH8D27CBCft5sWAXtDgzjyenDZCNgMDjJaBIkf9cRFwWcBIS8mDjjs3MZupgfFnOrLYwREYrgkozWEkORSI_p0S59cNoNxaE5BRC1PcEjhUluIYC2UQQOr2AoB8yqSqcVLVbLk/s1600/Nali.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM1NEQPnH8D27CBCft5sWAXtDgzjyenDZCNgMDjJaBIkf9cRFwWcBIS8mDjjs3MZupgfFnOrLYwREYrgkozWEkORSI_p0S59cNoNxaE5BRC1PcEjhUluIYC2UQQOr2AoB8yqSqcVLVbLk/s1600/Nali.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;The peaceful Nali are harmless and like to lead you to secrets and powerups. &lt;br /&gt;Try not to shoot them.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;The
translator, acquired in the opening moments of the game, allows you to decipher
human and alien text. As you never encounter living humans and the Nali don’t
speak English the translator quickly becomes a valuable tool for learning more
about this world and its inhabitants. Careful reading can give hints as to the
way forward, how to find hidden items, or just the grisly fate of whatever poor
soul you just stumbled across the remains of. The device does a good job of
dropping little bits of narrative and world building into a genre that hadn’t
had much of those things beforehand.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;h2&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;The long way home&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;
&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;The single
player campaign is of formidable length by today’s shooter standards, easily
breaking a dozen hours. This isn’t a game you polish off in a short afternoon.
The campaign has time to breath and indeed, starts quite slow. The difficulty
curve is gentle at first but not shallow. &lt;i&gt;Unreal&lt;/i&gt;
takes its time building up the world of Na-Pali and the creatures that live
there. If anything a few of the locations start to overstay their welcome but
there’s always something new on the horizon.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYdw5jEUXO6E_amxQ0pXZjpVfgCfVidzTAd0o2Cb-wUO0u216Pc3cDvO-_5pjR28xysv0gQ0T5BeJonWqupSu6b0CX6JGxmua4nvMwYgF8234T53Zi5bDuJZeF8Da95mVp7vVIcyKoJ0M/s1600/Skies.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYdw5jEUXO6E_amxQ0pXZjpVfgCfVidzTAd0o2Cb-wUO0u216Pc3cDvO-_5pjR28xysv0gQ0T5BeJonWqupSu6b0CX6JGxmua4nvMwYgF8234T53Zi5bDuJZeF8Da95mVp7vVIcyKoJ0M/s1600/Skies.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;A good skybox is a work of art.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Over the
course of the game you explore Nali temples and villages, grounded spaceships
both human and alien, and a host of expansive outdoor areas. While modern games
often feature far more complex environments it is rare that they approach the
sheer scope and scale of the alien vistas of Na-Pali. A sky full of stars and
planets hanging overhead and an evocative, top notch soundtrack give &lt;i&gt;Unreal&lt;/i&gt; an exotic ambiance all its own.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;h2&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Deadliest of the Species&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;
&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;i&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Unreal&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt; rarely throws more than a handful of
foes at you at once.&amp;nbsp; Most battles are really
duels, fought against one or two opponents. Individual enemies are significant
threats, especially while you still have low level weaponry, and take time and
attention to dispatch. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDMCBewqZoXljGmjXHoN9k2ye7tGxNqS5WJgL90-OGvkvg7KxMDd73Y2gAI74ne1mKODELppBIgVERMY5lF8_H5ymptISe-J_O0LNJN2P-HeVgsXpZ5qEBPARSNapYdoY5RrrF7VvK7Po/s1600/Skaarj.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDMCBewqZoXljGmjXHoN9k2ye7tGxNqS5WJgL90-OGvkvg7KxMDd73Y2gAI74ne1mKODELppBIgVERMY5lF8_H5ymptISe-J_O0LNJN2P-HeVgsXpZ5qEBPARSNapYdoY5RrrF7VvK7Po/s1600/Skaarj.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;You&#39;re unlikely to forget the first pitch black Skaarj ambush.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;This design
philosophy is epitomized by the Skaarj. These alien warriors are gracefully,
convincingly mobile in a way I’ve rarely seen matched in a shooter, leaping
about the environment to attack while smoothly rolling out of the way of your
rockets. While clearly Predator inspired they manage to be a distinctive and
iconic foe, tormenting the Nali, plundering the planet, and opposing you at
every turn. In battle they’re are fast, tough, and murderously aggressive.
Duels with Skaarj warriors are easily the highlight of &lt;i&gt;Unreal’s&lt;/i&gt; combat, excellent training for death-matching.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiztigEDfAVeDA17QDndUMBaAu_2kqrju47yijZGO2dSIBNLRScoPnGGQ0Ng9OH2YirOPZ1b1skhg44_lBhPuWAQ9Svdd9M2kB1i_ErJGo9nSkli5_u2QMNpxtsvY2yZTsRP4vSshoW4UM/s1600/Unreal+2014-02-02+17-07-59-38.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiztigEDfAVeDA17QDndUMBaAu_2kqrju47yijZGO2dSIBNLRScoPnGGQ0Ng9OH2YirOPZ1b1skhg44_lBhPuWAQ9Svdd9M2kB1i_ErJGo9nSkli5_u2QMNpxtsvY2yZTsRP4vSshoW4UM/s1600/Unreal+2014-02-02+17-07-59-38.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Skaarj AI holds up well even today.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Weaponry is
an eclectic mix of cruel Skaarj implements of war, clearly improvised
self-defense tools, and a few more conventional human firearms. While the odd
secret might grant you a weapon a level or two early your arsenal is doled out
at a deliberate pace across the campaign. There’s plenty of time to become
comfortable with the strengths, role, and limitations of each.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglBkFoTxsNTT9MaGZHxi8SXnEg_nj-ypcQXGXG509aErawLiHRMmN_cSmEu8iZdjg8KmI5tX-x99ynL8cLUHGTCb0eTkR-dglIt1cuf740KvsvcNePbwrOWWTQwRAC_MivdWUHxEMBYCQ/s1600/Titan.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglBkFoTxsNTT9MaGZHxi8SXnEg_nj-ypcQXGXG509aErawLiHRMmN_cSmEu8iZdjg8KmI5tX-x99ynL8cLUHGTCb0eTkR-dglIt1cuf740KvsvcNePbwrOWWTQwRAC_MivdWUHxEMBYCQ/s1600/Titan.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Massive Titans serve as boss encounters, hurling boulders that gib the player on contact.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Many of your
weapons are a touch more exotic than the already established shotgun/machine-gun/rocket-launcher
lineup. The vicious Skaarj Razorjack fires rotating shiruken than decapitate
foes and ricochet around corners. The unashamedly brutal Flack Cannon reduces
creatures to crimson gibs at close range via a mass of jagged, hypervelocity
metal that puts standard shotguns to shame. &lt;i&gt;Unreal’s&lt;/i&gt;
signature weapon, the formidable “Eightball” launcher, offers nothing less than
a multi-shot, homing mode, bouncing grenade launcher, and nearly every
conceivable combination thereof. These guns have character.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;h2&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Future Kill&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;
&lt;/div&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;i&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Unreal&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt; also delivered an outstanding
death-matching experience, easily on par with the &lt;i&gt;Quake&lt;/i&gt; series. The multiplayer focused &lt;i&gt;Unreal Tournament, &lt;/i&gt;released a few years later, remains a LAN-party
favorite to this day. Multiplayer gameplay and the art of the death-match
quickly came to dominate the future of the series.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyXso5eKAKzaIxxeKx83Q_OLoc_nRyNMcNB7Hbw4RyG-0xAKjdUAezTS8tvej5Z09hN3DiiW5SyRYc7ePOBB1Fhlu6WstbN7hsa-_uncHrdk1lBIpQzifHwG5THhWvvYg0OD_R-3miuU8/s1600/ShowingOff.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyXso5eKAKzaIxxeKx83Q_OLoc_nRyNMcNB7Hbw4RyG-0xAKjdUAezTS8tvej5Z09hN3DiiW5SyRYc7ePOBB1Fhlu6WstbN7hsa-_uncHrdk1lBIpQzifHwG5THhWvvYg0OD_R-3miuU8/s1600/ShowingOff.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Most interiors are spartan, but in a few places the designers really got to show off.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;

&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Aside from
one short expansion pack, &lt;i&gt;Return to Na
Pali&lt;/i&gt;, and a forgettable sequel the &lt;i&gt;Unreal&lt;/i&gt;
franchise has gone on to largely ignore the single player experience. This is a
shame, but the original game remains well worth playing for any shooter fan.
It’s a beautiful example of how to build an absorbing alien
world with the most modest of polygon budgets. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Epic
recently revealed that the 2014 incarnation of Unreal Tournament will be both
free and largely crowd-sourced. Anyone will be able to download and play the
game but those with a subscription to the engine will be able to use it as a
development tool, selling their work through Epic’s upcoming marketplace.
Embracing the power of the fan community is a sharp decision and should help
the franchise thrive long into the twenty-first century. Perhaps someone will
even take us back to Na-Pali for another jaunt across that vivid, alien
landscape.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;&amp;nbsp;

&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-family: inherit; font-size: large;&quot;&gt;Articles copyright James Cousar, games and images copyright their respective owners.&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/6253254764474054242/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2014/05/unreal-retro-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6253254764474054242'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6253254764474054242'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2014/05/unreal-retro-review.html' title='Unreal Retro Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_ywKthJH7UtAxg9NI96t0go0NF6ZECaifsF8BUNsAiT-aGsHq19LF47f9oXymPYHXXIFeWVIn5PgeMVfwJe4HZV2ssnprwM9aIeG-tFj9cXwThwHum2AIXfY3EOU5SMXNVmIsiugOdEY/s72-c/Title.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-855466986795964974</id><published>2014-02-11T22:21:00.001-08:00</published><updated>2014-02-11T22:29:18.393-08:00</updated><title type='text'>Shadow Warrior Review</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg017YWZqWpMObDJelk1hFtQ9xsr4Tdl8t-fk7-gto8mdAcPoIAqScpkQY_79Wt6OBcO5qP9b0wbRacm0KNJmXvyWi2nW1520pKkiMgXjmSBlqsVKFakueJIab91sTZoyQgN-kHlJOvqXQ/s1600/Combat.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;![endif]--&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi03uJT3nezGL8ZJ51xNxl-q5YsHjSpChsODxM9Wzq9aMjktTo-t63NJ6FdyG7snM6pTWIqjisnUISaE-CbH-1TDyFlZ9RV_-zkindpDRBS0Gw0S_u4-TuCwOAJMS_P0ncyAsXfeL2_Lgo/s1600/Title.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi03uJT3nezGL8ZJ51xNxl-q5YsHjSpChsODxM9Wzq9aMjktTo-t63NJ6FdyG7snM6pTWIqjisnUISaE-CbH-1TDyFlZ9RV_-zkindpDRBS0Gw0S_u4-TuCwOAJMS_P0ncyAsXfeL2_Lgo/s1600/Title.png&quot; height=&quot;200&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;br /&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The original
1997 &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior &lt;/i&gt;was one of the
lesser but still lively spawn of the Build engine. The game was explosive and
colorful fun but (like many Build engine games) crude, full of heavily
pixilated gore and near nudity. It also featured a generous dollop of the kind
of racist stereotypes and jokes that are only really funny when you’re twelve,
and even then not very. A modern reboot of the franchise can be understandably
met with skepticism. The recent &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Duke
Nukem Forever&lt;/i&gt; did not establish a good precedent for bringing the old Build
engine magic into the twenty-first century.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The
developer might also give pause. Flying Wild Hog has only one previous
offering, the frantic old-school shooter &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Hard
Reset&lt;/i&gt;. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Hard Reset&lt;/i&gt; offered solid
explosive action but suffered from a punishing difficulty curve and a story
that veered off into incoherent around level two and never looked back.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEish6_JlCAilQHexP74r8vd5RTYmH1ei53nC14zacYqRAvpdlsFHy2KanqhM4WL9_kL_DMV4jLkIiNliZT77FNyK6MgIqqXStgYNMkgcCfxJlhHdg53A11UDEFdqYessCQVpqyIV_obsZk/s1600/Retro.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEish6_JlCAilQHexP74r8vd5RTYmH1ei53nC14zacYqRAvpdlsFHy2KanqhM4WL9_kL_DMV4jLkIiNliZT77FNyK6MgIqqXStgYNMkgcCfxJlhHdg53A11UDEFdqYessCQVpqyIV_obsZk/s1600/Retro.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Retro secret areas pay homage to the original game. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Given the
nature of the source material and the mixed success of the developer’s previous
work the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt; reboot had
all the ingredients on hand for an agonizingly bad game. Mercifully, amazingly,
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;gloriously&lt;/i&gt;, it is not. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt; is far better, far
smarter game than it has any right to be.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;/div&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;No Ordinary Wang&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/h4&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;This is a
complete reboot of the franchise. Gone are the unfortunate racial caricatures.
Still to be found is the playful humor and sense of fun. Improved and polished
to a Hanzo steel edge is the explosive combat. New and unexpected but more than
welcome is an entertaining story with coherently written characters. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt; has grown up.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Lo Wang is
back, but strong voice work and a wry personality with ever so slightly geeky
sensibilities grow the character beyond a dick joke. A prolog combining a
gorgeous Japanese estate, a Katana brawl out of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Kill Bill&lt;/i&gt;, and 80’s theme song “&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The
Touch&lt;/i&gt;” (AKA the music from the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Transformers&lt;/i&gt;
movie. No, not that one. The real one.) sets the tone beautifully.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikHdcJ-z6HdGTVB1AY2Wsnu4t7ZM6uEFnQlmT3j0kZ2NpEBZavQWEbDn2dWtvw3GrBDY3XB3NmDys__N1SMTeqO8tqJrYOYF0JojDATiH_nFv53UEvQvezR1uiWuJE-wm8HCnGprpXfQI/s1600/Cookie.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikHdcJ-z6HdGTVB1AY2Wsnu4t7ZM6uEFnQlmT3j0kZ2NpEBZavQWEbDn2dWtvw3GrBDY3XB3NmDys__N1SMTeqO8tqJrYOYF0JojDATiH_nFv53UEvQvezR1uiWuJE-wm8HCnGprpXfQI/s1600/Cookie.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Sometimes rude but always funny fortune cookies remain worth tracking down. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Wang’s
mission to buy an ancient sword for certainly not evil megacorp CEO Orochi
Zilla rapidly escalates into violence, and then gets interrupted entirely by rampaging
demons. Wang is quickly driven by necessity to cut a deal with rogue demon Hoji
to survive. Now wielding potent Ki powers in addition to his own martial
prowess the assassin sets off to recover the sword, discover the reason behind
the invasion, and dismember a few hundred demons along the way.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Hoji, masked
demon trickster, mandatory voice in your head, and source of your Ki powers, is
an excellent character in his own right. At first I expected his slightly nasal
voice to grate but less than a level later his wit and barbed but never quite
ghoulish humor had won me over. Despite being trapped in an expressionless
magic mask Hoji is an incredibly emotive creature, courtesy of sharp writing and
well choreographed animation. He’s one of the best support characters in memory
and steals nearly every scene he’s in.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYw5udh6HC9Rtz_WsmHgC7MT9viq1M1OCwdRrEbnGIZbyfduX6W8F4eNTe_v_ArRm-OcT5z6GLm9rW4wXxP8v30YiNVbHW9g_G-AMgusbwLFZlOq-I9RrdujQJ2zg-t5I39GstuI9Lr-E/s1600/Hoji.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYw5udh6HC9Rtz_WsmHgC7MT9viq1M1OCwdRrEbnGIZbyfduX6W8F4eNTe_v_ArRm-OcT5z6GLm9rW4wXxP8v30YiNVbHW9g_G-AMgusbwLFZlOq-I9RrdujQJ2zg-t5I39GstuI9Lr-E/s1600/Hoji.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Hoji&#39;s motion capture is a treat. With an immobile mask for a face he talks with his hands.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;It would
have been all too easy to make Wang a gruff and serious straight man to Hojo’s
snark, but the writers took a different and surprisingly effective direction. Wang
and Hoji are &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;both&lt;/i&gt; snarky, sarcastic
dudes, and they play off one another beautifully. The back and forth between
the two makes for an entertaining dynamic and is &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior’s&lt;/i&gt; chief way of building both character and world.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;h4&gt;

&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;A Storm of Limbs&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; &lt;/span&gt;&lt;/h4&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Combat is a
frantic affair, very much in the vein of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Serious
Sam&lt;/i&gt;, and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Painkiller&lt;/i&gt;. You saunter
into an area, enemies appear, and you get to leave when they’re all dead. Battlefields
are packed with things that explode, burn, and electrocute when shot, proving
the Flying Wild Hog learned all the right lessons from their previous &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Hard Reset&lt;/i&gt;. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Battles quickly escalate into lethal
Rube-Goldberg machines as one detonation triggers another and then another,
sending primed explosives hurtling in all directions.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6jsXZWppbNP5XGJZkhoPmafP_Du4X4msPq0w1OB2hbvG6t6i9bME8yE8NMn1qiGbMiEqPfKAa_rBWlICk6NE0Q5XjFT6p4Ssy28aHh3G4hgP9k6GUFa4h_MxP3u4uZSM6WxjYwU9bvu4/s1600/Combat.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6jsXZWppbNP5XGJZkhoPmafP_Du4X4msPq0w1OB2hbvG6t6i9bME8yE8NMn1qiGbMiEqPfKAa_rBWlICk6NE0Q5XjFT6p4Ssy28aHh3G4hgP9k6GUFa4h_MxP3u4uZSM6WxjYwU9bvu4/s1600/Combat.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Never a dull moment.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The action
is relentless so long as enemies are left standing. Waves of demons boil
towards you, lead by lumbering behemoths that empower their minions or summon
skeletal reinforcements. Foes left alive too long enter a berserk state, burning
with power as their speed and damage increase. Attacks can and should be evaded
with proper use of the handy directional dodge. In the best old school style
standing still for a moment is to court brutal death.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The level of
carnage is intense, visceral, and eminently satisfying. Demons shred apart
under the onslaught of bullets or fall in neat halves from Katana strokes.
Maimed monsters stumble across the battlefield, clutching at stumps before
acknowledging your supremacy and dashing themselves to death against the
ground. Each skirmish leaves the ground littered with blood, limbs, and still
twitching viscera.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6LOljxXKADpBnb8k9yqjum1gZRMVa5eW8atkHkATpu9agXsP6DI5QpPlP6roVyJ9nryeVbTJBoN8QqJPjvjrkPAx2NkoNXrK_133qk8-JHU6Op0QRF-nIArFZ9b_ef227mbaP7rN4uso/s1600/Carnage.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6LOljxXKADpBnb8k9yqjum1gZRMVa5eW8atkHkATpu9agXsP6DI5QpPlP6roVyJ9nryeVbTJBoN8QqJPjvjrkPAx2NkoNXrK_133qk8-JHU6Op0QRF-nIArFZ9b_ef227mbaP7rN4uso/s1600/Carnage.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Even minor skirmishes leave a mess. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Instant Karma&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; &lt;/span&gt;&lt;/h4&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Of course
survival is not quite the same thing as winning with style. Each major battle
rates your performance between one to five stars. Rating seems to be based on a
combination of speed, variety of weapons and powers used, and not getting the
tar kicked out of you. The higher the rating the more Karma points you earn and
the more skills you can buy.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX_VBYIXLZ_G8nEAKNQ1aDF7gD5ReqQXjnZ65EMVlekTjFbQDKFzI0m3tGUVbdZ4O4BvTSoS_60W2RLn_MimjlJEv8Bpr1-x2yy-ZWZzMx9rY_F6LRZ43_UScJ1WIqnLcG3CkPRE6oH4w/s1600/FLamethrower.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX_VBYIXLZ_G8nEAKNQ1aDF7gD5ReqQXjnZ65EMVlekTjFbQDKFzI0m3tGUVbdZ4O4BvTSoS_60W2RLn_MimjlJEv8Bpr1-x2yy-ZWZzMx9rY_F6LRZ43_UScJ1WIqnLcG3CkPRE6oH4w/s1600/FLamethrower.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The flamethrower is pretty, but at this range you&#39;re better off with the Katana.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Shadow
Warrior features a robust set of upgrade systems and trees, enough to almost
make it a FPS/RPG hybrid. Cash, looted from the environment, is spent to unlock
alternate fire modes and upgrade specific weapons. (Get the explosive bolts for
the crossbow ASAP) Dark crystals, doled out at a deliberate pace but usually hard
to miss, improve core Ki powers. Finally Karma points, eared (as described
above) through killing demons and looking good while doing so, are spent on
skills that encompass a grab bag of miscellaneous upgrades. New Katana moves
are probably the most immediately useful, but don’t neglect passive perks like
more health or stamina and the ability to wield severed demon heads as
improvised laser cannons.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Katana Enthusiast&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; &lt;/span&gt;&lt;/h4&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;First person
melee combat takes a lot of work to get just right, which is why so many FPS
games relegate melee weapons to stealth kills or a last resort. Not so &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt;. The Katana is central to
the story but also a fun and powerful weapon in its own right. While you do
eventually get a suitably destructive rocket launcher this reboot trades the
explosives spam of the original &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow
Warrior&lt;/i&gt; for an altogether more personal weapon. If anything many of the
guns feel a bit anemic compared to the limb-severing, head-lopping, torso
cleaving power the blade offers.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT7HXDHENrfBNskdON90zTXjEyNINagCJhPre3p4Mtdu2k0tYZOpz8_OA4OVmXfTlKdKh23LidYzZcnkMS7PGtJCH5HnupS5fhVKd2cdofS1E0i4U694HpjGfZvik71HWz3wdJOWnKpoE/s1600/Limbs.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT7HXDHENrfBNskdON90zTXjEyNINagCJhPre3p4Mtdu2k0tYZOpz8_OA4OVmXfTlKdKh23LidYzZcnkMS7PGtJCH5HnupS5fhVKd2cdofS1E0i4U694HpjGfZvik71HWz3wdJOWnKpoE/s1600/Limbs.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Bigger demons stay dangerous even as they lose bits and pieces. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Simply
slashing wildly will only deal with the weakest demons. The combo system, once
unlocked, grants access to special strikes like a piercing lunge and 360 degree
whirlwind attack. Sword strikes and Ki powers are charged by double tapping a
directional key, then holding down the left or right mouse button. The system
proves elegant and surprisingly easy to remember even amid a mass of screaming
demons.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While there
aren’t a lot of special sword moves each is powerful and fills a clear tactical
role. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;They also combine well with Ki
powers. A Shockwave knocks a hulking Troll warrior to the ground long enough to
line up a piercing strike that severs the prone beast’s head. Powers and sword
moves don’t consume any sort of resource but the seconds needed to charge them
are as precious as anything else in the heat of battle.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h4&gt;

&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;“All in the Reflexes”&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; &lt;/span&gt;&lt;/h4&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Shadow Warrior&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; doesn’t try to simulate true
swordplay. There are no blocks, clashes, or parries. Most of your foes are too
bestial to use weapons or too mighty to make meeting them blade to blade
practical. Wang is not a defensive fighter. Mobility, speed, and aggression are
your best chance at surviving the Demonic onslaught.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1_Z1sqK7VxlYYMq-V039DoKnXb8LeSOdFDOJ9st2eiowqL01wNPISeWJs_873896eEJrlXsQWiBQMN0Leuh08ulmwd38u3H1uBKFIuPcQPdFNUlJeUArPMPlXDxDgaMWfaD9UaQALFqs/s1600/Lasers.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1_Z1sqK7VxlYYMq-V039DoKnXb8LeSOdFDOJ9st2eiowqL01wNPISeWJs_873896eEJrlXsQWiBQMN0Leuh08ulmwd38u3H1uBKFIuPcQPdFNUlJeUArPMPlXDxDgaMWfaD9UaQALFqs/s1600/Lasers.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;With the right skill upgrades demon body parts make potent weapons.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span id=&quot;goog_906196087&quot;&gt;&lt;/span&gt;&lt;span id=&quot;goog_906196088&quot;&gt;&lt;/span&gt;

&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The core
combat loop also neatly avoids the trap of leaving you stuck too low on health
to survive the next encounter without throwing up its hands and giving you &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Call of Duty&lt;/i&gt; style regeneration. You can
always channel Ki power to heal, but the effect is slow and only good up to a
certain percentage. More interestingly the right upgrades add a vampiric effect
to special sword strikes and boost the frequency of healing powerups left by
slain demons. Once you get to grips with the ebb and flow of combat the best
way to stay healed is to hurl yourself into the thick of the fray and stay on
the offensive.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;h4&gt;

&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Rising Sun&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; &lt;/span&gt;&lt;/h4&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt; lacks any sort of
multiplayer component the lengthy and challenging campaign more than holds up
on its own. The opening act is atmospheric and gorgeous, full of somber temples,
meditation gardens, and swaying bamboo forests. These areas are so pretty it’s
almost a shame to litter them with burning demon giblets. The engine and level
designers work together to do amazing things with colored lighting once the sun
goes down.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBI80Jse-x3JxttUjknoO0x-KQfmPkOY-eAWyPJp4v9ARRB7U1onYj37fhUH5IGDzam_-PvXzb2ZHzB0ckKI0wtWRn44n88qmVQBbecLC1_jJZMBKmamcB-ZoSZ-bU_VzDQUBG5dn14HI/s1600/Beauty.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBI80Jse-x3JxttUjknoO0x-KQfmPkOY-eAWyPJp4v9ARRB7U1onYj37fhUH5IGDzam_-PvXzb2ZHzB0ckKI0wtWRn44n88qmVQBbecLC1_jJZMBKmamcB-ZoSZ-bU_VzDQUBG5dn14HI/s1600/Beauty.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The graveyard temple at night might be the most striking are in the game.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The
environments suffer an unfortunate slump in the second act, taking place in the
same sort of industrial haze of docks and warehouses any gamer will have
already seen a hundred times. Fortunately the combat only gets better as the
game progresses and the story holds up well. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt; never quite rises back to the sheer beauty of the
opening brace of levels, but the final act in Zilla’s snow-bound mountain
fortress still manages some impressive visuals.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbMb19Hu6BGR56DWSz1caudzmrnzrhAq9mykn2BxImqWayO1vGTljENjqgKqEUFh3eDI18NLoJnVgtpytm7f6OADMJ0Vs2jTl1c5YwAfsa2XuVRTG0-UyWorVIaGEkAucgoixXHEZsFJI/s1600/Boss.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbMb19Hu6BGR56DWSz1caudzmrnzrhAq9mykn2BxImqWayO1vGTljENjqgKqEUFh3eDI18NLoJnVgtpytm7f6OADMJ0Vs2jTl1c5YwAfsa2XuVRTG0-UyWorVIaGEkAucgoixXHEZsFJI/s1600/Boss.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Bosses this big take time to wear down. Keep your own health up.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Each act is
punctuated by a massive boss; building-sized juggernauts fought one on one in
arenas set aside for the purpose. These encounters are epic but can become time
consuming and even a slog. Remember to quick save periodically because these
guys can easily 1-shot you. Boss fights also stand out as one of the few points
where guns are more useful than the Katana. The blade can’t reach their
conveniently glowing weak points.&lt;/span&gt;&lt;/div&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Make it Right&lt;/span&gt;&lt;/h4&gt;
&lt;h4 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; &lt;/span&gt;&lt;/h4&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;All this
builds to a strong ending with memorable tragic elements. Too many games putter
to a stop or tack on a “to be continued” sign at the end. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt; ends on conclusive and surprisingly stark note.
While I certainly wouldn’t object to a sequel it is refreshing to see a self
contained story that can stand on its own.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7GVMGvT3D0KE4kisCBqOIEXdxMx1XfuWcLio4KhxQS4YcE9wy5DgDz4cRIf77iv4fFB7cqDWi9uCAWv_1tFeJzM2tGSkSdAeC-f49eMezFy1QAzs9NvpGf9JOGk2r72RURr2jmPayCcM/s1600/Story.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7GVMGvT3D0KE4kisCBqOIEXdxMx1XfuWcLio4KhxQS4YcE9wy5DgDz4cRIf77iv4fFB7cqDWi9uCAWv_1tFeJzM2tGSkSdAeC-f49eMezFy1QAzs9NvpGf9JOGk2r72RURr2jmPayCcM/s1600/Story.bmp&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Attractive cut-scenes reminiscent of Japanese woodblock prints break up the acts.&lt;br /&gt;
The story they tell isn&#39;t destined for a happy ending. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;If the
campaign leaves you still hungry you can take all your karma upgrades and
weapons with you and run through it again in the New Game + mode. You can even
crank up the difficulty and keep all your stuff, which wasn’t allowed in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Hard Reset&lt;/i&gt;. A run through on normal is a
good way to build yourself up if you’re planning on hunting some of the tougher
achievements, many of which are locked at lower difficulty levels. Flying Wild
Hog also just recently added a survival mode, a welcome addition that distills
the game down to bracing combat with no distractions.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;In
conclusion &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Shadow Warrior&lt;/i&gt; is the game
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Duke Nukem Forever&lt;/i&gt; should have been.
It’s full of affectionate references to the source material while growing past
the immature mentality. The charm and humor are real, but there is a serious
story and real character work holding up the demon dismemberment and laughs.
It’s one of the best and certainly the most under-rated shooter of 2013.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;b&gt;Reasons to
Play&lt;/b&gt;: Frantic limb-hewing combat. Sword is a joy to use. Surprisingly strong
character work and story. Emulates all the best parts of the source material
while still growing up.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;b&gt;Reasons to
pass&lt;/b&gt;: Later acts have visually weaker environments. Boss fights can become a
slog. No multiplayer component, if you crave the classic version’s deathmatch.&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/855466986795964974/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2014/02/shadow-warrior-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/855466986795964974'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/855466986795964974'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2014/02/shadow-warrior-review.html' title='Shadow Warrior Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi03uJT3nezGL8ZJ51xNxl-q5YsHjSpChsODxM9Wzq9aMjktTo-t63NJ6FdyG7snM6pTWIqjisnUISaE-CbH-1TDyFlZ9RV_-zkindpDRBS0Gw0S_u4-TuCwOAJMS_P0ncyAsXfeL2_Lgo/s72-c/Title.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-8202881223961245903</id><published>2014-01-15T19:12:00.000-08:00</published><updated>2014-01-16T19:17:01.197-08:00</updated><title type='text'>Lovecraftian Indie Horror</title><content type='html'>&lt;br /&gt;
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&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Cosmic
Horror is a genre that emphasizes the fear of the unknown and the &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;unknowable. While not necessarily the first or
even best H.P. Lovecraft is considered the genre’s figurehead and founder. Pop
culture knows him for his most recognizable creation: the monstrous,
slumbering, squid-god Cthulhu. The sleeping cephalopod master of sunken Rl’yeh
is so iconic that simply slapping tentacles on something has become shorthand
for “ancient, unfathomable evil.” (See the first Hellboy movie, D&amp;amp;D’s
mindflayers, and countless other examples.)&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Most of
Lovecraft’s stories end with his protagonists insane or worse from the
mind-shattering entities and implications they encounter. Cosmic horror is
about being an insignificant spec in the face of incomprehensible malevolent
forces that can’t fought, can’t be stopped, and can’t even be understood
without melting your brain. So as you might imagine it’s a difficult concept to
build a game around.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;At their
core most games are about building power, exercising control, and mastering a
comprehensible set of rules to achieve success. Concepts like insanity are
tough to convey effectively through game mechanics and it’s hard to pit the
player against unkillable alien god-monsters in a way that feels fair, much
less entertaining. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;This hasn’t stopped
some intrepid developers from giving it a shot, with varying levels of success.
We’re going to take a look at two indie games and their very different takes on
Lovecraft’s dark vision.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtyuPdDA74RpYBPzOOdubhP5goebRpq5Tt6uWIpXsytndLps_ASl4Sqes_fh6d8MgUm1yOyerfvxRCH3lGi4AlFTWz6dofbSM-1BH8iCHqKKA_w2Fz-r3OXVHmjm2HK23Qqyq54vmxWbo/s1600/call-of-cthulhu-the-wasted-land.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtyuPdDA74RpYBPzOOdubhP5goebRpq5Tt6uWIpXsytndLps_ASl4Sqes_fh6d8MgUm1yOyerfvxRCH3lGi4AlFTWz6dofbSM-1BH8iCHqKKA_w2Fz-r3OXVHmjm2HK23Qqyq54vmxWbo/s1600/call-of-cthulhu-the-wasted-land.jpg&quot; height=&quot;300&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;“&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Call of Cthulhu: The Wasted Land&lt;/i&gt;” is a
tactical, turn-based RPG set during World War One. The pulpy story pits a squad
of British soldiers, adventurers, and mystics against cultists, shambling
zombies, and a host of classic Lovecraft Mythos monsters pouring into the
Western Front. Weapons, armor, and equipment are all pulled from the time
period.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Trench Warfare&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The game
plays like a lite version of the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;X-Com&lt;/i&gt;
franchise, spending Action Points to move your squad around the map and attack
enemies. A basic cover and over-watch mechanic helps keep battles tactically
interesting. Other elements are heavily simplified in the name of
accessibility. There’s no ammo or weapon maintenance to keep track if.
Characters are unable to go prone and you can safely blast away with shotguns
and machine guns from the back of your formation without worrying about
friendly fire.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoQ6o5pmDu8vqWofcW1M2TATVUWnFwR3oDfK3U8OPN4jlC-6MCPyU_8vbfC5xJow3_Cn6CyUr4-U3eX4-0ZdR1KZsWoQIc_VDOfk4rp6XbST9RMiorU3vogma3yzNvBTUix9NR4eXxnrQ/s1600/NoMans+Land.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoQ6o5pmDu8vqWofcW1M2TATVUWnFwR3oDfK3U8OPN4jlC-6MCPyU_8vbfC5xJow3_Cn6CyUr4-U3eX4-0ZdR1KZsWoQIc_VDOfk4rp6XbST9RMiorU3vogma3yzNvBTUix9NR4eXxnrQ/s1600/NoMans+Land.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Enjoy defending a trench while you can. Later missions have you pushing across no-man&#39;s land.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The Wasted Land&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; is also a short game. The campaign features
less than a dozen missions, including a few very short dream sequences. Most
missions have you advancing slowly through small maps, beating down waves of
enemies that spawn in from all directions. Poison gas, time limits, underground
areas (where artillery doesn’t work), and the occasional defensive stand
provide much needed variety. The timed missions are arguably the best, forcing
you to keep moving forwards and not pick your enemies apart from a distance.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Later levels
start to feature a lot of rushes by bullet sponge melee bruisers. With elephant
guns, point-blank shotgun blasts, and artillery strikes in the mix the game
needs them just to give you something to focus fire on. Against the background
of WW1 it’s hard to argue against humans being brutally effective killers able
to match even lesser Mythos creatures. In “&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The
Wasted Land&lt;/i&gt;” Lovecraft’s monsters are vulnerable to guns if the guns are
big enough.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Shell Shocked&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While
ripping apart the Dark Young of Shub-Niggurath with massed machine-gun fire
isn’t quite in the spirit of the source material &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Wasted Land&lt;/i&gt; does show that confronting Mythos creatures takes a
mental toll. Attacking or being attacked by monsters drains sanity. Spells,
while powerful, also cost the caster a hefty number of sanity points. Insane
characters can freeze up in terror (which is bad) or go berserk and gain a
massive speed and attack rate increase for a few turns.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMvxYH4Ptex0Y_HGEP3nP4hQZXuKU_WXUzzun1G2Wjy2J93uCHDi7jY_YWDO4ldaFiupTEFnnyAJKXJiiovYBZzVAV9sQIFh_tAgpYe1-lzJZIA_ucY5ig_2tYob30Abcwu5z7Yj-qOIw/s1600/Zombies.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMvxYH4Ptex0Y_HGEP3nP4hQZXuKU_WXUzzun1G2Wjy2J93uCHDi7jY_YWDO4ldaFiupTEFnnyAJKXJiiovYBZzVAV9sQIFh_tAgpYe1-lzJZIA_ucY5ig_2tYob30Abcwu5z7Yj-qOIw/s1600/Zombies.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Massed zombie attacks push body and mind to the breaking point.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Dealing with
sanity becomes an interesting tactical consideration. When his sanity drains
away a berserk machine-gunner can mow down an entire pack of lumbering lobster-mutants.
He can just as easily freeze up and be devoured. Insanity eventually disables a
character but the short term boost it provided turned the tide of more than one
desperate encounter.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;A character
with the appropriate skill and a psychology book can restore lost sanity
points, which I like to imagine involves simply smacking the patient with the
book while shouting “Snap out of it!” In later missions a designated combat
psychologist becomes as much a necessity as a medic, if not more so. A few
rounds of holding off skittering gribblies is all it takes to reduce a
character’s brain to mush without Psychiatric support.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Over The Top&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Between
missions you can buy new equipment and spend accumulated XP to upgrade stats
and skills. Oddly enough all XP is dumped into a common pool where it can be
spent on any character. This means it’s pretty easy to max out someone’s
primary weapon skill early in the campaign, playing havoc with the difficulty
curve. I’m not sure why XP isn’t evenly split between your squad but doing so
would have helped pace character progression.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPypJa_N587Y3RrpM5ExhSvXBY40InBjf141ejpwJyWWiV1HCVRBZNaee0ePQ0ztrb3OMYtP2UGqKACIbq10135cHco22RNsItU6K-VSR6hH1P7ODOGskqjSJpZ26o1JAiIvic4Qpu5Os/s1600/Pulp.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPypJa_N587Y3RrpM5ExhSvXBY40InBjf141ejpwJyWWiV1HCVRBZNaee0ePQ0ztrb3OMYtP2UGqKACIbq10135cHco22RNsItU6K-VSR6hH1P7ODOGskqjSJpZ26o1JAiIvic4Qpu5Os/s1600/Pulp.bmp&quot; height=&quot;250&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Dialog is more on the pulpy end of the spectrum.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;I played &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Wasted Land&lt;/i&gt; on PC but the game was
originally made for the iOS. It shows in the form of an uneven port. The
Character and Inventory screens would sometimes be go completely black,
requiring a game restart to fix. The sound-track also tended to cut in and out
at random. These bugs were annoying but not game breaking.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;I had fun
playing &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Wasted Land&lt;/i&gt;, and I
appreciate developers Red Wasp making a PC port. It stacks up better in its
native mobile environment than in competition with similar PC games like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;X-Com &lt;/i&gt;though. Additional content beyond
the single short campaign would have also added a lot of value.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to
Play: Accessible “X-Com lite” gameplay. Tactically meaningful Sanity mechanic.
Solid use of WW1 setting.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to
Pass: Short campaign. Uneven PC port. Some tactical elements can be considered
over-simplified.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij6hT3hMCmPxaF4D4VupoVzejs8B7fzjIg88Fkc5lu6siOm6V445YeD6dEklxuM9Kn7xVVOhpzt8fT-qtfe75ewq1SGyynFJgYJ1KH6c86JW7qrZBLH4NjeyDqnuSdYnqdtTBYKpdzcHU/s1600/eldritch.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij6hT3hMCmPxaF4D4VupoVzejs8B7fzjIg88Fkc5lu6siOm6V445YeD6dEklxuM9Kn7xVVOhpzt8fT-qtfe75ewq1SGyynFJgYJ1KH6c86JW7qrZBLH4NjeyDqnuSdYnqdtTBYKpdzcHU/s1600/eldritch.png&quot; height=&quot;150&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Eldritch&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; is First Person action-adventure
game that successfully combines Roguelike mechanics with elements of the
Lovecraft mythos, with just a dash of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Minecraft
&lt;/i&gt;for flavor. Roguelikes, if you’re not familiar with the term, are a style
of game that generally features randomized levels, high difficulty, and
perma-death. Being plunged into an unknown but hostile environment full of
lurking danger is certainly in the spirit of Lovecraft, so I have to give &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Eldritch&lt;/i&gt; a point right off the bat.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Strange, Far Places&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Each
playthrough begins by dropping your nameless character into a mysterious
library, complete with tutorial messages, bits of lore, and a few other
amenities. Once you’ve gotten the basics of movement and item use down a set of
ominously glowing books tempt further investigation. Each book serves to whisk
you away to a series of self contained worlds loosely based off the dark gods
of Lovecraft’s stories.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;From there
you’ll shank happily burbling fishmen, flee nameless horrors immune to your
paltry weapons, and haggle with surprisingly dapper Star-Spawn over the price
of dynamite you need to blast a path to the exit. Or you can murder the inhuman
merchant, help yourself to his inventory, and use your newly acquired tinning
kit to eat his corpse. While options in the Lovecraft Mythos are usually limited
to “Die hideously” or “Go mad” &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Eldritch&lt;/i&gt;
grants the player a pleasing level of freedom to meet its challenges.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIeIRlXMWt9rBehryzUQMfFwgaA-ajy6q3U1ZKA3fpHWjJCgj9GphQjxj-QOVa1eRcChLk4JL4DejJcQvVLpOScpCd_BDBIzI9iT-P7xxw5obUWaUPZg8Rb4Rrw-5ouC_6CBS9NehqYjM/s1600/Cultist.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIeIRlXMWt9rBehryzUQMfFwgaA-ajy6q3U1ZKA3fpHWjJCgj9GphQjxj-QOVa1eRcChLk4JL4DejJcQvVLpOScpCd_BDBIzI9iT-P7xxw5obUWaUPZg8Rb4Rrw-5ouC_6CBS9NehqYjM/s1600/Cultist.bmp&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Cultists and lesser enemies are vulnerable to the classic knife-tickle.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;You’re
restricted to a mere two weapons (including expendable stuff like dynamite) and
a single spell at a time. A few slots for equipment like boots and amulets
grant additional abilities, but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Eldritch&lt;/i&gt;
doesn’t bother with RPG style character development. The right equipment or
spell will let you tunnel through walls, levitate across a room or create new
blocks to form makeshift stairs and seal up enemies. There’s always a way over,
under, through, or around any obstacle if you’re properly equipped.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Thoughts and Dreams&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Block-based
modular levels aside &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Eldritch&lt;/i&gt; should
not be confused with &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Minecraft &lt;/i&gt;or its
various imitators. While items and abilities exist that let you destroy and
create blocks you don’t start with them and there’s always an associated cost.
This is a game about exploration and survival, not building things. A well
designed map helps tremendously, letting you see the general area you’ve
explored and pointing out major features like exits and shops but leaving hidden
nooks for you to discover on your own.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7mnWeXY9jzbSr3tZUSycmZF9GyaxnsyznrawWUMh-y5ZMTvFCLpT4nRyXxhUKHOGicQfIyXP-VGNlnKTQHpwVykFKfW2UmvJ-6U6_V4HyhOqz8XLHbZ83sMFhLzHUc8X6MsY3kaX2NHU/s1600/Stealth.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7mnWeXY9jzbSr3tZUSycmZF9GyaxnsyznrawWUMh-y5ZMTvFCLpT4nRyXxhUKHOGicQfIyXP-VGNlnKTQHpwVykFKfW2UmvJ-6U6_V4HyhOqz8XLHbZ83sMFhLzHUc8X6MsY3kaX2NHU/s1600/Stealth.bmp&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Head on attacks are a bad idea.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Movement is
a high mobility affair, reminding me a bit of the old &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Thief&lt;/i&gt; series. You can crouch, jump, sprint, sneak, slide, mantle up
low ledges, and lean around corners. Falling damage can kill but never feels
unfair. Scrambling, sliding, and climbing around the environment is a tactile
joy.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Stealth and
mobility are preferable over direct combat. Sound queues help you track enemy
location and alertness level.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;Mercifully
you’re faster than most creatures and those that can be killed are vulnerable
to sneak attacks. Creature loot is generally paltry, and looting the body makes
them re-spawn nearby in short order. You don’t necessarily need to get your own
hands dirty though. Some enemy types will fight one another and one rampaging
Shoggoth can clear most of a level for you if you can stay out of its way.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiJ3HIKJNVe4TFzIDyEUFTEFPkz9U8EoBVMG-61LcxsvmyDCPl6MklhyOAw4GTbpO6hlpFmG3t8CwUgGw5G0TuN4NFyROt8u0xuIVgXwtc7pqvJnfP9MdUE_eA-GEX3-keLHcAbLFOo_c/s1600/Vertical.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiJ3HIKJNVe4TFzIDyEUFTEFPkz9U8EoBVMG-61LcxsvmyDCPl6MklhyOAw4GTbpO6hlpFmG3t8CwUgGw5G0TuN4NFyROt8u0xuIVgXwtc7pqvJnfP9MdUE_eA-GEX3-keLHcAbLFOo_c/s1600/Vertical.bmp&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Level layout gets quite vertical. Watch your step.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;Madness and Death&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The
difficulty level is high but not impossible. One or two bad decisions can
easily set you from well equipped with full health to dead. Your character is
fragile and can’t carry healing items for later use. The “Weeping Angel”
inspired statues are particularly brutal and will likely kill you a few times
before you figure out how they work.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Death, when
it invariably comes at the psuedopods of some gibbering horror, wipes your progress
and re-randomizes the worlds. Banked artifacts (which fuel your special
abilities and can be spent as currency at shops) are saved and unlocked worlds
remain unlocked, but that’s it. Anything you’re carrying is lost, including the
maguffins you need to complete the game.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhekn5HjhlpXjlPVjCI7DHdxTHM2md-VPHmL-PgBcoohOLFDBvyU_3n_fwaGtGiWyVr7UeBIhm3xH43qdyyV-iw2F7_gYmSMvfMZDmUPFkuI22YH37LSWpeT698VHtmFlr1o2uj-WX7U1U/s1600/Shoggoth.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhekn5HjhlpXjlPVjCI7DHdxTHM2md-VPHmL-PgBcoohOLFDBvyU_3n_fwaGtGiWyVr7UeBIhm3xH43qdyyV-iw2F7_gYmSMvfMZDmUPFkuI22YH37LSWpeT698VHtmFlr1o2uj-WX7U1U/s1600/Shoggoth.bmp&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;Do not taunt happy-fun-shoggoth.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;It is very
much to &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Eldritch’s&lt;/i&gt; credit that deaths
made me want to jump back in and try again, now armed with the knowledge of
whatever killed me, rather than snap my keyboard in half. Most were due to
carelessness and overconfidence or not understanding some new hazard. Though
you can visit unlocked worlds in any order you’ll likely want to start with the
first one each time to properly equip yourself for the challenges of the later.
Difficulty spikes sharply as the world’s progress. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Eldritch&lt;/i&gt; isn’t a very long game, but the randomization and high
difficulty give it a lot of replay value.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;span style=&quot;line-height: 115%;&quot;&gt;The Thing on the Hard Drive&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Descending
through the depths is a matter of constantly balancing exploring for resources
VS risking damage and death. Sometimes it is safer to make a rush for the exit
and not chance blundering into something horrible. Other times it’s better to
carefully sneak and backstab your way past enemies, carefully evading and
disarming traps. Learning to read the environment and balance risk and reward
on the fly is the key to survival and success.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Eldritch &lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;lacks a sanity mechanic (not that one
would necessarily have improved this type of gameplay), and the slightly
cartoony graphics don’t do much to inspire dread at first. The sound work is
wonderfully atmospheric though and you’ll quickly learn to identify nearby
creatures and other elements long before you see them. There’s also a certain
pucker factor to being cornered by a roiling mass of ravenous, indestructible
flesh or picking your way through a group of slumbering ten-foot squid beasts. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Scattered journals and the fact that your
character re-incarnates after each death hint that you may not be entirely mortal
yourself.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE9bbveJUn8CisIIu-9YoLTyxZDwdy1rLAgq8CuGzBGrNXPJYnXFS3yuE5rMCXlYWdn-7AEac20TGDkkTvtleYF9IYegFRQ_jz7TsZ5uUqvfycBGZxW6ZkUzMTwW0-02RqoTfuZggHYro/s1600/Mountain.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE9bbveJUn8CisIIu-9YoLTyxZDwdy1rLAgq8CuGzBGrNXPJYnXFS3yuE5rMCXlYWdn-7AEac20TGDkkTvtleYF9IYegFRQ_jz7TsZ5uUqvfycBGZxW6ZkUzMTwW0-02RqoTfuZggHYro/s1600/Mountain.bmp&quot; height=&quot;225&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: small;&quot;&gt;The free &quot;Mountains of Madness&quot; expansion gets downright unsettling at the mountain&#39;s core.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;If you have
any tolerance for the Roguelike genre &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Eldritch&lt;/i&gt;
is an easy game to recommend, packed with challenge, replayability, and
character. If you hate losing progress the game will likely make for a more
stressful than enjoyable experience. With strange eons even death may die, but
Eldritch will send you to your doom far earlier and more frequently than that.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to Play:
Entertaining mix of Roguelike mechanics and Lovecraft Mythos. Excellent
First-Person movement and exploration. Wide range of effective tools and
tactics. Strong sound design. Giant Penguin VS Shoggoth fights.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to
Pass: High difficulty and punishing death penalty for players unused to
Rogue-like gameplay. Slightly cartoony graphics and most creature design not particularly
horrifying. &lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://redwaspdesign.wordpress.com/call-of-cthulhu/&quot;&gt;http://redwaspdesign.wordpress.com/call-of-cthulhu/&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.eldritchgame.com/&quot;&gt;http://www.eldritchgame.com/&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/8202881223961245903/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2014/01/lovecraftian-indie-horror.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/8202881223961245903'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/8202881223961245903'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2014/01/lovecraftian-indie-horror.html' title='Lovecraftian Indie Horror'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMnVozmIb-GnbVuhbrMhvsHOq92iKvXHoEEU3lR2v5BoOZFOL5-Z7YLpWvGHMSpn0pJOupMmvSDoAzvQ8bfAXSyGdYof3XyoLVvFqCWieDAXQ4NONhpZWBeFm5TKhTQFIBPXsE0eO-kuE/s72-c/Mike-Mignola-HP-Lovecraft-Portrait.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-7347257472059041312</id><published>2013-12-01T22:48:00.000-08:00</published><updated>2013-12-04T22:42:20.456-08:00</updated><title type='text'>Secret World Review</title><content type='html'>&lt;br /&gt;
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&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reviewing an
MMO is a daunting prospect. The sheer size and scope of such games makes it
difficult to give more than a limited impression. Every MMO today must also
stand in the shadow of Blizzard’s industry dominating 2-ton gorilla. However
one feels about &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;World of Warcraft&lt;/i&gt;
there’s no denying that Blizzard has had nearly a decade to refine their core
gameplay into a relentlessly accessible buttery smooth experience that anyone
can pick up and enjoy.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Funcom’s &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Secret World&lt;/i&gt; is definitely not &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;World of Warcraft&lt;/i&gt;, nor do differences in
scope and age make it entirely fair to compare the two. What not as polished or
accessible it is a fascinating experiment. A fusion of traditional MMO
mechanics, strong character customization, and surprisingly sharp writing and
directing. Since the game recently went Free-To-Play, as all MMO’s seem
destined to do, I thought I’d give it a try and share my impressions.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;High Society&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Character
creation in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;The Secret World&lt;/i&gt; (&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;TSW&lt;/i&gt; for future reference) is simple. Clothing
and appearance can all be changed later and have no effect on combat
effectiveness. The only significant and irreversible decision is between one of
three distinct and morally ambiguous Secret Societies.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The New York
based Illuminati (my own choice) focus on accumulating wealth and power, with a
ruthlessly corporate attitude to building their New World Order and an amusing
flexible approach to ethics. In direct opposition stand the London based
Templars, featuring centuries of honor, militant tradition, class, and a
willingness to pursue Evil no matter who else ends up in the line of fire. Finally
the Seoul based Dragon seem to be a loose collection of Asian flavored anarchic
hackers and chaos theorists, with a master plan no one else can make heads or
tails of. Or they’re just making things up as they go.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSqGkgND1tY_iqOA-EnNkJz3KKyF9hn-t-13JdchVFSXejLJC8QST_Tw9H8AChsw2vtLIPV7NtgTNAWLvVAcN0AoijEp7aQlV8m6-pHbBNg4icCpRqqk8QvJRsDEphmoE3Q17XHscrfc0/s1600/Initiation.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSqGkgND1tY_iqOA-EnNkJz3KKyF9hn-t-13JdchVFSXejLJC8QST_Tw9H8AChsw2vtLIPV7NtgTNAWLvVAcN0AoijEp7aQlV8m6-pHbBNg4icCpRqqk8QvJRsDEphmoE3Q17XHscrfc0/s400/Initiation.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Just surviving initiation is an adventure in itself.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While choice
of faction is important you can still group with characters from other Societies.
Only in discrete PvP battlefields do you find yourself trading blows and
bullets with them. Faction nominally determines your home city, but since the bank
and auction house are in London that’s where everybody spends their time. Factional
differences are largely cosmetic or flavor. All weapons and abilities are accessible
to every character.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Once you pick
side you are treated to a cutscene of your character getting magic powers by
eating a bee (it makes sense in context) and then being invited to join your Society.
Provided you can survive your initiation and a tutorial in the form of a
flashback to an apocalyptic outbreak in Tokyo. Finally you’re turned loose in
rural Maine, where the real game begins and where the dead rising to devour the
living is the least of the problems plaguing the region.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Everything is True&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Setting is
one of TSW’s strongest elements. This isn’t some random fantasy world, infested
with elves that dress like strippers and names with too many syllables. This is
Earth, today. And our world is in serious trouble.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Waves of
once-human creatures stumble out of the New England surf, breeding on the
beaches and massing to push inland. In the Egyptian desert biblical plagues
hammer the land while sun maddened cultists make blood sacrifice at the foot of
the Black Pyramid. In the Outer Dark things with Event Horizon mouths watch and
wait and hunger.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9zLOLa_5kEGGFMeBN9twDh4_4UIhW-qXspzCwmkrHmGOfzuOliR2GeSsKIUXQDZq52iRGFE2yku3rbSgtU4odpR6T_ZDDXfSCRnaqALsAg9QtwrgpUCfICukMt_WbsupF9sPkCNcMQao/s1600/Void.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9zLOLa_5kEGGFMeBN9twDh4_4UIhW-qXspzCwmkrHmGOfzuOliR2GeSsKIUXQDZq52iRGFE2yku3rbSgtU4odpR6T_ZDDXfSCRnaqALsAg9QtwrgpUCfICukMt_WbsupF9sPkCNcMQao/s400/Void.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;A nightmare of broken moons and endless cold.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;In short
every myth, urban legend, horror story, and conspiracy theory is true. And most
of them are coming to eat us. Or worse. Standing against them, though hardly as
a united front and often for the most selfish of reasons, are the Secret
Societies. As a Society member and chosen of Gaia you’re going to spend plenty
of time cracking monster skulls.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Magic Bullets&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Combat is
serviceable but not the very best you’ve ever seen, and you’re going to be
seeing plenty. Animations are functional but floaty and low on visceral impact.
There is no auto-attack, so be prepared to hit the “1” key a lot. More
interestingly enemies broadcast powerful attacks by painting shapes on the
ground, encouraging you to use the evasive roll to get out of the way. Movement
and positioning are crucial. The closely packed enemy population means it’s
easy to blunder into more monsters in the middle of a fight. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5MdasOMTjNsKDwNlWdb7R60gJWQdpef9T0R0BD1rpa9jGyVm2J0N5bg0kbQmuW_2SzptMlwOq8igpipAITqFZ5tA58usX5IGnpeYeDVfozCh9a4zCFpmKarSsL-Wz5EBc7pSBj3TEmkc/s1600/King.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5MdasOMTjNsKDwNlWdb7R60gJWQdpef9T0R0BD1rpa9jGyVm2J0N5bg0kbQmuW_2SzptMlwOq8igpipAITqFZ5tA58usX5IGnpeYeDVfozCh9a4zCFpmKarSsL-Wz5EBc7pSBj3TEmkc/s400/King.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Anyone named &quot;King of Red Shadows&quot; probably needs killing anyway.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;TSW lacks a
traditional class structure. Your attacks and active abilities are determined
by your choice of what two weapons you carry. Every weapon can obviously do
damage but each also lends itself to certain roles. Hammers generate heavy
agro and block attacks, excelling at tanking. Elemental magic comes with plenty
of AOE and crowd clearing abilities. Assault Rifles drain health from enemies
(just go with it) and redistribute it to you and your team-mates, making them
the healing firearm of choice.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Dead Man’s Hand&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While you
can always look up workable cookie-cutter combinations TSW doesn’t hold your
hand when it comes to buying and choosing powers. You’re restricted to a “Deck”
of only seven active and passive abilities at a time, not unlike &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Diablo 3&lt;/i&gt; or &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Guild Wars 2&lt;/i&gt;. You can freely swap out any powers you’ve already
bought any and save favorite combinations, so experimentation is encouraged. I
was able to eventually create one deck for bringing down beefy single targets
and another that let me rip through packs of weaker enemies.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;It’s easy
for a new player to get lost in the giant power wheel. More expensive higher
tier powers aren’t necessarily stronger but tend to be more specialized and
situational. It is more important to find a set of abilities that work well together.
If your basic attack includes a Damage-Over-Time (DOT) effect then a follow up
power that does bonus damage to enemies suffering from a DOT would be a good
choice.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj45F-5BVMJEKGo12OLqpsafjxwz0ih4aA6ue81vBK57QTLINkVqA8wrcP08fx0EjrSHDi__X2MfIKzpuyFW-mcsEwcaQYRC1iY2Qd7u9od6QrDKKXjfPxTHZOW8-889ZYwXC0f-EKgHqQ/s1600/Ghouls.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj45F-5BVMJEKGo12OLqpsafjxwz0ih4aA6ue81vBK57QTLINkVqA8wrcP08fx0EjrSHDi__X2MfIKzpuyFW-mcsEwcaQYRC1iY2Qd7u9od6QrDKKXjfPxTHZOW8-889ZYwXC0f-EKgHqQ/s400/Ghouls.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;You&#39;ll eventually want to build a deck for fighting groups. Ghouls rarely hunt alone.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Vertical
character progression is strongly gear dependent. While every character has
access to scores of powers how hard you actually hit, heal, or take hits with
those abilities is mostly dependent on your equipment. Thus far I’ve found
simply proceeding through each zone and doing all the quests you encounter will
keep you in shape to deal with the current crop of enemies. If you outstrip a
zone’s rewards a quick trip to the auction house will keep your talismans and
weapons up to date.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;As any
character can eventually obtain every ability and max out every skill there’s
never any reason to “re-roll”, unless you really want to see another faction’s
handful of exclusive quests. XP rewards increase exponentially in later zones.
You’re free, for example, to build up your set of healing powers while
continuing to actually play as a damage focused character. A developed
character will find it much easier to try a new weapon or role than a newbie.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Transmit – Receive – Witness&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;In MMO’s the
setting and story frequently serve as mere set dressing for gameplay. In TSW
it’s almost the other way around. The characters you meet are memorable; from
cynical hard drinking horror writers to suave undead merchant-princes. The cut
scenes that introduce each mission are a high point, featuring excellent voice
acting and camera direction. Your own character is silent (so prepare to spend
a lot of time getting monologed at) but it’s worth hearing what everyone has to
say.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP3J7KLsGdlqHmW5nPOstLg2amu7mLwhGgLIdrIEO8H8OvXvGQU_O-WHrErK2pbIk4Eo2Pcfq64guS1ZYuAt9NqUWy7D10FmDNIpQtnJlMAr1cORAs50SWAXbsluc-e5eYyS8diSvh8n0/s1600/Magi.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP3J7KLsGdlqHmW5nPOstLg2amu7mLwhGgLIdrIEO8H8OvXvGQU_O-WHrErK2pbIk4Eo2Pcfq64guS1ZYuAt9NqUWy7D10FmDNIpQtnJlMAr1cORAs50SWAXbsluc-e5eYyS8diSvh8n0/s400/Magi.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;You meet a number of immortals. They&#39;re not having as much fun as you might expect. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Bits of lore
are scattered across the zones, concentrated in the form of golden honeycombs
and narrated by a (probably) benevolent entity called “The Buzzing.” While you
never actually encounter The Buzzing it’s easily one of the best characters.
The entity addresses you with equal parts affection, gentle amusement, and a
deep undercurrent of creepiness as it shares the secret histories of the world.
The writing is excellent and my only complaint was that many lore nodes were well hidden and required a guide to track down.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;TSW’s quest
structure is... different, but not necessarily in a bad way. Aside from the central
story you can only have one main quest active at a time. There’s no reaching a
new quest hub, grabbing a half dozen exclamation marks, and heading out into
the wilderness to do them all on one sweep. TSW’s mission quests are more like
ten-to-thirty minute mini quest chains. They can contain as many as a half-dozen or
more steps, often leading you through a zone in a circular motion and dropping
you off near another major mission or a bread-crumb trail back to one.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsUusHlFijAZu0zM7BFV3Hww0eKNR1a7OBZq4xEUvchgw38ODrouPcbojCM2_6rkohQH9uR0CKAWN8bZcvy6WInvRkqz6YFcItOfFvSEkgkSzpVi9S9m8ikWAI5Pe41zZQlQzF5nHWwXw/s1600/Lore.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsUusHlFijAZu0zM7BFV3Hww0eKNR1a7OBZq4xEUvchgw38ODrouPcbojCM2_6rkohQH9uR0CKAWN8bZcvy6WInvRkqz6YFcItOfFvSEkgkSzpVi9S9m8ikWAI5Pe41zZQlQzF5nHWwXw/s400/Lore.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Golden lore honeycombs are always a treat to read. So long as you don&#39;t mind being called &quot;Sweetling&quot;.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Scores of
shorter, more traditional opportunistic fetch-this-kill-that quests also dot
the landscape. You can have up to three of these minor tasks in progress at a
time. It usually makes sense to be working on at least one or more while
doing any major quest in the area. The quest system is well designed and feels
rewarding, but can take some adjustment for players like myself more used to
loading up their log with a bunch of tasks to be worked through over the next
few hours. By far the best feature, which every other MMO should copy immediately
if not sooner, is that completed quests can be turned in from anywhere via cell
phone.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Digging Deeper&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Many of
TSW’s missions can be completed just by following your waypoints, interacting
with anything you find, and killing anything in your path. Others demand a bit
more. “Investigation” missions are among TSW’s most unique and polarizing
features. These quests would be more at home in a &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;MYST&lt;/i&gt; style puzzle game, requiring intensive research, copious note
taking, and a willingness to spend a lot of time working through problems. Be
prepared to learn Morse code, translate Latin to English and then into Demonic
runes, and dig up obscure literary references.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;On one hand
I feel Funcom should be lauded for trying a new style of gameplay not seen
before in a MMO. On the other many Investigation missions are painfully
unintuitive and frustrating. Too many of them require knowledge from outside
the game itself, a serious design flaw. To TSW’s credit it includes a
surprisingly effective in-game web browser (Another excellent feature every MMO
should copy) to aid in research. Still, any fun I was having with the
Investigation quests ended the moment I actually had to stop playing the game
itself and bring up the browser.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHLqRshUBb448BLuXGjEV1q0lrxglqLsMRnQj6P0djfAnPaPeqd4SkGrdxJxyo7li0H7z8r30t3u0Id2r6br-LHD9R-x0AKT9YoqFHWSURshivEG58P7IiIA6VFulgSQpuHaPEBJZm5Qw/s1600/Hill.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHLqRshUBb448BLuXGjEV1q0lrxglqLsMRnQj6P0djfAnPaPeqd4SkGrdxJxyo7li0H7z8r30t3u0Id2r6br-LHD9R-x0AKT9YoqFHWSURshivEG58P7IiIA6VFulgSQpuHaPEBJZm5Qw/s400/Hill.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Other quest types provide more accessible fun, like this &quot;Tower Defense&quot; mini-game. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;When I log
into an MMO I’m there to explore, enjoy the lore, and fight monsters. I’m not
playing to take the SAT. I gave the first couple of investigation quests an
honest go, but after spending a few hours without making much progress I have
to confess I’ve just started looking up the answers. Perhaps I’ve been spoiled
by the ease of gameplay in other MMO’s, and there’s nothing wrong with
requiring basic mental activity, but all the information you need to solve a
puzzle must be contained within the game itself. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Fight together, Die alone&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;There aren’t
a lot of open world zones in TSW, but they’re large and full of plenty to do. Monster
populations are densely packed and respawn quickly. Most missions eventually
reset and can be completed repeatedly for additional rewards. While this means
you never run out of content it does contribute to the sense of a world frozen
in time that many MMO’s suffer from. There were zombies attacking the police
station on your first visit and there will still be zombies attacking it on
your hundredth. It would have been interesting to see what the developers could
have put together if they’d had access to the “Phasing” technology used to great
effect in WoW’s&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt; &lt;/i&gt;later expansions.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ8BhBvGBeRifhHZqdNTrY0_qm3nle-2mX6txOYA_-KQFyUEQDV1kzmxwSSV1wgUnrHaSFZnqC3xwy7QrvQk8UMOL0NZuc-9_0HJIDx5i0aVxXsgITl6gfHYB7vgRhmlIciRVa3GEd2y0/s1600/Stealth.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ8BhBvGBeRifhHZqdNTrY0_qm3nle-2mX6txOYA_-KQFyUEQDV1kzmxwSSV1wgUnrHaSFZnqC3xwy7QrvQk8UMOL0NZuc-9_0HJIDx5i0aVxXsgITl6gfHYB7vgRhmlIciRVa3GEd2y0/s400/Stealth.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;For an engine not really built for it Funcom does a credible job of faking some stealth missions.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Most of the
open world content can be tackled solo by an appropriately equipped character.
You’ve got a certain amount of leeway in personal skill, build, etc… TSW’s
5-man dungeons are much more traditional affairs, built around the expectation
that players are bringing the holy trinity of tanking/healing/DPS to the fight.
On the plus side there are very few trash mobs between bosses and most boss
fights emphasize fun and clearly communicated movement and positioning
mechanics. A party wipe simply drops you back before that specific boss.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Ancient evils, Modern technology&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Like so very
many MMO’s today TSW began its life as a subscription based game before
transitioning to Free-To-Play. You still need to buy the actual game so it’s a
pleasant surprise that it holds up well without needing to spend any more. The
cash shop is unobtrusive and stocked with &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;largely &lt;/span&gt;cosmetic and vanity items.
Almost everything else can be earned or bought in-game for a reasonable time or
in-game money investment. The only exceptions are a few “Issues” of new
content, but these are only relevant to high level characters and after scores
of hours of gameplay.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;If TSW has a
technical problem it is the load times. Teleporting back to the hub dimension,
going to London to use the Bank, and then getting back to whatever zone you were
questing in can take a combined five or more minutes of loading screens. Moving
full speed through some zones can outpace the game’s ability to load creatures
and other elements, resulting in running into invisible walls and enemies.
London itself is especially problematic, possible because of player and NPC
density. I’ve had to wait a few minutes at the bank just for the clerk to load
in and let me access my stuff.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwW3F87aUC8cqT-2vNvtuWyS4_TTfnyROLmIiNk6HmgdAJMjlNHRCoa24EuUUK_-y-Al4_pen7p6w4ZPBk3Ae58WaU5y1mz2WJR8uHLTq42PFRAqe2plN9wj9th6H6Gv8kyG21Fy1Gp64/s1600/Loading.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwW3F87aUC8cqT-2vNvtuWyS4_TTfnyROLmIiNk6HmgdAJMjlNHRCoa24EuUUK_-y-Al4_pen7p6w4ZPBk3Ae58WaU5y1mz2WJR8uHLTq42PFRAqe2plN9wj9th6H6Gv8kyG21Fy1Gp64/s400/Loading.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;This isn&#39;t space/time warping magic, the bank&#39;s walls just haven&#39;t loaded yet.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Crafting
exists, requiring arranging materials on a grid not unlike Minecraft. An in-game
reference for the different shapes and patterns would have been invaluable, and it’s
of limited utility and unlikely something will be an upgrade by the time you
can make it. PvP is also present, though to be honest I haven’t
tried it much. Following the zerg in the “Fusang Projects” warzone was a fun
distraction.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt; line-height: 115%;&quot;&gt;Home for the Holidays&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The Halloween
events that went live while I was playing make a nice microcosm of everything &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;TSW&lt;/i&gt; gets right and wrong. One extended
Halloween quest had you roaming the starter area of Solomon Island,
investigating and collecting entertainingly written spooky stories from the
inhabitants.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;Despite taking place in the
starter area these seasonal quests were tuned for characters in max level gear,
making them suicidal for new players who stumbled across them or wanted to get
in on the fun.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;One
Halloween quest in particular took place in its own little basement subzone,
pitting you against wave after wave of organ harvesting fiends. When they
invariably killed any low level character (like myself) the game would respawn
you still in the basement with 10% of your health. Right next to the pack of
now fully healed machete wielding maniacs. I ultimately had to log out and back
in to escape.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCt-T-rGh7FVr4shzo5IR2y4w1xKzFOBX2add5D4gqaOsgUvasFEaiYT1JLoPrgCxtvM7I26A4Z6CnrFip6q_GQv6EeeIR36EooKyyKEby-ODP4yPyOnVaNEkzdaaQpzeXSIE5tGfuuDA/s1600/Writer.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCt-T-rGh7FVr4shzo5IR2y4w1xKzFOBX2add5D4gqaOsgUvasFEaiYT1JLoPrgCxtvM7I26A4Z6CnrFip6q_GQv6EeeIR36EooKyyKEby-ODP4yPyOnVaNEkzdaaQpzeXSIE5tGfuuDA/s400/Writer.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;TSW&#39;s support staff isn&#39;t this bad, but they&#39;re clearly stretched thin.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;A pumpkin
themed world boss caused hair-pulling frustration, requiring players to place a
group of jack-o-lanterns just so to summon the beast. Each player attempting
the quest received exactly one jack-o-lantern, which would de-spawn a short
time after being placed. If you miss-placed a single pumpkin, misunderstood the
quest, or otherwise failed to use your jack-o-lantern exactly right the very
first time, well too bad for you. There was no way to get a new one to try
again. All you could do was hang around the pumpkin patch hoping a different
group came along and got it right.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;In the
interest of fairness Funcom did eventually patch these and other sundry
problems, about a week into a limited time two week event. I suspect they were
less a result of any sort of negligence or systemic incompetence and more due
to the severely limited development and support resources available. No MMO
will ever be bug free or introduce completely flawless new content, but much of
the seasonal event was an unwelcome reminder that not every company has the raw
dollars and manpower to throw at problems that Blizzard can muster.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Ultimately
the excellent setting and writing and strong character customizability make The
Secret World a game I can recommend to experienced MMO gamers looking for
something a little different. Entry level and casual
player will likely end up frustrated and confused.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to
play: Strong setting. High production value writing and mission cinematics. Flexible
“Deck” based character customization. Free to play without intrusive cash shop.
Investigation quests try a different style of gameplay.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to
pass: Long load times. Middling combat. Investigation quests often highly
unintuitive and require outside game knowledge. Uneven support and bug
response. Limited content for PvP addicts. &lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/7347257472059041312/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2013/12/secret-world-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/7347257472059041312'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/7347257472059041312'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2013/12/secret-world-review.html' title='Secret World Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif-MFYW5ivf9D0j4JeWajCJbVs0Qc0TNgRzDLwEBj7TbYD-vOhSUdlsEp3P1TnnqmRBCLE-RuoubKAzakmfGK_bxcCjqOAr01XLjlPz7w0RfRATVfOQ43ZulFdBO58ebj4djPfad5n0-0/s72-c/title.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-7747985333831849979</id><published>2013-09-16T20:50:00.001-07:00</published><updated>2013-09-21T05:00:52.407-07:00</updated><title type='text'>Dead Space 3 Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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&lt;br /&gt;
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&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;The &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space&lt;/i&gt;
series has been a favorite of mine since its debut in 2008. The creepy,
insanity inducing “Marker” artifacts, the sinister Unitologist cult that
worships them and the horrific Necromorphs the Markers spawn make for a
memorable combination. The previous &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space&lt;/i&gt;
games learned the lessons of design, ambience, and gameplay that classics like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Resident Evil 4&lt;/i&gt; and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;System Shock 2&lt;/i&gt; worked so hard to teach.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;When I saw that EA was putting &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space 3&lt;/i&gt; up as part of a Humble Bundle charity sale I
wasted no time in snapping it up. Having slugged my way through the campaign
I’m forced to say I would have been severely disappointed if I had paid $60 for
this game when it first came out.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Dead
Space 3&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt; (DS3 for short) is a game with problems. Serious
problems. Technical problems, gameplay problems, narrative problems, and deeply
rooted design problems. Problems that drag the game down on every level.
Problems clinging tumor-like to the skeletal frame of a once strong survival-horror
IP, choking the solid core gameplay and few cool new ideas.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;De-Optomized&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;First and foremost &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DS3&lt;/i&gt; suffers from savagely bad PC optimization. My machine can run
other modern games at moderate settings without problems. Even on low settings
I experienced severe stuttering that pushed the game almost into the unplayable
range.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRTrywtCLVfiNTtmmTbtLzUoMu0Jvq64pwH7kZkQVRGrb024DmmmiCUHgyIebP4ewhyphenhyphen9JBxaLA6d2j4KWZLp3EAl1ro3knEF0fAV0qSsxmRke58NG-kimZnn7ywiLeRB1NfL4BJyB7X14/s1600/Stalker.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRTrywtCLVfiNTtmmTbtLzUoMu0Jvq64pwH7kZkQVRGrb024DmmmiCUHgyIebP4ewhyphenhyphen9JBxaLA6d2j4KWZLp3EAl1ro3knEF0fAV0qSsxmRke58NG-kimZnn7ywiLeRB1NfL4BJyB7X14/s400/Stalker.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;He&#39;s more dangerous dead than alive. At least to your frame-rate.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;This was most notable whenever I acted on physics
objects. A single brush turned dead bodies into awkwardly flailing masses that
would cartwheel impossibly through the air, plunging my frame-rate into a
slide-show. Given that DS3 is essentially a game about turning space zombies
into meaty physics props this was crippling, turning nearly every fight into a
performance killing epileptic fit.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Despite spending several hours troubleshooting and
scouring the EA support boards I was never able to get the problem to go away.
The game seemed to have trouble using both of my computer’s CPU cores, but
there didn’t seem to be any patch or work around.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Origin, EA’s own ersatz Steam, helpfully disabled
sound and controls after every new chapter loaded up or any time an achievement
was awarded. Once I disabled the “Origin In-Game” element that particular
problem went away. If your own delivery platform is forcing the player to regularly
restart the game you’ve created an extra bug, not a feature.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGEnyFLkx9phmMU-fXk_Ioe-7IqG845z1W6P_nA4CgM7_kuimmQzW9lTkp8VsJCcTd8HKkuv_YHME4MSi8-6fS_H9mWwr-TT4HtwCp5lBAWdeH83PoSyeMrjJHY9brLBAXhCkjUSobPEk/s1600/Quicktime.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGEnyFLkx9phmMU-fXk_Ioe-7IqG845z1W6P_nA4CgM7_kuimmQzW9lTkp8VsJCcTd8HKkuv_YHME4MSi8-6fS_H9mWwr-TT4HtwCp5lBAWdeH83PoSyeMrjJHY9brLBAXhCkjUSobPEk/s400/Quicktime.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Follow the onscreen prompt to die over and over.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;DS3&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;
also shares the same quicktime problem of its predecessor. When the game
instructs you to “Press E” to avoid hideous death, the developers expect you to
read their minds from across time and space and understand they actually mean
“Press E &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;and&lt;/i&gt; F”. Because if you don’t
you die. I don’t even know who to begin to blame for this, but until I
remembered this problem from the previous game getting grabbed by any Necromorph
was a death sentence and certain quick-time hazards become impassable blocks.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Perhaps all these issues are less prevent or absent
in the console version of the game, but it’s still the most problematic PC port
I’ve played in memory. But let’s assume you’ve somehow made it past the
fusterclug of technical issues and battered the game into a playable state. Or
perhaps you’re playing on console.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;Cold
and Silence&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;DS3 starts up in the middle of a Unitologist cult
attack and subsequent Necromorph outbreak on Earth’s moon. The government,
having apparently learned nothing at all from the previous games, has started
building the insanity inducing and space zombie creating Markers everywhere.
This really seems like the sort of thing that should be restricted to an
isolated lab with a built in self destruct mechanism until the aforementioned
flaws get worked out.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Isaac Clark, the Unitologists now actively gunning
for him, is caught up in the mess. In short order he’s rescued by a small band
of scientists and soldiers (who are surely not doomed to be picked off one at a
time over the next few hours) and makes his way to the world of Tau Volantis.
This desolate, frozen planet is where the signal controlling the Markers seems
to be coming from, so any answers about how to stop them will be found here.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWhpvZc5j958RHa6V28Lk07hcQMAlUNhi8hJvvoEsx2qpUzNgWyGd7I9n9TrhIN8GiJK4DYQg-aok7tGpksQVPRKDCBzEW1asjDFZ7qDtlOyxIKD0GS0moeUDW8CNznX5MlYPE4m7WeFs/s1600/Space.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWhpvZc5j958RHa6V28Lk07hcQMAlUNhi8hJvvoEsx2qpUzNgWyGd7I9n9TrhIN8GiJK4DYQg-aok7tGpksQVPRKDCBzEW1asjDFZ7qDtlOyxIKD0GS0moeUDW8CNznX5MlYPE4m7WeFs/s400/Space.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Just you and the&lt;span id=&quot;goog_554029442&quot;&gt;&lt;/span&gt;&lt;span id=&quot;goog_554029443&quot;&gt;&lt;/span&gt; void.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Isaac’s little band isn’t the first group of people
to have visited the planet. While the previous expedition was destroyed by the
Terrible Secrets™ they unearthed they left behind a flotilla in orbit,
installations on the ground, and piles of freeze dried bodies that have since
reanimated into Necromorphs. The previous Tau Volantis expedition was
supposedly 200 years ago, so it’s a little improbable that everything is still
working after two centuries of exposure to hard vacuum, constant blizzards, and
sub-zero temperatures.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX1c2STj_T5WtfjAeZngiC-mCPKR9Ynv17xMZ0JWElF2ePseDeNEk7Yc3xxcIYa1wt6bFz0Tf0XpkPGAC5BMBnnNjTxsOKc5lHd6JCczBss1FlMJNFClMQqCpXX5iGJ8c2TyILSYVHLms/s1600/Void.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX1c2STj_T5WtfjAeZngiC-mCPKR9Ynv17xMZ0JWElF2ePseDeNEk7Yc3xxcIYa1wt6bFz0Tf0XpkPGAC5BMBnnNjTxsOKc5lHd6JCczBss1FlMJNFClMQqCpXX5iGJ8c2TyILSYVHLms/s400/Void.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The hungry, hungry void.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;The game’s early chapters are spent exploring the
derelicts in orbit. The zero-g sections are arguably the best part of the game,
with Isaac able to move and fight gracefully in three dimensions. Your air
supply is more generous than previous games, allowing for a degree of
exploration. The cramped corridors of the ruined ships contrast nicely with the
open void and amazing views of the planet below.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;Crazy
for You&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Isaac comes off as surprisingly sane in this
installment. Perhaps he’s built up some sort of immunity to the Markers or
perhaps he finally put his demons to rest for good. This is an odd choice given
that hallucinations and putting the player characters own sanity in doubt was
one of the more interesting narrative twists &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space&lt;/i&gt; had going. It seems like throwing away a perfectly good,
already established way to up the creepiness and paranoia factors.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Some narrative elements work better than others. In
particular the love triangle between Isaac, Ellie (his love interest from the
second game), and a rival for Ellie’s affections named Norton comes off as
exceptionally goofy. It’s never established why Ellie fell for this new guy in
the first place beyond an attempt to manufacture a little additional drama.
Norton’s sole distinguishing trait seems to be that he’s a jealous and insecure
jerk.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX4o1FlQRsrZZJYbfVLU3kZlfaboL0SdnNggPIxjkt2cS3N10iT679Py2HOA-HOaW2Fu5wl6Jz6vcdZ2w6SNwfWcS8yU0Y9fHZfEnmgZNt5itxpsycn4pSz5eei8-okw9l2nk-Emx5VqE/s1600/Dork.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX4o1FlQRsrZZJYbfVLU3kZlfaboL0SdnNggPIxjkt2cS3N10iT679Py2HOA-HOaW2Fu5wl6Jz6vcdZ2w6SNwfWcS8yU0Y9fHZfEnmgZNt5itxpsycn4pSz5eei8-okw9l2nk-Emx5VqE/s400/Dork.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;If Derp-face over on the right has any redeeming features we never see them.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;A stronger direction might have been to make Norton
a more noble and mission focused character. If Isaac was still obviously
suffering from insanity and had sent Ellie away out of concern for her safely
the whole dynamic would make a lot more sense and been a lot more interesting.
None of this really gets in the way of shooting Necromorphs, but it’s still
poor characterization.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;Land
of Plenty&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;One of the signature traits of Survival Horror games
is limited resources. The previous &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space
&lt;/i&gt;games gave you enough to make every supply cache meaningful and never
enough to be wasteful. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DS3&lt;/i&gt; inundates
you in health packs and ammo from the start and you can make more very cheaply
at any workbench. Even on hard difficult I never felt pinched for supplies. Once
you start finding deployable scavenger bots the concept of scarcity vanishes
entirely, and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DS3&lt;/i&gt; becomes a war of
attrition very much in your favor.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpZ0DX68Lq-M7uyV_t9uzE8o1MRdZBG5GEbNpD_ROWGhmfDcAuEt1uZ0SYnL0j9DR2BIX7gEkhNrwPTDY8ScX_kgQFnoxsYDOnwnyQ2T7FYh42DJ_F3WmOLVVTsI_rWPAes-Pj5OqRJAw/s1600/Hungry.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpZ0DX68Lq-M7uyV_t9uzE8o1MRdZBG5GEbNpD_ROWGhmfDcAuEt1uZ0SYnL0j9DR2BIX7gEkhNrwPTDY8ScX_kgQFnoxsYDOnwnyQ2T7FYh42DJ_F3WmOLVVTsI_rWPAes-Pj5OqRJAw/s400/Hungry.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;We could sneak past these creepy Feeders, but why bother? &lt;br /&gt;
They&#39;ll drop more supplies than we&#39;ll spend killing them.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;This is compounded by a weird save system that
always remembers your inventory, but only sporadically updates your actual game
progress. Items, some enemies, and resource caches respawn whenever you save
and quit. In an especially obnoxious and inexplicable twist optional missions
only save at the start and end, meaning you need to replay the whole thing if
you stop at any point.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;
All this makes the inclusion of micro-transactions that let you buy extra resources
or improve the efficiency of your scavenger bots a bit inexplicable. Between
natural abundance, re-spawning pickups, and your scavenger bots it is almost
inconceivable that anyone would need to spend real world money on in-game supplies.
It feels like EA is trying to sell snow-cones on free ice cream day.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV-Uv01rWsFS1OO8H3zXG1tkNxHOWtLSKL3FbDmuSwr5yZLlLAZFaJpQexANzWVdlQ03jCaYghjXTsZhfBVqd3GgE_thgnkPWsx021n_k-BpCB2SZB14bzKQUdJsmh4hpnWAmlTeNlOZk/s1600/Suicide.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV-Uv01rWsFS1OO8H3zXG1tkNxHOWtLSKL3FbDmuSwr5yZLlLAZFaJpQexANzWVdlQ03jCaYghjXTsZhfBVqd3GgE_thgnkPWsx021n_k-BpCB2SZB14bzKQUdJsmh4hpnWAmlTeNlOZk/s400/Suicide.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;...and let&#39;s not forget Greed is one of the seven deadliest.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;I suppose it is to EA’s credit that survival isn’t
tuned around needing to shell out yet more real world money. Still, the very
inclusion of Facebook game style micro-transactions in what is supposed to be a
$60 AAA game is obnoxious at best. Either give me a free-to-play game with a
cash shop or just sell me a game that’s a complete package upfront. Don’t try
and take my money twice. It’s indecent.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;Killgineering&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;New to the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead
Space&lt;/i&gt; series is weapon crafting. As you pick through the wreckage to Tau
Volantis you find weapon frames, barrels, attachments, and more. These can be
cobbled together at any bench into a variety of tools of dismemberment. A
number of pre-made blueprints (including plans to produce classic &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space&lt;/i&gt; weapons) are already
available. Or you can freely mix and match parts, building new component from
raw materials.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;More information about exactly what parts are
compatible with one another would have been helpful and the part inventory
interface is a bit clunky, but it costs nothing to experiment. Weapons can be
broken back down into their component parts for free and obsolete or redundant
parts can be melted down into more resources. Past the first few chapters you’ll
generally have the resources to build whatever you like.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqAZ6aXw5eJjh-LB3j2cju8FI3wgHIiW3_Xvr4r4icclFw0aRV-Ujc9rEi2rDFNxSD_l_wYI0FFeYmmmU1hvr5r8B_eoZirYVX0mnDGKozNsEr04XmSHg7b6FNrKE7QSwFPRkSquljoAo/s1600/Crafting.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqAZ6aXw5eJjh-LB3j2cju8FI3wgHIiW3_Xvr4r4icclFw0aRV-Ujc9rEi2rDFNxSD_l_wYI0FFeYmmmU1hvr5r8B_eoZirYVX0mnDGKozNsEr04XmSHg7b6FNrKE7QSwFPRkSquljoAo/s400/Crafting.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;This is why you pay attention in Shop Class.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Trying different combinations, like a harpoon gun
with attached electric shotgun or a brutal hydraulic hammer that can also fire
stasis-inducing rotary saws, is easily &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DS3’s&lt;/i&gt;
best new feature. You are restricted to a mere two weapons at a time, so
intelligently choosing alternate fire modes and tactical functionality is
important.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Unfortunately some weapons (notably the rocket
launcher and other explosives) are so powerful that once you can craft them
they break the difficulty curve. Ammo is plentiful and universal, so even the
most powerful weapons can be used freely. At least three or four different ammo
types for broad weapon categories (Plasma, explosive, physical, etc…) could
have gone a long way towards keeping some of the old survival horror resource
conservation in the game. Rockets that one-hit kill 90% of enemies on Hard
should at least be rare or expensive enough to make me think twice before
firing one.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;Tooth
and Nailgun&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Past the opening acts combat rapidly deteriorates
into a sloppy mess. Since the player is flush with health and ammo at all
times, and can craft some gruesomely powerful weapons, the designers were
forced to compensate to create any sort of challenge. As often as not later battles
resort to trapping you in a small area and throwing wave after wave of the same
aggravatingly durable enemy type at you. A few sequences have more of a &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Serious Sam&lt;/i&gt; vibe than anything like
survival horror.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;It quickly becomes as predictable as it is monotonous.
Every time you enter a new area a monster pops out of the vent in front of you
and another behind you, and then the same thing happens three-to-five more
times. It stops being surprising. The side missions, which recycle the same
room set, are especially egregious offenders. Many fights devolved into putting
my back to a wall, chugging health packs and blazing away into a mass of
thrashing, twitching, frame-rate killing ragdolls until everything finally
stopped moving.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJUAVHKNBfywRGd7w5TYyW-kQXvd7L-vbPrQABY6nusOqcG0-X0rb1gBx8m67f2ddHsQwl_GYR4Voyl8A30CudgeuTLRD-bXc2ClnbMuv-ci-obMQV8w_U62-IKV602gZu8jYAaSYGDHs/s1600/Again.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJUAVHKNBfywRGd7w5TYyW-kQXvd7L-vbPrQABY6nusOqcG0-X0rb1gBx8m67f2ddHsQwl_GYR4Voyl8A30CudgeuTLRD-bXc2ClnbMuv-ci-obMQV8w_U62-IKV602gZu8jYAaSYGDHs/s400/Again.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Now kill these guys four more times and you can move on.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Arenas like this existed in previous games but were
rare. The dearth of resources and better mix of monsters on display made them
more frantic brawls for survival. Too many of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space 3’s &lt;/i&gt;fights quickly become a grinding, repetitive chore. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Even dismemberment and Stasis, two of the core
elements of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space&lt;/i&gt; combat, feel
wrong. Necromorphs are faster and give less visual feedback as their limbs take
damage. The most common new type of monster is strangely resistant to precision
amputations. Enemies shrug off the effects of your Stasis blasts much faster
than in previous games.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Perhaps these changes were an effort to keep combat
challenging. You can find or buy so much ammo and so many Stasis packs that you
can just spam Stasis and blaze away at center mass. Carefully severing limbs to
conserve ammo and sweating over each use of Stasis no longer makes sense.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif8reOE1gxwlwCOJmlOmT2J_-mIydz245NBwfoShLQsKuW8jcM8l7jOQavKqEG7WLQ7MtbzA03CkJZeByyQoGUJYAcX8liPws0rl1XqynPZBEgBe49WF4rs2U2LZgIshFFCxCkrqzFJ0M/s1600/Cover.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif8reOE1gxwlwCOJmlOmT2J_-mIydz245NBwfoShLQsKuW8jcM8l7jOQavKqEG7WLQ7MtbzA03CkJZeByyQoGUJYAcX8liPws0rl1XqynPZBEgBe49WF4rs2U2LZgIshFFCxCkrqzFJ0M/s400/Cover.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Most human enemies aren&#39;t worth taking cover from.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;The addition of human enemies ends up being more
comic relief than anything else. The Unitologist soldiers you battle
occasionally aren’t very good shots and are as fragile as you would expect living
humans to be against &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space’s&lt;/i&gt;
body-shattering weaponry. They also spend a lot of time either committing suicide
or getting murdered by the same Necromorphs they supposedly worship. Still,
they make for a nice change of pace and enemy infighting is always entertaining
to watch.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;Dangerous
to go Alone&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Perhaps strangest of all &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DS3 &lt;/i&gt;was built with a fully functional co-op mode. While running
around blasting Necromorphs alongside a buddy does absolutely nothing to help
convey a sense of dread or isolation it is solid fun. Friendly fire is
mercifully disabled and you can effortlessly pass supplies and even favorite
weapon blueprints back and forth.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT_-3EssoOX9tq304WRpncXExueCryupKGcb6zaAhpADYvtKPq87mPFXQ0-msTO4b-DcmoKnR2O2d3As1s0itjO2dizlF0qZuPiVpIKhnT1J8MQFvKaRFTOTi16HUf5xl03fKlbgD9gVo/s1600/Co-op.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT_-3EssoOX9tq304WRpncXExueCryupKGcb6zaAhpADYvtKPq87mPFXQ0-msTO4b-DcmoKnR2O2d3As1s0itjO2dizlF0qZuPiVpIKhnT1J8MQFvKaRFTOTi16HUf5xl03fKlbgD9gVo/s400/Co-op.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Unless you&#39;re playing solo. But at least you don&#39;t need to babysit him.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;The second playable character is a standard-issue
hard-assed space marine named Carver. He doesn’t get much characterization
beyond being angry, but if you’re playing solo the game does a reasonable job
of explaining where else he is and what he’s doing. You don’t need to babysit
an AI character like in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Resident Evil 5&lt;/i&gt;,
and during boss fights he occasionally shouts advice from off-screen. If the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead Space&lt;/i&gt; series is going to completely
ditch its survival-horror roots it might as well take on the better action game
elements like co-op.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 16.0pt; line-height: 115%;&quot;&gt;Fear
and Loathing&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Dead
Space 3&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt; isn’t really a scary game, but under all the mess
there is some surprisingly effective traces of horror. The logs left behind by the
last doomed expedition to Tau Volantis detail a distressing descent into
murder, privation, madness, cannibalism, and death. The bits featuring soldiers
willingly, calmly executing their compatriots and then themselves approach
genuinely chilling.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAwssCtQbbQ97yRIyEtl_7TukrcupQUGQRVtvABjGNhR03u-3AaPed1JG-fLCTC1eh5XXsTXEeyR0iC4uz33shNFmYsC8t-XbCG-jtkKf2FW6_1QHMk3SJqzJmEiIJo5cj9JCe51mw3gc/s1600/Waves.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAwssCtQbbQ97yRIyEtl_7TukrcupQUGQRVtvABjGNhR03u-3AaPed1JG-fLCTC1eh5XXsTXEeyR0iC4uz33shNFmYsC8t-XbCG-jtkKf2FW6_1QHMk3SJqzJmEiIJo5cj9JCe51mw3gc/s400/Waves.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Things got ugly before the end came for the last expedition.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;The desolation of Tau Volantis itself, both from
orbit and down amid the icy wastes, is one of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DS3’s&lt;/i&gt; most memorable elements. Even without the hordes of
freezer-burned space zombies it is clear this world is relentlessly hostile to
the human race and all organic life. The frozen, alien landscape and the awful
secrets buried beneath it do more to convey an atmosphere of isolation and
hopelessness than anything else in the game.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiW9PqStaCl2XPbRytMDY-b7P0Fu574eRoVFhCHEVpAuPyU_-_-HDk2fXBkN6dOdagItrU54noT1azw_97VnZT2wj5IHCswXPizaZlXLjcaBJoBX96CPOxtOgZEHUyBMb3fx9MdoILSXI/s1600/Alien.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiW9PqStaCl2XPbRytMDY-b7P0Fu574eRoVFhCHEVpAuPyU_-_-HDk2fXBkN6dOdagItrU54noT1azw_97VnZT2wj5IHCswXPizaZlXLjcaBJoBX96CPOxtOgZEHUyBMb3fx9MdoILSXI/s400/Alien.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;Absolute desolation.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Ultimately &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dead
Space 3&lt;/i&gt; is a very difficult game to recommend. If I had paid full price for
it when it first came out I would have been mad as hell. We’re left with the
shambling, hungry shell of a strong IP, relentlessly sabotaged by technical
problems and design decisions at odds with everything the series has
traditionally done right.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Series fans and people looking for a solid co-op
game should still consider giving &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;DS3&lt;/i&gt;
a look. If you fit either of those categories and can find it for cheap I would
say go ahead and pick it up. Otherwise let the dead rest.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to Play: Weapon crafting. Zero-G sequences.
Solid co-op play.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;,&amp;quot;serif&amp;quot;; font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to Pass: Extreme technical problems.
Obnoxious micro-transactions. Messy, repetitive combat. Survival horror
dynamics, like conservation of resources, gone. Weird save system.&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/7747985333831849979/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2013/09/dead-space-3-review.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/7747985333831849979'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/7747985333831849979'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2013/09/dead-space-3-review.html' title='Dead Space 3 Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMleP64vlFLVB47DoeSp7JcVIdGSTiaqoms98SXpdiVlybESzLSlZHBvdPU6lRiVhzFKNagnv-6R4_vwoNYrYYdj7y8HSAh0rYmMN-gBKDFBQ1Kg5KNPmjyGMVVywp1hSmLJIUdXNr1RE/s72-c/Title.jpg" height="72" width="72"/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-2663033358488414604</id><published>2013-07-10T20:48:00.000-07:00</published><updated>2013-07-14T14:57:12.177-07:00</updated><title type='text'>Bastion Review</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_6WzuRfnEX0BIgtH0cLHBNaxOfqWsbPjZDLRKrh4JOVwawNDz4NV3cwdYAWv-Rif7SpCUByntFIftfdirJg7Meg4Dz9Man9phESRuoltSU3NEs2MTncC3u7689Rr9M0H8wc-tQVchL3o/s1600/bastion-logo.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;218&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_6WzuRfnEX0BIgtH0cLHBNaxOfqWsbPjZDLRKrh4JOVwawNDz4NV3cwdYAWv-Rif7SpCUByntFIftfdirJg7Meg4Dz9Man9phESRuoltSU3NEs2MTncC3u7689Rr9M0H8wc-tQVchL3o/s400/bastion-logo.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;![endif]--&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Bastion&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; is a top-down, 2-D action game with
light RPG elements and an amazing fusion of non-conventional storytelling and
world building. The music is pretty good too.&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Bastion&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; doesn’t kick off with any sort of
background exposition or introductory cut-scene. The protagonist, a
white-haired and capable young man referred to as The Kid, wakes up one morning
to find the world has been destroyed. What ground remains now floats in the
sky, each individual piece rising up to form the way forward in a striking and unique
visual effect.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga3vwNvo1wSjVVQBXo6VgAsC_Kwm_Ks8Avzfc_bNgUE5H8oPB8mlTMFPE5jvlNOyXIKu9kqV9H-S4zFVUGP3T9TOxTgChWnaFrGUyWq_6b91P-9SxA8kDzM0mWt2EUOEgWeDUlGWeKN_M/s1600/Colorfull.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga3vwNvo1wSjVVQBXo6VgAsC_Kwm_Ks8Avzfc_bNgUE5H8oPB8mlTMFPE5jvlNOyXIKu9kqV9H-S4zFVUGP3T9TOxTgChWnaFrGUyWq_6b91P-9SxA8kDzM0mWt2EUOEgWeDUlGWeKN_M/s400/Colorfull.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Bastion&#39;s&lt;/i&gt; art would be right at home in a children&#39;s book.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The art is
bold and colorful, mostly slightly cartoony 2-D images. Characters are lightly
animated, although enemies do broadcast when they’re about to attack.
Atmospheric effects like rain, falling cinders, and clouds drifting below the
floating ground help bring the world to life.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;A Proper Story&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;From the
moment the game begins &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion&lt;/i&gt; is not
just experienced, but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;narrated&lt;/i&gt;. Every
action The Kid takes, every obstacle he overcomes, and every area, creature,
and object he encounters is described and commented on by an unseen Narrator
with a voice like honeyed whisky. The Narrator’s constant stream of commentary
and advice fit seamlessly into the game, slowly building up a world we know
nothing about into a place rich with history and flavor.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;The Narrator blames the destruction on an
event he calls The Calamity. His understated, sorrowful descriptions of the now
obliterated city of Caelondia and the regions beyond bring the world to life
and make the destruction of a world we’ve never seen before actually mean
something. Close listeners may catch on that the Narrator may not be giving a completely unbiased description of past events, but there is no denying
that his voice defines the game. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsaiglaJoYNsXqxtx095xWohasTxz9Dcf2wqFYRGikI3W8fP5NxFFyG9eoACnvECUmYvCPYGE_MCuGfN-mk93HacNzcOa8jfZ21bh4kra_DDvYD5ipGqNSVw05iCFtedg5bqrePAm-TbY/s1600/Narrator.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsaiglaJoYNsXqxtx095xWohasTxz9Dcf2wqFYRGikI3W8fP5NxFFyG9eoACnvECUmYvCPYGE_MCuGfN-mk93HacNzcOa8jfZ21bh4kra_DDvYD5ipGqNSVw05iCFtedg5bqrePAm-TbY/s400/Narrator.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Narrator gets a bit morally suspect as the game progresses. He has his reasons.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Bastion&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; is mission based, with the Narrator
directing the Kid to surviving locations of interest. Each mission is a digestible
twenty minutes or so of exploration and combat. It’s not possible to save in
mid-mission, but they’re never long enough to become tedious. Successful
completion allows you to improve the central hub, the Bastion itself,
constructing buildings like workshops to upgrade your weapons or a memorial
that unlocks lucrative in-game achievements.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;(Note: &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion&lt;/i&gt; is the name of the game. The
Bastion is the game’s central location and the focus of much of the story.)&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%; mso-bidi-font-style: italic;&quot;&gt;“A Cross
Between a Zoo and a Prison Break.”&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While the
people of Caelondia were destroyed by the Calamity a great many creatures,
security systems, and other hazards remain. Combat is fast paced and finely
tuned, rewarding both good reflexes and intelligent tactics. The basic lock-on
system is handy but not critical. To defend himself the Kid can carry a mere
two weapons at a time, plus a single special ability. Weapons range from more
primitive gear like a fast-striking machete and sniper bow to surprisingly
advanced tech like a short range flamethrower and devastating mortar.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD0HGBqfjMbujz9m4g2F-UuRwDbj-euDBY34OheHerBKNC0Xcux5kG7ePICck1FjrnY-HON5YvRdJbvPWA7hX7X3_47nREH-YwwvnQV08p0_b13IEAF4JHChCTYV6-7tYzUch1WGdbxwo/s1600/Gator.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD0HGBqfjMbujz9m4g2F-UuRwDbj-euDBY34OheHerBKNC0Xcux5kG7ePICck1FjrnY-HON5YvRdJbvPWA7hX7X3_47nREH-YwwvnQV08p0_b13IEAF4JHChCTYV6-7tYzUch1WGdbxwo/s400/Gator.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Anklegators attack from below. Keep moving.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While all of
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion’s&lt;/i&gt; weapons are useful
considering the right load-out for the challenge at hand is critical. The bow
or carbine are great for clearing a field of turrets or thorn-throwing
Pincushion plants, but won’t be much use against a swarm of fast-moving flyers.
You can’t change your equipment on the fly, though new weapons are introduced
just when needed. Both The Kid and other creatures can be sent hurtling over
the edge into the abyss, though the Kid always lands back on solid ground with
minor injuries.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;On the
defensive the Kid has an extremely handy evasive Roll and an indestructible
shield that offers near total protection in whatever direction you’re facing.
You can’t attack while shielding yourself, but you can still move at a reduced
rate and bring it up just as an enemy is attacking to reflect the damage back
in his face. Quick and skillful use of both abilities will let you avoid most
damage.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;“A Mighty Fast Learner.”&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Special Skills
are powerful, often enough to function as a panic button, but consume one of a
limited supply of Tonics when used. Some are tied to specific weapons and let
them perform unique and even screen-clearing attacks. Others grant more general
abilities like summoning allies or snaring nearby enemies in place. The one
Special Skill at a time limit feels a little strict and means many will never
see use. A limit of three hot-keyed skills at a time, all pulling from your
same limited stock of Tonics, would have been fair while allowing more diverse
tactics.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjWQMg9gbvZBZU9YQExm52NjK3z7rol7pMp-CGByqTRVupWOG_f_FskGYgbpVDe2IgyAINezIX2hgd2Vsj43ALW_4l7eSkOmGCCJSHFDax7m8zx_FVa_rjrM5ggebZmN0-rTTUDGoEdUE/s1600/Shield.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjWQMg9gbvZBZU9YQExm52NjK3z7rol7pMp-CGByqTRVupWOG_f_FskGYgbpVDe2IgyAINezIX2hgd2Vsj43ALW_4l7eSkOmGCCJSHFDax7m8zx_FVa_rjrM5ggebZmN0-rTTUDGoEdUE/s400/Shield.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Each weapon has a bonus level that tests your skills. Here The Kid must defeat enemies with only the Shield.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Bastion&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt; isn’t quite an action-RPG in the
vein of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Diablo&lt;/i&gt; but you do earn XP and
level up, slightly increasing your health and increasing the number of slots
allowed for passive perks. Amusingly enough these perks are granted by various
alcoholic drinks from the Bastion’s distillery, implying The Kid is constantly wasted
through his entire adventure. With enough money and raw materials weapons can
also be upgraded through several tiers of mutually exclusive improvements. Your
choice of upgrades and alcoholic perks can be freely changed between missions,
so if one is giving you trouble tuning your load-out and trying again is an
entirely valid.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;“The Gods… they’re all Undone.”&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;By default this
is a forgiving game. The Kid’s defensive abilities and stock of healing potions
will see him through most battles, and for those only interested in the art and
story there’s a “No Sweat” mode that allows unlimited continues. The focus is
on delivering a diverse rather than a grueling array of challenges. One mission
has you racing across a series of collapsing pathways, while another has you
fending off ambushes in neck high grass. There’s always some new weapon, enemy,
or mechanic to familiarize yourself with, right up until the very end where
many games have long since emptied their hand.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje3XauM6pZMHcxAheGwSsFAzf0OO9KBeIu0LN3_LMEKWcLHeUKhwK38pW6uMsRTfyagvl9qgzVPBUVFZvXl5hKyqunhBeNpDWzRjeVlIQwapwQHi9DJWvmE4Ymswf7TcJ5jCVgpKP6wW0/s1600/Past.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje3XauM6pZMHcxAheGwSsFAzf0OO9KBeIu0LN3_LMEKWcLHeUKhwK38pW6uMsRTfyagvl9qgzVPBUVFZvXl5hKyqunhBeNpDWzRjeVlIQwapwQHi9DJWvmE4Ymswf7TcJ5jCVgpKP6wW0/s400/Past.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Narrator has something to say about everything you find.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;For those
who crave a greater challenge &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion&lt;/i&gt;
has a surprisingly elegant system that lets the difficulty to be tuned to taste.
As you upgrade the Bastion you eventually construct a shrine, containing idols
to the various gods of the Caelondian Pantheon. Each idol you invoke grants a
stacking bonus to money and XP rewards, but also grants enemies a specific power
like increased speed or exploding on death. Invoke the aid of enough gods and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion&lt;/i&gt; starts to become an altogether
more brutal game.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The battle
hungry can also tackle a series of optional arena-style dream sequences. These
pit The Kid against waves of monsters to earn yet more money and XP, while the
Narrator explains a character’s back-story in greater detail. These sequences
aren’t necessary to complete the game, but they’re a good place to test
different weapon load-outs and the secrets revealed add much to the
characterization of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion’s&lt;/i&gt; small
cast of Calamity survivors.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;Coming Home&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;While I
can’t fault &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion’s&lt;/i&gt; gameplay and
combat it is ultimately the story and world that make the game a unique and
memorable experience. Before the Calamity this was a world of bold pioneers,
vast, hostile wilderness, terrible ethnic conflicts, and reckless technological
advancement. Western and Steampunk elements blend cleanly into the narrative
and art. The handful of characters are well developed, likeable, and believable,
even if you never hear most of them speak. The game is a triumph of
non-traditional storytelling and world building.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH9YV2Bb_YdDcFCI8n9ulZXjhmidMsdFHW2h1tN8wpnMD1vONz74Fj6b2NUdVtkHvW1QpxFJ3JjZcHgarPOksP6rj0LP0ciZU5W9GskAIt6F4FgJX5DbdNodAMAjrRxZApBNRfl1pHDW0/s1600/Cast.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH9YV2Bb_YdDcFCI8n9ulZXjhmidMsdFHW2h1tN8wpnMD1vONz74Fj6b2NUdVtkHvW1QpxFJ3JjZcHgarPOksP6rj0LP0ciZU5W9GskAIt6F4FgJX5DbdNodAMAjrRxZApBNRfl1pHDW0/s400/Cast.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Rare voiced illustrations help bring the cast to life.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;The
Soundtrack is a stand out and well worth a listen. It makes good use of guitar
and harmonica to give a Western flavor while maintaining a distinct identity.
The few songs with vocals are used to great effect during the game and final
credit sequence.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/Jz8c17upEwM?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Finally it’s
worth mentioning that &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bastion&lt;/i&gt; has an
excellent New Game + mode to help extend its playable life. You’re unlikely to
reach the maximum level or be able to afford all upgrades the first time
through, but you can bring all that progress with you on restarting the
campaign. There are multiple endings to experience, and the second play-through
gives you a few extra options and perks that weren’t available the first time
around.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to
Play: Vivid, unconventional world-building. Satisfying and tightly tuned
isometric combat engine. Clever adjustable difficulty mechanic. Constant stream
of new weapons, mechanics and challenges. Excellent Soundtrack.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;Reasons to
Pass: Intense fear of falling off the world? None, really.&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/2663033358488414604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2013/07/bastion-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2663033358488414604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2663033358488414604'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2013/07/bastion-review.html' title='Bastion Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_6WzuRfnEX0BIgtH0cLHBNaxOfqWsbPjZDLRKrh4JOVwawNDz4NV3cwdYAWv-Rif7SpCUByntFIftfdirJg7Meg4Dz9Man9phESRuoltSU3NEs2MTncC3u7689Rr9M0H8wc-tQVchL3o/s72-c/bastion-logo.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-3445255935220377071</id><published>2013-05-23T22:07:00.002-07:00</published><updated>2013-05-23T22:07:44.669-07:00</updated><title type='text'>Far Cry 3: Blood Dragon Review</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Do you remember the 80s? I don’t. But I tell you, the 80s
live.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt; is both
a love letter too and an affectionate parody of 80’s action films, in all their
ridiculousness and excess. The game is packed with homage’s to the iconic films
of the era, from Robocop’s gun to an opening helicopter sequence ripped from
the script of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Predator&lt;/i&gt;. With a “Mark
IV Cyber Commando” named Rex Power Colt as the protagonist (voiced by &lt;span style=&quot;mso-bidi-font-weight: bold;&quot;&gt;Michael Biehn of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Terminator&lt;/i&gt; and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Aliens&lt;/i&gt;
fame!)&lt;/span&gt; &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon &lt;/i&gt;wastes no
time in embracing the explosive and ludicrous nature of its source material.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
You see&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt; Blood Dragon&lt;/i&gt;
never tries to be smart. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt;
does try it’s damndest to be fun, funny, and unrelentingly true to its
deliberately chosen style and feel. It succeeds from start to finish.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt;&quot;&gt;The cyber-apocalyptic future.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;2007&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The tropical paradise of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Far
Cry 3&lt;/i&gt; returns, but this time around the island is soaked in TRON style neon
and chrome. A heavy sky crackles with dramatic lightning and the horizon is a
skyline of ruined cities backlit by mushroom clouds. Nearby explosions send VHS
scan lines tracking across your vision. The synthesizer heavy soundtrack,
almost worth the cost of purchase alone, has to be heard to be believed.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAJ8pVGCWnrs5cS1wR6ibESqEdgxnN_C0_UUS_3zt1jQmh8yq9_pA-3obze16D2x9l_38akEMTjTT8asVqYWpP8ChYkD_o_TLLPdbJRbbJxk9dm9m1puKAe6mRNDT5BsHyCo0Jc3l3pEk/s1600/Lasers.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAJ8pVGCWnrs5cS1wR6ibESqEdgxnN_C0_UUS_3zt1jQmh8yq9_pA-3obze16D2x9l_38akEMTjTT8asVqYWpP8ChYkD_o_TLLPdbJRbbJxk9dm9m1puKAe6mRNDT5BsHyCo0Jc3l3pEk/s400/Lasers.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;For some reason my screenshot program made all blue colors red and vice-versa.&lt;br /&gt;This Blood Dragon is actually really angry and warming up his laser beam eyes. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
All creatures and enemies have received an overhaul that
leaves them right at home in their new surroundings. Cobra commandos with
computerized voices and convincingly low budget costumes replace pirates and
privateers. Cyborg sharks and gorgeous Black Velvet tigers replace their real
world counterparts. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt; adds
a delicious layer of 80’s flavor, spray cheese style, atop of the rock solid
FC3 engine. You can almost feel the muggy Miami humidity on the atomic breeze.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The plot doesn’t make a lot of sense (something about
missiles and your former commander gone rogue) but then it doesn’t really need
to. No part of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt;, from the
deliberately intrusive and tongue-in-cheek tutorial to the cheesy dialog to the
ridiculous weapon and creature descriptions, takes itself in any way seriously.
Rex growls out groan worthy one-liners with every kill. At one point your
mission objective becomes, quite literally, to jump the shark. The developers
worked hard to make every aspect of the game so bad it’s good.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt;&quot;&gt;No Fate&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The FC3 engine allows for a seamless flow between tactical
stealth and balls-to-the wall action. Either is an equally viable, rewarding,
and fun approach. Enemy cyborgs are easy to sneak up on or pick off with the
bow, but when alerted aggressively search the area and home in on gunfire. You
always have a good sense of how close to being detected you are. When you get
spotted it doesn’t feel like a reason to re-load the game, just an excuse to
break out the heavy weapons.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSqszqW7JxZOEE_a-QrfxFleoW-lKVt9plv8RvmsJVG516MSLgqN8AfmQ4GyM1dcqVrNIWPHZdr4aU15izkS9OP8Ke17czRkhGDCKa0FmmFpmVXzYJY-Xs60eaC3b9kne1NE5dR3tOcFc/s1600/Dope.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSqszqW7JxZOEE_a-QrfxFleoW-lKVt9plv8RvmsJVG516MSLgqN8AfmQ4GyM1dcqVrNIWPHZdr4aU15izkS9OP8Ke17czRkhGDCKa0FmmFpmVXzYJY-Xs60eaC3b9kne1NE5dR3tOcFc/s400/Dope.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Sneaking up on and knife-tickling hapless goons remains a joy.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Roaming the island and preying on your Omega Force foes is
both entertaining and profitable. Stealth takedowns return from FC3 and can be
chained together to silently wipe out an entire squad. Patrolling jeeps and all
the soldiers inside can be eliminated with a well placed mine in the road or a
single explosive round. You can hang back and tag a garrison full of guards
with your “Cyber Eye” to see them through walls. Or you can kick down the front
door, blazing away with the classic shotgun from the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Terminator&lt;/i&gt; films and reenacting the police station scene.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The major gameplay addition is the titular Blood Dragons
themselves. These massive, glowing neon dinosaurs roam the island, devouring
everything within reach and blasting everything else with their mighty
laser-beam eyes. Immune to fire and extraordinarily resistant to conventional
weapons each encounter with a Blood Dragon is a mini-boss fight in itself.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj7miBOpkVL2n_t_-XFnqlTCgnL65nLQ6K0cFxHs_TONUz9F4YWu6RlsdY8iqu_ar8NniQ0m7IS4lwLFvrmXZmI3-SbAiYcNoIgZIdu8aEvLOXd2Uq-ObAE1dwaL2Q1Dh0Wu0nLpouW0s/s1600/Dragon.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj7miBOpkVL2n_t_-XFnqlTCgnL65nLQ6K0cFxHs_TONUz9F4YWu6RlsdY8iqu_ar8NniQ0m7IS4lwLFvrmXZmI3-SbAiYcNoIgZIdu8aEvLOXd2Uq-ObAE1dwaL2Q1Dh0Wu0nLpouW0s/s400/Dragon.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;One Blood Dragon can usually clear an enemy garrison on it&#39;s own. &lt;br /&gt;Of course then you have a Blood Dragon sitting in your new base. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Fortunately Blood Dragons can be manipulated to your
advantage. If you destroy or deactivate the barriers protecting enemy garrisons
then the Dragons will rush in, doing most of your work for you amid a chorus of
cyborg screams and weapons fire. The beasts also have an appetite for
cybernetic hearts, which can be harvested from your enemies and thrown to
distract attacking Blood Dragons or sic them on Omega Force patrols. The
dynamic encounters between Omega Force, the friendly scientist faction, the
cybernetic wildlife, and the almost unstoppable Blood Dragons makes the island
a lively and dangerous place.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt;&quot;&gt;Ain’t got time to bleed&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt; is a
shorter, sleeker, more focused game than its parent. It trims out a lot of the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Far-Cry 3&lt;/i&gt; fat, like crafting and vehicle
challenges. You’re given access to a potent suite of weapons, explosives, and
abilities right out of the gate. As a Mark IV series cyborg Rex can run as fast
as a jeep, leap from any height without injury, and breathe underwater. This
isn’t a game about going from a spoiled thrill seeker to a badass warrior. Rex
starts as a badass able to bail out of a hang-glider from 100 feet up, shank
the hapless cyber-goon he lands on, and then mow down a dozen of said goon’s
friends with a chain-gun.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLsAMJfB-FWWL9_3fCAMEHWc9R4Y0TJujOP3658EMM84WSVyQQQIIDnLnzgj9z7ITMhAFdUMhuAHN0v9YYgzS8PQA17nY0mC05Mp58KIe_9PGQ1H6sga7p315C_Fl9xB4xhplrq7HX3wM/s1600/Mini-Gun.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLsAMJfB-FWWL9_3fCAMEHWc9R4Y0TJujOP3658EMM84WSVyQQQIIDnLnzgj9z7ITMhAFdUMhuAHN0v9YYgzS8PQA17nY0mC05Mp58KIe_9PGQ1H6sga7p315C_Fl9xB4xhplrq7HX3wM/s400/Mini-Gun.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Mini-Gun. Old Painless. Hold down the trigger and roar along!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There is still a basic XP and level-up system in place, but it’s
entirely linear with no assigning of points. More difficult kills, like stealth
takedowns and headshots, award generous dollops of XP. Rex is a bit fragile at
the start of the game but each level adds extra bars of health and other perks,
many adapted from the FC3 skill trees.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon’s&lt;/i&gt;
campaign is quite short and can be polished off in a few hours if you rush
straight through the handful of missions. Side content takes the form of
liberating garrisons, converting them into friendly bases that function as
re-supply and fast travel points and allowing access to hunting and hostage
rescue missions. There are also VHS tapes (each with descriptions parodying a
popular 80’s film genre) and other collectables scattered around the island,
along with a scavenger hunt of various animals to kill.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkUZaYU9rV26r0sdpNh066-fL8gDNks9kupygubzH2FYWb5yAs8Mk8CmCpt8rvuwr86EFvye8Ge3JIMpw5lTsZeScdTG_-dWUxzkbX7R9UyPzW88DZaICCOdyflqY7q84k6nw0lLKbeRk/s1600/Panther.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkUZaYU9rV26r0sdpNh066-fL8gDNks9kupygubzH2FYWb5yAs8Mk8CmCpt8rvuwr86EFvye8Ge3JIMpw5lTsZeScdTG_-dWUxzkbX7R9UyPzW88DZaICCOdyflqY7q84k6nw0lLKbeRk/s400/Panther.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Big cats are even more majestic with full chrome bodies.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The point of all this is to unlock attachments and upgrades
for your weapons. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;The assault rifle
gains laser bullets, while the sniper rifle upgrades to explosive rounds that
can one-shot a light vehicle (turning it into essentially a hit-scan rocket
launcher with a scope). The shotgun eventually evolves into an amazing
quad-barreled semi-automatic monster that sets enemies on fire.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon’s&lt;/i&gt;
core gameplay is so much fun I found myself finishing all the side missions and
still hungry for more. Even if you 100% everything gameplay clocks in at a
modest 8-10 hours. Perhaps it’s for the best that &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt; doesn’t overstay its welcome. The game builds to a
finale that manages to start at utterly ludicrous and yet somehow keep topping
itself, piling excess atop excess on the way to complete sensory overload.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14.0pt;&quot;&gt;Game Over Man!&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt; is
tremendous fun from both a gameplay and stylistic perspective, but it does have
a few rough spots. The dark color scheme, scan line filter, and heavy use of
neon can start to tire the eye after a few hours. There’s no “New Game +” mode
or way to reset the island’s garrisons, so by the time you’ve leveled up Rex
and unlocked all the upgrades for your guns you’ve finished all of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon’s&lt;/i&gt; content. Ubisoft also
deserves a slap on the wrist for forcing the instillation of their Uplay
digital distribution system when I’ve already bought the game on Steam.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAibSlwIHAfPsPmhq9t4ytJMkSfBGdpzPIb9-mODEfeaHNGfogTEr8K8d7t0xFaep41rzwPB_GYpvWrpp4JHJhiRPyDqptZEAQLaGx6CAB0EI_IC4AjwudLXQPjrPUKzTEIYvsDQq0GgA/s1600/Zombies.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAibSlwIHAfPsPmhq9t4ytJMkSfBGdpzPIb9-mODEfeaHNGfogTEr8K8d7t0xFaep41rzwPB_GYpvWrpp4JHJhiRPyDqptZEAQLaGx6CAB0EI_IC4AjwudLXQPjrPUKzTEIYvsDQq0GgA/s400/Zombies.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Blood Dragon&lt;/i&gt; features frantic pitched battles over traditional boss encounters.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon’s&lt;/i&gt; lower
budget means that many climactic moments, including your final showdown with
your traitorous commander, are done in deliberately low-rez cutscenes that
would feel at home on an NES cartridge rather than via gameplay. This is likely
a necessary trade-off to keep the cost of the game and production time down,
but it’s still slightly disappointing. To be fair it’s not like the original
FC3 had great boss fights either.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
These minor complaints aside &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Blood Dragon&lt;/i&gt; is a perfect example of the way DLC should be done. Rather
than just delivering a mission pack of more of the same the developers took
their already polished and playable engine and took it in a different
direction, taking a real risk they probably couldn’t have gotten away with in a
$60 core game. The game sets out to achieve a very deliberate stylistic vision
and it succeeds brilliantly. Other developers with finished engines and an
interest in producing DLC should take note.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicsxGX4_2FeNi3oyvr-UBfD9RA5lTMAHiAzB73EWJ61-98E6vti8Bi2dHofQAmRz5v-VIAU_FwerbE2nwqv976VsWTVrnGC5VX6yQMZt-IIYECtuWZuxVSJ0yLXpdhm4Ho5Albgi2J6Lk/s1600/Winners.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicsxGX4_2FeNi3oyvr-UBfD9RA5lTMAHiAzB73EWJ61-98E6vti8Bi2dHofQAmRz5v-VIAU_FwerbE2nwqv976VsWTVrnGC5VX6yQMZt-IIYECtuWZuxVSJ0yLXpdhm4Ho5Albgi2J6Lk/s400/Winners.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Winners don&#39;t charge $10 for 2 hours of re-hashed content. Blood Dragon is a Winner.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to Play: Hilarious tribute to everything awesome and
excessive about 80’s entertainment. Kicking synthesizer soundtrack. Seamless
blend of tactical stealth and explosive action. Roam the island harvesting
cyborg hearts and battling giant lizards with laser-eyes.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to Pass: Life threatening allergy to synthesizers
and neon. &lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/3445255935220377071/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2013/05/far-cry-3-blood-dragon-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/3445255935220377071'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/3445255935220377071'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2013/05/far-cry-3-blood-dragon-review.html' title='Far Cry 3: Blood Dragon Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVO3odzc8F8oHUtDfVGsw7rshcym_xQ06hsOjH_Xi27W2Pe9fYPMqcBppIzgIB4ii3ucJPLkxfHUuhPKSUAZ9lOS_lRkeCyF1mMHxj5MvN5IAMXCTN3qvm-dZUi-kRXee4SgGP9dP1gso/s72-c/Title-Screen.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-4020648878194741077</id><published>2013-03-13T14:23:00.001-07:00</published><updated>2013-03-13T14:27:26.077-07:00</updated><title type='text'>Red Faction: Armageddon Review</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDFwymYAKuP-BoBmnQUVFd8fO5vtuCSdhCDnt2gHfKQKTk-DVBY1bBPsP9W51rAcjnKsZaXX7yocm6pN3bBxLV4mUFKFUvzL-eShFpL2CCLRfr2PfU3KHKQk_1z-0UBro6M3Kh6akxuQ/s1600/Title.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDFwymYAKuP-BoBmnQUVFd8fO5vtuCSdhCDnt2gHfKQKTk-DVBY1bBPsP9W51rAcjnKsZaXX7yocm6pN3bBxLV4mUFKFUvzL-eShFpL2CCLRfr2PfU3KHKQk_1z-0UBro6M3Kh6akxuQ/s400/Title.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Note: Since I started writing this review Armageddon
publisher THQ has filed for bankruptcy. I hate to speak ill of the dead, but
perhaps we can learn something by examining the last games they published.&amp;nbsp;&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Red Faction&lt;/i&gt; series has always been a bit uneven. The first two
entries were middling FPS games that tried but never quite managed to
satisfyingly implement their “Geo-Mod” technology, allowing the player to blow
holes in everything around them. The series finally hit its stride with the
third-person &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grand Theft Auto&lt;/i&gt; style
demolition fest that was &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Red Faction: Guerrilla&lt;/i&gt;, turning you lose on the surface of Mars to lead a rebellion via
blowing up all the fascist occupiers’ buildings and anything else that got in
the way.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Red Faction: Armageddon&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt; certainly holds true to the uneven pacing of the
franchise. The game moves the series forward by offering fun and interesting
weapons while at the same time dragging the player down from the free-roaming
world of &lt;i&gt;Guerrilla&lt;/i&gt; into claustrophobic
underground caverns. Things have changed on Mars, and not entirely for the
better.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Get your ass to Mars&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;i&gt;Guerrilla&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt; established that Mars had been terraformed, meaning you can run around outside
in shirtsleeves rather than a space suit. At the start of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon&lt;/i&gt; a group of cultists with vaguely defined plans and a love
of spiky armor attack the Terraformer keeping the planet habitable. You, in the
boots of Darius Mason, snarky son of the protagonist from &lt;i&gt;Guerrilla&lt;/i&gt;, are sent to
stop them.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHER8JaT99nTjNFhAR4whfzsSFDIQ5Z4Dh4nQNpqtpQ1h33HLRucQ_AIzE39OMz8qKC-ThyphenhyphenCFLgJFv1mtyJqxoDPkjrJ6xu8jEXWiUMx2FptsbRSoqQvBco5dul3ktVl7n7bgJZ8aHLgA/s1600/Tower.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHER8JaT99nTjNFhAR4whfzsSFDIQ5Z4Dh4nQNpqtpQ1h33HLRucQ_AIzE39OMz8qKC-ThyphenhyphenCFLgJFv1mtyJqxoDPkjrJ6xu8jEXWiUMx2FptsbRSoqQvBco5dul3ktVl7n7bgJZ8aHLgA/s400/Tower.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;If it&#39;s man-made, you can unmake it.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Just to spoil things you
don’t succeed. The surface of the Red Planet is reduced to a storm racked
wasteland and the Martian colonists flee underground. On one hand it’s always a
bit annoying to be handed a defeat that you, as the player, have no way around.
On the other I appreciate that you at least get to fight through the battle at
the Terraformer first hand rather than sitting through an extended cut-scene.
As always the strength of games is in letting you do stuff yourself, not just
watch passively.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Demolition Man&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Like &lt;i&gt;Guerrilla&lt;/i&gt; before it Armageddon is played from a third person “over
the shoulder” perspective. Also like &lt;i&gt;Guerrilla&lt;/i&gt;
large parts of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon’s&lt;/i&gt;
environments are highly destructible. Any man-made structure is susceptible to
explosive weapons, demolition charges, or just beating the hell out of it with
your mighty sledgehammer. Many enemies have explosive attacks, meaning no piece
of cover lasts long in a pitched battle.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsyhIjeZgA0UArxj5iw_xmmdIgBVx8j_31qifElLvvaw6RzKECdpGdtryRPm4rzjkIu8gqTTgLOUE91sUqLu-zfdTd9wnFcmoZbY6XLi2VTYzLBXHUZvSaSJ_4W-3e4hGsf3zn1Gz6Sz8/s1600/Rebuild.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsyhIjeZgA0UArxj5iw_xmmdIgBVx8j_31qifElLvvaw6RzKECdpGdtryRPm4rzjkIu8gqTTgLOUE91sUqLu-zfdTd9wnFcmoZbY6XLi2VTYzLBXHUZvSaSJ_4W-3e4hGsf3zn1Gz6Sz8/s400/Rebuild.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Anything broken can be fixed by waggling you magic bracer or &quot;Nano-Forge&quot; at it.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;New to the series is the
ability to rebuild anything that’s been destroyed through the sci-fi magic of
your Nano-Forge. This device handily lets you rebuild demolished cover in the middle
of a fight and repair destroyed critical paths. While it would have been cool to materialize turrets or defensive barriers on the fly you’re
restricted to only rebuilding what existed beforehand. The effect is visually
interesting and prevents wanton destruction from making any area
impossible to complete.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Weapon selection is strong, with
plenty of satisfyingly loud and destructive ways to obliterate your enemies and
anything nearby. Conventional assault rifles and shotguns mix it up with more
exotic fare like a wall piercing sniper rifle, disintegration beams, and a
terrifyingly destructive black hole launcher. There’s hardly a bad option to be
found in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon’s &lt;/i&gt;arsenal. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Tools of the Proletariat&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The Magnet gun deserves
special mention. This device lets you fire two magnets at different objects,
which then rush together with bone-splintering speed. You can splatter enemies
against the ceiling, crush them under a mass of rubble, or slam them into their
buddies with a sickening “CRUNCH”. The possibilities are nearly limitless, and
there’s a perverse pleasure to be found in sending a three-ton monster slamming up into the ceiling every time it tries to struggle to its feet. The Magnet
gun is such a unique and fun weapon it could almost carry a physics
puzzle type game on its own.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The strongest gameplay
addition is in the form of a handful of pseudo-magical powers fueled by the Nano-Forge. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;You start with a simple
directional kinetic blast, but soon unlock tactically interesting abilities
like a defensive energy shell and a shockwave that leaves enemies dangling
helplessly in mid-air. All are great fun, recharge quickly, and when used intelligently
make Darius just short of unstoppable.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP_AhEiCmDEPzyV-eT4gfTIOnEX-K3PQoQKC_SLzJFo9F875JWinyDlFfPja-EEZubsevt66ENvbHPVEBhPce-SXiyqFLE1Rh6CKnhJL-vbLvgwbj8TNHs2-rHtB4GC3RnIFQRcprQBtM/s1600/Shockwave.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP_AhEiCmDEPzyV-eT4gfTIOnEX-K3PQoQKC_SLzJFo9F875JWinyDlFfPja-EEZubsevt66ENvbHPVEBhPce-SXiyqFLE1Rh6CKnhJL-vbLvgwbj8TNHs2-rHtB4GC3RnIFQRcprQBtM/s400/Shockwave.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Shockwave power leaves enemies floating helplessly, perfect for skeet shooting.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The biggest disappointment
with this latest addition to the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Red
Faction&lt;/i&gt; series is that you’re no longer free to roam Mars at will. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon &lt;/i&gt;takes place largely
underground, in a series of heavily scripted and linear levels. The socialistic
revolutionary theme and oppressive human foes of previous games have been
replaced with an army of giant alien bugs. This particular breed of space-bug
is colorful and agile, but they could be seamlessly dropped into any sci-fi
shooter. They’re not &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;bad&lt;/i&gt; enemies,
just generic and symptomatic of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon’s
&lt;/i&gt;problems.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;God of War&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Darius makes for a tough and
resilient player character, an interesting decision when many modern shooter
protagonists are more on the squishy side. Between weapons and nano-powers it’s
almost trivial to tear through space-bugs by the dozens, especially once you
get a few upgrades under your belt. Melee is so effective and
powerful it felt like the giant alien bugs should be running away from &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;me&lt;/i&gt;, not the other way around. Even on
hard difficulty I rarely felt seriously threatened.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Combat is more forgiving and
less cover based than it was in &lt;i&gt;Guerrilla&lt;/i&gt;.
As ugly and numerous as the alien swarm is they lack the automatic weapons, keen
aim, and air superiority that made the EDF soldiers in the previous game so
dangerous. The human cultists certainly feel dumber and less threatening on the
rare occasions in the campaign they show up.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4PehZriZ2RfoRR31QL11fV5MqvlpKm5kjN5ENbO6eaEMyR0wHgxancMF-0V0aFJPW-NtzjoizuWOW6fm8nm4Z1hYMmDqhW9DdcQO0msWe24U7wGKES2AjWrS8z63IAkPrWruTzPY2vL0/s1600/Armor.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4PehZriZ2RfoRR31QL11fV5MqvlpKm5kjN5ENbO6eaEMyR0wHgxancMF-0V0aFJPW-NtzjoizuWOW6fm8nm4Z1hYMmDqhW9DdcQO0msWe24U7wGKES2AjWrS8z63IAkPrWruTzPY2vL0/s400/Armor.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Vehicles, like this Leo Armor, are so powerful you&#39;ll wonder how the bugs are supposed to be winning.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Vehicle segments serve as palate
cleansers between the on-foot action. There are a few variants of mech suits,
insectoid walkers, and a VTOL hovercraft, but all are blisteringly powerful.&lt;i&gt; &lt;/i&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon’s&lt;/i&gt; vehicles aren’t deep in
terms of gameplay, but they do let you cut loose and obliterate everything in
your path without needing to think about it. If anything the vehicle sections
go on a bit long.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Rounding out gameplay is a
“Horde Style” Multiplayer mode that lets you and up to three other schlubs fend
off wave after increasingly difficult wave of bugs across a handful of maps.
Like much of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon&lt;/i&gt; it’s not tactically
complex, but it can make for chaotic fun if you’re willing to crank up the
difficulty and use basic communication and coordination. Playing alien
volleyball with magnet-guns is well worth the price of admission.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2rwEO1jjuex8u-woYNvaa2pBmwxaT3mIr0FxteW0YUphyUstdYAsYoLoQhEPVeuVJXQD6dgFQNg2TLAQG0_u__7bk60aDJEmQOASuwVwCe9KuFv2eJmsW_ttmOL11hyKZilLhvZXXQo0/s1600/Multiplay.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2rwEO1jjuex8u-woYNvaa2pBmwxaT3mIr0FxteW0YUphyUstdYAsYoLoQhEPVeuVJXQD6dgFQNg2TLAQG0_u__7bk60aDJEmQOASuwVwCe9KuFv2eJmsW_ttmOL11hyKZilLhvZXXQo0/s400/Multiplay.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The co-op multiplayer is a good excuse to explode things with friends.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;As a nice touch upgrades and
upgrade currency carry over between multiplayer and single player. It’s not
hard to max out your character long before finishing the campaign. Finally
there are a few small free-form demolition maps that might kill a few minutes
of playing with explosives.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Start the reactor. Free Mars…&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Plot has never been the
strongest point in the Red Faction series, but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon’s&lt;/i&gt; is especially problematic. The story holds together
for the first third of the lengthy single player campaign before it starts to fragment, with Darius jumping from location to location with steadily less
explanation or flow. It feels like the developers ran out of time and resources
and were forced to curt a fair bit of content, then weren’t quite able to calk
over the cracks.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdw90ceoelk5tDuz0MM8Qnkg8dO-PTgFXQbvoo5CblwG_35HadSG7wYWJToaggc_VBF61AX7f1p2MxozuI8loslGIXzIDCQD-krHAU1TpKQbGUSNXz6teKOvKPemkC8eT0gyNqkeLIBvI/s1600/x-Ray.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdw90ceoelk5tDuz0MM8Qnkg8dO-PTgFXQbvoo5CblwG_35HadSG7wYWJToaggc_VBF61AX7f1p2MxozuI8loslGIXzIDCQD-krHAU1TpKQbGUSNXz6teKOvKPemkC8eT0gyNqkeLIBvI/s400/x-Ray.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;A sniper-rifle that lets you see and shoot through walls is almost cheating.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Many elements, like the your Marauder allies and their exotic technology, are given a cursory
explanation if covered at all. The main human villain dies with a surprising
number of chapters left to go, ham-stringing much of what dramatic tension the
narrative has been able to muster. The story finally coasts to a face-palm
inducing “We didn’t think of this solution before because we’re brain-damaged”
conclusion. None of this will stop you from enjoying exploding hundreds of alien
bugs, but it certainly doesn’t help.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Ultimately &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon&lt;/i&gt; just isn’t as strong at its
predecessor. It sacrifices much of what made &lt;i&gt;Guerrilla&lt;/i&gt; interesting without adding a lot in return, becoming a
generic sci-fi action shooter. Its unsurprising that the game sold poorly,
leading to the cancellation of the series and perhaps contributing to the
collapse of THQ as a whole. If all you need is fun weapons and explosions &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Armageddon&lt;/i&gt; will probably scratch your
gaming itch, but fans of &lt;i&gt;Guerrilla&lt;/i&gt;
expecting a sequel that builds on the successes of the first will be
disappointed.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Reasons to Play: Powerful
weapons and destructible environments. Fun “Nano-Forge” powers. Decent co-op Horde
mode. Magnet gun.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Reasons to Pass: Mindless action
soon becomes repetitive. Discards free-roaming world of previous game for
linear levels. Story loses steam, becoming steadily less interesting and
coherent.&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/4020648878194741077/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2013/03/red-faction-armageddon-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4020648878194741077'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4020648878194741077'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2013/03/red-faction-armageddon-review.html' title='Red Faction: Armageddon Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDFwymYAKuP-BoBmnQUVFd8fO5vtuCSdhCDnt2gHfKQKTk-DVBY1bBPsP9W51rAcjnKsZaXX7yocm6pN3bBxLV4mUFKFUvzL-eShFpL2CCLRfr2PfU3KHKQk_1z-0UBro6M3Kh6akxuQ/s72-c/Title.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-5579881080449706510</id><published>2012-12-28T20:43:00.002-08:00</published><updated>2012-12-28T20:48:39.084-08:00</updated><title type='text'>Indie Micro Reviews</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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If you’re not aware of Indie Royal and the periodic bundles their
website offers they’re worth keeping an eye on. The gaming industry has loads
in indie talent that can sometimes get buried under all the AAA hubbub, and the
site is a great resource. I picked up a number of their recent bundles for
pocket change, and we’ll be taking a look at a few of the standouts.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b&gt;&lt;span style=&quot;font-size: 14.0pt;&quot;&gt;Mutant Mudds&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mutant Mudds&lt;/i&gt; (MM
for short) is a 2D side scrolling platformer, a genre I’m forced to admit I
don’t have a lot of experience with. My first console was an N64 and the golden
age of the 2D platformer was a bit before my time. The game has a strong
retro/classic feel. If you cut your gaming teeth on Nintendo’s early
platformers you’ll feel right at home.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Controlling the blond bespectacled protagonist is easy to
learn but challenging to master. He comes equipped with water cannon for
blasting the titular Mutant Mudd monsters and a jetpack that allows a precious second
or two of hover time. Understanding and exploiting the idiosyncrasies and
limitations of both is key to success.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
MM’s graphics are made up of colorful and charmingly
detailed but deliberately heavily pixeleated sprites. A soundtrack of catchy chiptunes
accompanies the action as you hop and shoot your way through level sets with
such timeless themes as “ice world” and “lava world.” The controls are extremely
tight and responsive and I always felt in complete control of the character.
This is critical, because bad controls would have changed the high difficulty
level from tough to tooth-pulling.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd47j55XH_tz89OZF3x-o54WZLnMpKTsKAf8wusGdbPcgyF5LoyhvPoP_TzMWVuXK3iMJhguPR7kGElpYMGp4cXKdIubVboe83N1hXkObYX0eApeuAdJ5dlbAJkWv5IylFpxQKLgyQIhI/s1600/Layers.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd47j55XH_tz89OZF3x-o54WZLnMpKTsKAf8wusGdbPcgyF5LoyhvPoP_TzMWVuXK3iMJhguPR7kGElpYMGp4cXKdIubVboe83N1hXkObYX0eApeuAdJ5dlbAJkWv5IylFpxQKLgyQIhI/s400/Layers.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Many level have you hopping between the fore and background.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Perhaps I’ve been spoiled by the forgiving nature of modern
design philosophy, but Mutant Mudds feels like a very challenging game. Even
brutally so. You can sustain a mere three hits from enemies per level. Falls
and most hazards spell instant death.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While you have unlimited lives you’re rarely more than one
or two slight mistakes from the restart screen. Fortunately the game isn’t
strictly linear. If you find yourself completely stumped on one level there
will always be several others you can attempt at the same time. Many of the
more challenging levels might take dozens of attempts.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The gameplay is compelling enough that you’ll usually want
to jump right back in, but after the tenth time replaying the same sequence you
might, not unreasonably, start to wish for a checkpoint system of some sort.
Power and progress in MM doesn’t come from leveling up or finding better
weapons but from memorizing level layouts and understanding the behavior of
enemies and hazards. One timed sequence stumped me to near hair-pulling
frustration until I checked a video-walkthrough and learned the exact animation
frame to start my jump. Once I knew that I had it mastered in minutes.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While levels are short the game still feels slow and
deliberate.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;The pacing is more Mario
than Sonic. There are no time limits. It’s usually safest to pick apart enemy
groups without exposing yourself to risk and to stop and carefully observe a
hazard before flinging yourself into it. This is a game that rewards per-pixel
precision and split second timing.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW3EaU2PLOWQJyMPwYprV2Dx7_rqlvkYzWNlQ2m0RSEnBzThbX-A_vao7DSWDX4NyPuPVEVAB-rbZhINiALl7rmsmmbHFpfnTcfJrS7lpCx25-EqNBfJK6DwD6veF1N3Xl4AfdYRG3qno/s1600/Bonus.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW3EaU2PLOWQJyMPwYprV2Dx7_rqlvkYzWNlQ2m0RSEnBzThbX-A_vao7DSWDX4NyPuPVEVAB-rbZhINiALl7rmsmmbHFpfnTcfJrS7lpCx25-EqNBfJK6DwD6veF1N3Xl4AfdYRG3qno/s400/Bonus.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Mudd Mutants are dangerous but predictable. Learn their patterns and pick them off.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Your goal in each level is to collect the giant “Water Gem” at
the end. Each first tier level also contains one hundred “Golden Diamonds”. You
don’t need to collect them all in a single run of the level (indeed doing so
usually puts you in even greater risk) but you’ll want to get them all
eventually because they’re needed to unlock three different and mutually
exclusive upgrades.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
You’ll ultimately be able to swap between a faster and
farther firing water cannon, an extended hover for your jetpack, and a powerful
vertical boost. The boost in particular is great fun. Intelligent use can allow
you to skip whole sections of some levels, although there’s always the risk of
ceiling spikes.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The unlockable upgrades also let you reach the second tier
of levels. These are even more challenging than the first set and usually test
your mastery of some specific skill or mechanic. Collecting every Water Gem and
Golden Diamond in the game allows use of all three upgrades at once and unlocks
a final tier of bonus levels that demand nothing less than perfection.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
As tough as they are the levels are well designed and
extremely satisfying to finally beat. There’s a clever mechanic where jump pads
can launch you into the foreground or background, allowing you to enter areas
you can see in the distance. The game is also good about educating you on new
hazards and required maneuvers, letting you experience them in less dangerous
scenarios before combining them and amping up the challenge.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There are a few rare occasions where the game forces you to
jump blind from one dangerous scenario into another with no chance to stop and
see what’s next. You will then almost invariably die. You’re already dying a
lot, but these deaths are the only ones that feel unfair. At worst at least you
now know the second hazard is there and can play accordingly.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2fHJuNKN0ykg-e1TTFxY1iqVJ2kfUykGLwhuiyb9g89TIPTWfSN4zzDd63VYYwTK6LOcghTyM0QbSLk6pxnq2JJwAiu4ozZjY-xKT33gF6q5xzZIjKeOWVWxsZtez4RJ5hxkxzAwPlGg/s1600/Grandma.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2fHJuNKN0ykg-e1TTFxY1iqVJ2kfUykGLwhuiyb9g89TIPTWfSN4zzDd63VYYwTK6LOcghTyM0QbSLk6pxnq2JJwAiu4ozZjY-xKT33gF6q5xzZIjKeOWVWxsZtez4RJ5hxkxzAwPlGg/s400/Grandma.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The ultra-tough &quot;Grandma&quot; levels allow you to use all power-ups at once. You&#39;ll need them.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Finally a boss fight or two would have been a nice way to
tie off the game, although narrative, combat, or bosses isn’t really what MM is
about. Anyone who enjoys high-challenge platforming should check this
delightful indie gem out. More casual games might find themselves put off by
the intense difficulty level.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to Play: Extremely tight, responsive controls. Well
built levels. Charming retro graphics and sound. Precision platforming bliss.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to pass: Extremely high difficulty level. No boss
fights to cap off game. Occasional unfair blind jumps.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhq3Pg_d5gzdeJo8PzDicYhwbSu56W0oTEDQwo07vN_fZvAFN_IgMWHEA0S0USeY7FE5A5v1xRpWJxn5nQrm_Hq_KGS6R2z1-lgXn01-wYzAxhLPG1uvN2yGUbe0Xz8klVs1bEgsm4Yalo/s1600/PSC+Title.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhq3Pg_d5gzdeJo8PzDicYhwbSu56W0oTEDQwo07vN_fZvAFN_IgMWHEA0S0USeY7FE5A5v1xRpWJxn5nQrm_Hq_KGS6R2z1-lgXn01-wYzAxhLPG1uvN2yGUbe0Xz8klVs1bEgsm4Yalo/s400/PSC+Title.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b&gt;&lt;span style=&quot;font-size: 14.0pt;&quot;&gt;Pineapple Smash Crew&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Pineapple Smash Crew&lt;/i&gt;
(PSC) is a top-down “dual stick” style shooter in the vein of the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Cannon Fodder&lt;/i&gt; series. The art style is
charmingly retro and the chiptunes that provide the soundtrack are catchy.
Notably the game was developed by “RichMakeGame”, a company consisting of one
man, or possibly a talented man-shaped robot.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The player controls a group of four tiny-headed, meme
spouting and heavily armed mercenaries, moving with the keyboard and shooting
with the mouse. Your mercs always move and fight in close formation. In
practice they’re less a tactical squad and more a single body with four discrete
guns and health bars.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Gameplay is fast and furious. You race your team through a
series of randomly generated derelict ships at breakneck speed, blasting and
exploding every robot and monster in their way and grabbing up the power-ups
and experience cubes left behind. There are a handful of basic mission types,
but they boil down to killing or smashing everything in a particular room. Levels
have a tight time limit on all but the easiest difficulty level. Exceed it and
your squad starts to suffer constant damage, killing them in short order.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Combat has some interesting twists in that your guns aren’t
actually very strong. It can take concentrated fire from the entire squad and
draining the regenerating ammo bar to drop many mid and late game enemies.
Superior firepower and tactical depth are provided in the form of a host of
grenade style deployables, hurled with the right mouse button. These range from
destructive grenades and rockets, to support items like healing fields and
defensive shields, to more exotic fare like teleporter beacons and lasers that
can punch through walls. Each character can only carry one item at a time.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuwR9H2XoAuQ3co1U8BamRdx2P8KL8tIfdv0u_wnfFkDg4BVUzircblK2t0N-LRpih1g3FBAJ5xR7nBLOu0S37DnifVM8rGEZJEkRVQsgunO_M9nuhoinWhyphenhyphenFOb5d-lOMc-cC7BizlJVs/s1600/Rocket.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuwR9H2XoAuQ3co1U8BamRdx2P8KL8tIfdv0u_wnfFkDg4BVUzircblK2t0N-LRpih1g3FBAJ5xR7nBLOu0S37DnifVM8rGEZJEkRVQsgunO_M9nuhoinWhyphenhyphenFOb5d-lOMc-cC7BizlJVs/s400/Rocket.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The best place to shoot an enemy is from around a corner.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The emphasis on these remote one-shot weapons is what sets
PSC apart from most twin-stick style shooter, and much effort was clearly put
towards making their use and control feel natural. When you fling a deployable
item the camera zooms out, allowing you to rotate and guide the device in mid
flight before triggering it with a second click. You can (and should) move your
squad at the same time. Deftly splitting your attention between using a remote
turret to blast a nest of enemies while maneuvering to safety feels just about
perfect.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Deployables are scattered plentifully through the
environment and dropped by enemies. Leveling up your squad lets you choose to
unlock one of two new randomly selected items. Your selection then has a chance
to spawn alongside all your other unlocked choices. It’s all quite random, with
no guarantee you’ll be able to find or even unlock a particular item. It’s up
to you to make use of what the level generator gives you on a room by room
basis.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
PSC isn’t a particularly deep game. By design it’s well
suited to quick bursts of frantic fun, playing a mission or two at a time. This
is great in the early and even the mid-game, when levels take only a few
minutes to complete. Unfortunately it starts to break down as the game wears
on.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The size and difficulty of later missions start to push them
out of the “bite-sized” range. While PSC’s enemies aren’t particularly smart
they become exponentially tougher and more numerous, sometimes taking a
ludicrous amount of damage to kill. I would often find myself exhausting an
area’s supply of items before its population of enemies.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0-ulcVyCnG9W38DMC7h2By1WVL2dmvuPyQB4-LETdzd04CzKLz-L8cKGYaHH1BbSUjN3XtyD-TKI4erlxyl6EZAN0T8UwlFfxqP6oKz6WgUs97zc1Qn3CZs3qByex1fDNmXVvtI2V7KY/s1600/PSC+Boss.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0-ulcVyCnG9W38DMC7h2By1WVL2dmvuPyQB4-LETdzd04CzKLz-L8cKGYaHH1BbSUjN3XtyD-TKI4erlxyl6EZAN0T8UwlFfxqP6oKz6WgUs97zc1Qn3CZs3qByex1fDNmXVvtI2V7KY/s400/PSC+Boss.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Bosses are protected by modular layers of guns and armor, each of which can be destroyed. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
This is especially annoying when fighting PSC’s modular
bosses, who seal you inside the room with them to fight to the death. Once
you’ve used up all your grenades and shields and whatnot these fights are
reduced to circle strafing around the boss over and over until your guns
finally wear them down or the level timer kills you. Having additional
power-ups spawn in continually would have helped a lot.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Experienced mercenaries become more damage resistant, but
are still ultimately expendable. If slain they’re replaced with raw level one
recruits. (Unless you’re playing on hard where they’re not replaced at all.)
It’s possible to lose an entire veteran squad and have to press on with a bunch
of squishy noobies.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Losses can easily lead to more losses, creating a
self-reinforcing death loop. It would have been nice to be able to use the cash
you earn on missions to resurrect dead mercenaries, or at least train up new
recruits to near the squad’s average level. As it is money just functions as a
sort of score, or to buy cosmetic hats.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
For a game developed entirely by one man (soundtrack
excluded) PSC is a significant accomplishment. Tuning and balance is tricky
enough with an entire play-testing department. The game plays smoothly, never
crashed or bugged out on me, and is perfectly suited for a quick five-minute
action break. It’s just unfortunate that the pacing starts to grind.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to play: Fast paced action. Interesting use of
grenade types and mechanics. Rocking chiptunes.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to pass: Punishing time limit on all but easiest
difficulty. Gameplay gets repetitive after a few missions. Boss fights become a
chore.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVRq6xagQfM3YMty3PMIKio-q8ON8cVGjOp2262eH9ob5nOr03GIuZ-19ZIBBnqInj3WwYgHqG3hAoTfFljf9AfVKyWKLL5v9bpd9AgMcGP9HVDGs3TuckzaVkBl5yWOEmpIl7yI3aVoU/s1600/They+Breathe.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVRq6xagQfM3YMty3PMIKio-q8ON8cVGjOp2262eH9ob5nOr03GIuZ-19ZIBBnqInj3WwYgHqG3hAoTfFljf9AfVKyWKLL5v9bpd9AgMcGP9HVDGs3TuckzaVkBl5yWOEmpIl7yI3aVoU/s400/They+Breathe.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;b&gt;

&lt;/b&gt;&lt;br /&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;b&gt;&lt;span style=&quot;font-size: 14.0pt;&quot;&gt;They Breath&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;They Breath&lt;/i&gt; is a
quick play and a strange one at that, almost more of a demo than full game. It
only took me about 45 minutes to complete. A disproportionate amount of that
was on the game’s final encounter, but let’s not get ahead of ourselves.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The premise and gameplay is simple. You play as a frog,
controlled from a 2D side view, descending down into the depths of a flooded
forest. You can move in any direction and tap the spacebar for a little burst
of extra speed. That’s the extent of your abilities and the information you’re
given on how to play.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
As you work your way down through the flooded forest you’ll
quickly discover a bizarre ecosystem based around oxygen. O2 functions as both
a time limit and your health and requires constant replenishment by collecting
the bubbles drifting up from below. You’re not the only creature in the water
though.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Gameplay is strictly linear. Waves of creatures of various
types swim onscreen. Each interacts differently with you, each other, and the
vital supply of oxygen. Since you’re a frog and not a killing machine you
survive by evading and manipulating creatures as you come to understand more
and more about the sunken ecosystem. Once every creature in a wave is dealt
with, one way or another, you resume your descent. If you suffocate or meet a
worse fate you simply restart at the beginning of the wave.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxsUKJmg5qc9LMid0Lf1cHFqDKAxoR8pSPjvXIzHxhntBqCfBcZ3FlkXumfZI_sHxsEwDOojG0mLfbadZvU0L-GPO3zXxxSRVpufd8iRZEhHoDzIDAiWfr4ZurfAUdX-dgxcN3VbwEC7Q/s1600/Moose.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxsUKJmg5qc9LMid0Lf1cHFqDKAxoR8pSPjvXIzHxhntBqCfBcZ3FlkXumfZI_sHxsEwDOojG0mLfbadZvU0L-GPO3zXxxSRVpufd8iRZEhHoDzIDAiWfr4ZurfAUdX-dgxcN3VbwEC7Q/s400/Moose.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Those aren&#39;t moose.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;They Breath&lt;/i&gt;
quickly becomes a sort of wordless, interactive biological horror story. I
won’t do you the disservice of spoiling the twists, but I enjoyed them. The
sparse but ominous music and ambient sound design help create an eerie atmosphere.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The game makes for a good case study in teaching the player
mechanics without cumbersome tutorials, intrusive onscreen text, or somebody
yelling orders at you via radio. Nothing is ever explained, only demonstrated. It’s
up to you to figure out the relationships between the different creatures and
how to deal with them through experimentation and observation.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The final encounter of the game is memorable and even subtly
horrifying, but took me almost as long as the rest of this very short game combined.
Most players will need to repeat it anywhere up to a dozen times. A smoother
difficulty curve would have been better for They Breath’s pacing and prevented frustrated.
It’s also possible and even necessary to swim off-screen during much of the
game, and the camera should really zoom out during the later encounters with
larger numbers of creatures.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to Play: Fascinating wordless horror story. Good case
study in teaching the player mechanics unobtrusively. Cheap.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to Pass: Very short. Aggravating final encounter.&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;b&gt;Links &lt;/b&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;a href=&quot;http://www.indieroyale.com/&quot;&gt;http://www.indieroyale.com/&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;a href=&quot;http://www.renegadekid.com/mutantmudds.htm&quot;&gt;http://www.renegadekid.com/mutantmudds.htm&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;a href=&quot;http://www.blogger.com/goog_713900431&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;a href=&quot;http://www.richmakegame.com/&quot;&gt;http://www.richmakegame.com/&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;a href=&quot;http://www.theworkingparts.com/theybreathe/&quot;&gt;http://www.theworkingparts.com/theybreathe/&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/5579881080449706510/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/12/indie-micro-reviews.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/5579881080449706510'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/5579881080449706510'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/12/indie-micro-reviews.html' title='Indie Micro Reviews'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYCppKaFns0ohM0CQzWmmz0EehsUHzwO8rzVESNZhO7JHgStvSmyeXxQTdE3XdObcNk93dqAsC44XBXD9qJ7O8cW_kxJlk0_FqxpwL4TkuqUCEBkaUNKIjZuUfg7joVVRorgSpVxMVHF8/s72-c/Royale.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-6188718654314036150</id><published>2012-11-23T22:29:00.003-08:00</published><updated>2012-11-23T22:33:02.508-08:00</updated><title type='text'>Banner Saga Interview</title><content type='html'>&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgURG1pNhrYtv9Ntx0hHHIPXFkvM8A1M5xfG6WsyBW83EZRBxYC-smQWxotsh0BpI_J60dk6OKCFFvDXxyuET4KpNdCb91YpuKjq4b34u8wNE-6FPs-GbA7r3y4FdlFihTIcJJLXLfLQ84/s1600/Title.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgURG1pNhrYtv9Ntx0hHHIPXFkvM8A1M5xfG6WsyBW83EZRBxYC-smQWxotsh0BpI_J60dk6OKCFFvDXxyuET4KpNdCb91YpuKjq4b34u8wNE-6FPs-GbA7r3y4FdlFihTIcJJLXLfLQ84/s400/Title.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Stoic Studios is a new Austin based indie development studio. They’ve been hard at work on their first release: the beautifully illustrated and Nordic themed tactical strategy game &lt;i&gt;The Banner Saga&lt;/i&gt;. John Watson, Stoic’s Technical Director, has agreed to share some of the details with us. &lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Stoic is made up of ex Bioware employees. What made you decide to set
 out to create a game with deliberate, tactical turn-based combat at its
 core, so different from games like The Old Republic and other 
traditional Bioware staples?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
There are definitely a couple reasons for this. The first is that 
I&#39;ve been a huge fan of turn-based games growing up ever since Final 
Fantasy Tactics, so making a game like this has always been one of the 
things you work toward in your career. Conveniently, it&#39;s also a genre 
we can produce with a small team, but this really is a labor of love and
 I think most developers have a couple ideas that they always think &quot;one
 day I&#39;ll make that&quot;. We&#39;ve been incredibly lucky to be in that 
position.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxwCmm014rUJ9IBSJ106oWKYqvVSbQnU59IVQBnMDSZO_EbdpS7cB3_Sq7MyDVomuJrTd_i5N6NacOWljewEbtxepJR0-O9ep3ybBRFBsYrkDlARq098nqrzXhKODAhMTmAOk1Z0HXQDw/s1600/City.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;265&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxwCmm014rUJ9IBSJ106oWKYqvVSbQnU59IVQBnMDSZO_EbdpS7cB3_Sq7MyDVomuJrTd_i5N6NacOWljewEbtxepJR0-O9ep3ybBRFBsYrkDlARq098nqrzXhKODAhMTmAOk1Z0HXQDw/s400/City.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;You’ve stated that one of your goals with The Banner Saga’s 
single player component is to tell a mature story based around human 
(and giant) relationships and tough decisions.&amp;nbsp; How do you plan to get 
the player emotionally involved with the characters and their struggles?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
One of the tricks we did pick up from BioWare is how to make 
compelling dialogue in a role-playing game. The story is largely 
conversation-driven, and when you talk to people it&#39;s in a cinematic, 
movie-quality sort of way, which works perfectly with our art style. You
 can see the person you&#39;re talking to look around, blink, breathing mist
 in the cold air, and it makes a big difference. The story we&#39;re writing
 is about connecting with these people who are traveling with you in a 
caravan, and that&#39;s our second key component. You&#39;re not just worried 
about being the lone hero saving the world, you&#39;re not just a team of 
heroes, you&#39;re actually traveling with an entire society of people and 
you get to know them as a whole along the way through lots of events, 
similar to King of Dragon Pass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUbdeoWzqPLTbuY1-JDryqAcxw9HymEGp-aX82kPWQVHBjAr4AJ0JRzZWHmVglVLPsstUuSmeSgxA5BicRYJwAqmTtGR6ElWGuUkqJ8ZSwzLjvWAiO0ulVqZVTcHDsK003ZjT5nKwrlsU/s1600/conversation.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUbdeoWzqPLTbuY1-JDryqAcxw9HymEGp-aX82kPWQVHBjAr4AJ0JRzZWHmVglVLPsstUuSmeSgxA5BicRYJwAqmTtGR6ElWGuUkqJ8ZSwzLjvWAiO0ulVqZVTcHDsK003ZjT5nKwrlsU/s400/conversation.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;Combat looks highly tactical. For example balancing attacks 
between striking enemy armor to make them more vulnerable and striking 
enemy strength to weaken them offensively looks very important. Are 
there any other similarly cool and elegant systems you’re excited about?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Actually, yes, there are a couple things that are very exciting to 
me as a player and a designer. We originally set out to make a &quot;simple 
to learn, hard to master&quot; sort of game and found out that we had made 
something a lot more deep and complex than people expected. In fact, 
it&#39;s been difficult explaining the system as a whole because as you 
understand one system at a time it kind of peels layers away to a bigger
 picture, and we&#39;ve been really focused making sure that players 
understand just to top level so far.&lt;br /&gt;
&lt;br /&gt;
Willpower lets you add bonus points to your actions so you can do 
more damage or move further, but your pool of willpower is finite, 
making the use of it very strategic. Exertion determines how much 
willpower you can use on each turn, so you can throw three will into an 
attack to really cripple someone early. The tradeoff is that you have a 
limited number of upgrades when creating your character, so upgrading 
exertion and willpower means you&#39;ll have lower strength and armor. I 
think our greatest strength of design is that we&#39;ve made every stat 
equally important even though they all do wildly different things.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGOj8XtwN9WQF70KHrCoF97f9iePo1CZY_0G8KaWJIHMv9pqAY3vCqREUyenLsIP7NC4jYbxx2yLZZbOOENqPOxVG0aQzwXI3uTULZ-8XHGe0aQfydqWdpcZXJHvAQbYwvFHPVYAjFVrI/s1600/Tactical.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGOj8XtwN9WQF70KHrCoF97f9iePo1CZY_0G8KaWJIHMv9pqAY3vCqREUyenLsIP7NC4jYbxx2yLZZbOOENqPOxVG0aQzwXI3uTULZ-8XHGe0aQfydqWdpcZXJHvAQbYwvFHPVYAjFVrI/s1600/Tactical.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGOj8XtwN9WQF70KHrCoF97f9iePo1CZY_0G8KaWJIHMv9pqAY3vCqREUyenLsIP7NC4jYbxx2yLZZbOOENqPOxVG0aQzwXI3uTULZ-8XHGe0aQfydqWdpcZXJHvAQbYwvFHPVYAjFVrI/s400/Tactical.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
One of the most important game changers is that each character moves
 according to his initiative but you always have a guaranteed turn, so 
as your characters die, you discover that your surviving characters act 
more frequently. At the end of a match if you&#39;re down to one powerful 
character in good health he could easily mop up an opponent who has four
 characters left, all on the verge of death. We&#39;ve created a really 
unique system in which on top of all the decisions about hitting 
strength or armor, whether to add willpower and deciding when to use 
your abilities, it&#39;s also vitally important to know when to maim and 
when to kill. Sometimes it&#39;s better to leave an enemy with little 
strength than killing him outright, and knowing which is better becomes a
 skill within itself.&lt;br /&gt;
&lt;br /&gt;
There are a lot of subtleties like this that emerge when you really 
get into playing the game that are hard to describe in a single 
sentence.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2XfUpBdwh9ZVnhyfupanz_sAW-scv5Cvs_y2ou71kK4hOZDB6fXdp05jJiidPSngZaOYh_i8Ok-ZUy6LcHfwfb__HR6eF-Mozy9ZW3Zab3cZelOGH0mN3WzkKcrqjSjiFhplv4M-10vc/s1600/Factions08.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2XfUpBdwh9ZVnhyfupanz_sAW-scv5Cvs_y2ou71kK4hOZDB6fXdp05jJiidPSngZaOYh_i8Ok-ZUy6LcHfwfb__HR6eF-Mozy9ZW3Zab3cZelOGH0mN3WzkKcrqjSjiFhplv4M-10vc/s400/Factions08.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;What’s been the biggest challenge so far in 
establishing an indie studio and creating Banner Saga? Have there been 
any positive surprises?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
The biggest challenge by far has been promotion and dealing with large 
numbers of people interested in the game. It sounds weird to say but if 
you think about it, we have a lot of experience making games, and not 
much interacting with the public. Marketing has got to be at least 50% 
of your success, and if you don&#39;t have a budget for marketing you have 
to make all those connections yourself. That&#39;s why Kickstarter and 
Factions have been invaluable for us - it&#39;s insanely important that we 
foster a community and keep players happy, and it&#39;s hard work. I 
probably spend about half of my time producing updates, videos, 
interviews and talking to people. The rare occasion that we get to spend
 a whole day just working on the game is like relaxation.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggjPkACpHr4YFeqBXesJg4DMVmFtSmNMQtMHDW-16_btsd7NyWSiSOR8ktK9hj7yaDjsnceYgFFeWxtOMHLQJ-N8vej0Xlcu-urKTL-Oznu1Psg0qg-PT_H33PqQGDGTS3C5BDizccpPU/s1600/Giants.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;223&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggjPkACpHr4YFeqBXesJg4DMVmFtSmNMQtMHDW-16_btsd7NyWSiSOR8ktK9hj7yaDjsnceYgFFeWxtOMHLQJ-N8vej0Xlcu-urKTL-Oznu1Psg0qg-PT_H33PqQGDGTS3C5BDizccpPU/s400/Giants.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp; &lt;br /&gt;
If I had to pick something in production though, the clear winner is
 UI. With a relatively complex game your UI (user interface) and 
usability has to be perfect and we went through a lot of iteration to 
get it to the point where people can just sit down and figure out how to
 play the game without reading any guides. It&#39;s not a matter of making 
it looks pretty, but how do you present information in a clean and 
intuitive way that doesn&#39;t confuse or overwhelm the player. It&#39;s 
incredibly tricky.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The art and animation in this game is gorgeous. Aside from the 
obvious Norse and Scandinavian influences what sources did Stoic draw 
upon to create the world of Banner Saga?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Our biggest 
influence in the art style has always been Eyvind Earle, an American 
master painter and the art director on Sleeping Beauty. We take a lot of
 cues from that movie, in fact, often deciding that something we 
designed wouldn&#39;t fit in that world. We spent a lot of time early in the
 project researching different art styles and the second we saw Sleeping
 Beauty we knew that&#39;s what we wanted to do. Making a 2D game allows to 
make it look exactly how we paint it and create a look that many people 
have never seen before. It also helps that we have Arnie Jorgensen as 
Art Director, who has literally done all the non-animation art in the 
entire game. There aren&#39;t many people out there who can do what he does.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHLM-kyl5NHxijlDPeXxLmn8OVHGKl00Tn3v4aeD5Xr8Uj-W0IwQdL4zcHx_Yqq1ToO48Fmh2_YYfinZHMB9IaMTwXKRh48RtdsWFb87NsBA0jKy76En8Lyl6VPcC8kqk27vpaRoZ6x2I/s1600/Battle.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;250&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHLM-kyl5NHxijlDPeXxLmn8OVHGKl00Tn3v4aeD5Xr8Uj-W0IwQdL4zcHx_Yqq1ToO48Fmh2_YYfinZHMB9IaMTwXKRh48RtdsWFb87NsBA0jKy76En8Lyl6VPcC8kqk27vpaRoZ6x2I/s400/Battle.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;You’re releasing the combat engine as a free, stand alone 
multiplayer game: Banner Saga Factions. Any tips on emerging triumphant 
in battle?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Definitely. If you&#39;re just starting out, remember 
that knocking down armor, especially early in the game is probably even 
more important than damaging strength. Make some characters who are 
dedicated armor breakers and other characters who are good at doing 
strength damage. A well balanced team actually dominates min/maxing in 
The Banner Saga. And make sure you know how exertion works before 
hitting the battlefield! Each page has a question mark button that tells
 you how everything works. Good luck!&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/7XuJe9kvTjg?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;
For more information check out: &lt;a href=&quot;http://stoicstudio.com/&quot;&gt;http://stoicstudio.com&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/6188718654314036150/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/11/banner-saga-interview.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6188718654314036150'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6188718654314036150'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/11/banner-saga-interview.html' title='Banner Saga Interview'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgURG1pNhrYtv9Ntx0hHHIPXFkvM8A1M5xfG6WsyBW83EZRBxYC-smQWxotsh0BpI_J60dk6OKCFFvDXxyuET4KpNdCb91YpuKjq4b34u8wNE-6FPs-GbA7r3y4FdlFihTIcJJLXLfLQ84/s72-c/Title.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-8595318590094886624</id><published>2012-10-21T21:04:00.002-07:00</published><updated>2012-10-21T21:04:42.211-07:00</updated><title type='text'>Mass Effect Retrospect, Part Two</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2r9dK91MIXgxwylok1Lhqp2QSoXaxlKT5jhyyOTU8uOIR48daCE_M0qTQNiHIErwy4SvtlZ3eU7FdAO1FoMk3XUhjAwvJhwZbnro3Q0xZvF2CO_xIqrogJ50htYWUIx1LSDCTxFeOZmo/s1600/masseffect2_logo_layered_hires_final_psd_jpgcopy.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;86&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2r9dK91MIXgxwylok1Lhqp2QSoXaxlKT5jhyyOTU8uOIR48daCE_M0qTQNiHIErwy4SvtlZ3eU7FdAO1FoMk3XUhjAwvJhwZbnro3Q0xZvF2CO_xIqrogJ50htYWUIx1LSDCTxFeOZmo/s400/masseffect2_logo_layered_hires_final_psd_jpgcopy.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpFirst&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHFcslu0nxNd7DlNHVoEeczJiEr-kr-Ixhi0Cojxrd-JTaAz_yRO39A946zgWfM506oOjcfBeuo9j2y3MPfA9qhQqtJUnSVicL_NEPpRQZ_las5u3XlNP9_9Vx7rYAD4SjMicgl5yahHA/s1600/Title.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;/a&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt; &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpFirst&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpFirst&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpFirst&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Welcome back to our &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass
Effect&lt;/i&gt; series retrospect. We continue with the second game in the series,
which features cleaner and more tightly focused gameplay but shifts to an even
less linear story and narrative structure. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;i&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Mass
Effect 2&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;
(ME 2 for future reference) wastes no time in upping the stakes. Within the
opening few minutes the Normandy is attacked by a malevolent bug-like race
called the Collectors. &amp;nbsp;Most of the crew escape, but Shepard perishes in
the battle and the Normandy is destroyed.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;The
scene is all the more effective by having you actually play through part of it.
I’ve long maintained that the strength of games as a medium is in letting you
experience things first hand rather than absorbing it passively. It’s one thing
to see the Normandy being shot up in a pre-rendered cutscene, but guiding
Sheppard through the burning and breached ship yourself drives home the
seriousness of the situation in a way nothing else could.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br style=&quot;mso-special-character: line-break;&quot; /&gt;
&lt;br style=&quot;mso-special-character: line-break;&quot; /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormalCxSpMiddle&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;We can Rebuild Him&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Shepard’s
default face is all over the box art, so it would be unusual if Bioware left
the commander dead and forged ahead with a replacement lead. Instead the body
is rescued by a radical pro-human organization called Cerberus. They spend the
next two years rather improbably bringing Shepard back from the dead, which
provides a convenient justification for you to choose a new appearance and even
character class if you chose to import a character from the first &lt;i&gt;Mass
Effect. &lt;/i&gt;&lt;span style=&quot;mso-bidi-font-style: italic;&quot;&gt;Sheppard having &lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;literally been dead comes up
surprisingly little, and Sheppard remembers nothing between death and
resurrection. All this also has some potentially disturbing theological implications
that never come, but so it goes.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;span id=&quot;goog_642153203&quot;&gt;&lt;/span&gt;&lt;span id=&quot;goog_642153204&quot;&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXSv7LNFk8BBP3pteGDpOsETZIG7E9kdx81uK03oGxTe6eqp2ciYbXMSN5OCvdQnum49AezD5iVGTv0c_ghPvGMePshGUqnLCYrOo4WC1qm3aYug6bOYMe0EWKdbhu73QdcxBp3z3tUKM/s1600/Illusive.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXSv7LNFk8BBP3pteGDpOsETZIG7E9kdx81uK03oGxTe6eqp2ciYbXMSN5OCvdQnum49AezD5iVGTv0c_ghPvGMePshGUqnLCYrOo4WC1qm3aYug6bOYMe0EWKdbhu73QdcxBp3z3tUKM/s400/Illusive.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Your mysterious benefactor and leader of the morally suspect Cerberus.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Those
of you who did a lot of the side content in the first &lt;i&gt;Mass Effect&lt;/i&gt; might
remember that Cerberus was a minor antagonist faction. Most of their plans
seemed to revolve around trying to control or breed various alien killing
machines, then acting surprised when they lost control and were devoured. Their
leader, the sharply dressed and charismatic Illusive Man, hand waves away past
misdeeds before sending you back into the fight. He did just spend a gazillion
space-bucks snatching you back from the icy talons of death and building you a
bigger and even more advanced replacement Normandy, plus it’s hard to get too mad
at anyone voiced by Martin Sheen.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormalCxSpMiddle&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;Casting Call&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;The
basic narrative structure of ME 2 has you building up a team of specialists,
mercenaries, scientists, and a few psychopaths thrown in for flavor. Once
you’re staffed up Shepard will then pursue the Collectors beyond the ominous
“Omega 4” relay and confront them on their home turf. The game is at least as
non-linear as its predecessor. &amp;nbsp;Missions are loosely divided into a few
different acts, but for the most part you can tackle them in almost any order.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;As
we’ve come to expect with Bioware games your growing crew is made up of a
diverse array of humans, aliens, and more. Standouts include a fast talking and
hilariously written ex-special forces scientist and a Geth scout who provides
some fascinating insight into the nature and culture of that race of aggregate
AI’s.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaKjSv5k1MJQW7-XaaV8tSAYRZDyRevp25qy86YzF8csvj-J6Z9v1P3cqb6wN65qwZy4hf0VoePOBED1VPleirctZCqih7kGmzYPguUwvSLRpXCyAvNOxz8b3jReJ_lMG27LnvgZ7tRoI/s1600/Moradin.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaKjSv5k1MJQW7-XaaV8tSAYRZDyRevp25qy86YzF8csvj-J6Z9v1P3cqb6wN65qwZy4hf0VoePOBED1VPleirctZCqih7kGmzYPguUwvSLRpXCyAvNOxz8b3jReJ_lMG27LnvgZ7tRoI/s400/Moradin.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Moradin steals the show as best recruit able team member.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;The
bulk of ME 2’s missions are based around either recruiting a new character or
resolving some sort of outstanding issue that’s troubling one you’ve already
obtained. Once you’ve helped them gain whatever vengeance, redemption,
absolution, or revelation they needed Sheppard secures their Loyalty. Earning a
character’s loyalty unlocks an additional power and has important implications
for the final mission.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;None
of these missions or the characters they’re built around is outright bad in
terms of story and gameplay. Some missions are a bit stronger than others, but
all are at least entertaining and devoid of any obnoxious mechanics. You’re
free to tackle them in almost any order and there can be a half dozen or more
waiting for your attention at once by the mid-game.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg38dsmLae-IjtWWWm_N24o1tlBOhmL1D0yqHcuWUJVus1oP4tvHGOGVx30h6UNKW8ec_b-rQ6KGf1g4ZXr3PmXvqaTkkEqNuyq5uy77Du3WLsDQxc6hFY5na-zIR696vo4gJmxX_uRwqA/s1600/Reaper.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg38dsmLae-IjtWWWm_N24o1tlBOhmL1D0yqHcuWUJVus1oP4tvHGOGVx30h6UNKW8ec_b-rQ6KGf1g4ZXr3PmXvqaTkkEqNuyq5uy77Du3WLsDQxc6hFY5na-zIR696vo4gJmxX_uRwqA/s400/Reaper.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Clear up any outstanding business before heading to the derelict Reaper.&lt;br /&gt;(Level design courtesy Ridley Scott)&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;All this has the effect of making the game feel like a
collection of only loosely related character driven vignettes, rather than a
single sweeping story with galactic level stakes. The structure might be better
suited for a more freeform game where you play as a pirate captain or mercenary
commander putting together a crew to explore and pillage. It would have helped
if the main villains, the Collectors, had appeared more frequently.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br style=&quot;mso-special-character: line-break;&quot; /&gt;
&lt;br style=&quot;mso-special-character: line-break;&quot; /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormalCxSpMiddle&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;Nemesis&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;For
example for much of the game you’re fighting either generic security robots or
one of the various color coded mercenary factions. They’re enjoyable enough to shoot
at but have nothing to do with the central story. In ME 1’s main missions you
were battling the minions of antagonist Saren at every turn. Here the
Collectors hardly appear at all. You don’t even get to fight them until the
beginning of the second act. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;If,
as the story implies, the Collectors are so interested in Sheppard they don’t
put a lot of effort into showing it. During the opening mission why do you find
yourself fighting boring security bots, rather than a Collector strike force
sent to make sure the newly revived Sheppard stays dead? Why not have them drop
in to attack you during unrelated missions, reminding you that they’re still
out there and gunning for you?&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2AxVJuU46zca0sjI06B-k1zN2J-ub3mKbQWThQdAV98wrx11NLYZGayFPJjAxnA1CatOrdufXLrm2gzniHDNq5aA-TNwnZw0TeKMFG0eHTeDEl0AxjFWptJFrF9WqwE39RtxhbB4ro6Q/s1600/Grunt.bmp&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;The
Collector general “Harbinger” could have been an interesting antagonist. With
his ability to directly possess any of his followers he should have been a
constant presence in the story, taunting and trying to thwart Shepard at every
turn. As implemented his only memorable trait is over-clocking a random
Collector in combat, making them moderately more dangerous.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2AxVJuU46zca0sjI06B-k1zN2J-ub3mKbQWThQdAV98wrx11NLYZGayFPJjAxnA1CatOrdufXLrm2gzniHDNq5aA-TNwnZw0TeKMFG0eHTeDEl0AxjFWptJFrF9WqwE39RtxhbB4ro6Q/s1600/Grunt.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2AxVJuU46zca0sjI06B-k1zN2J-ub3mKbQWThQdAV98wrx11NLYZGayFPJjAxnA1CatOrdufXLrm2gzniHDNq5aA-TNwnZw0TeKMFG0eHTeDEl0AxjFWptJFrF9WqwE39RtxhbB4ro6Q/s400/Grunt.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Collectors will need to work harder if they want to be worth Grunt&#39;s time.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;While
Saren could have had more appearances in ME 1 at least he managed an
interesting characterization as a powerful and driven individual slowly being
subsumed by an even more powerful and terrible force. A good “save the
universe” story needs a good villain. Harbinger really doesn’t get the screen
time or character development necessary to be one. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormalCxSpMiddle&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;Past and Present&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;One
of the more unique and exciting features the ME series promised was the ability
to import a finished save file to the next game. In theory your decisions in
the previous game affect the story in the sequel. I chose to import my file and
found, while it does have a notable impact, it’s not as dramatic as I was
expecting. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;It’s understandable but slightly disappointing that the
effects of importing a save are mostly in the form of small bonuses, side
quests, and minor narrative deviations. For example if you chose to spare the
Rachnai Queen in ME1 you receive a brief message from her, but the Rachnai
don’t actually show up anywhere in gameplay or the central storyline. I guess
it just doesn’t make a lot of sense to pour valuable development resources into
content that a player might not even see based on previous decisions.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;A great many characters from ME1 return, assuming they
survived the events of the first game. It is pretty cool to see a character you
had the chance to slay but didn’t still alive, and it gives a bit of weight to
the decisions you made a whole game ago. The impact of other decisions is only
hinted at via newscasts or background conversations, but it’s nice to see the
nod to what you’ve done. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;While
most of your old team from ME1 pop up at some point or another Garrus and Tali
are the only characters to actually rejoin you. Seth Green also reprises his
role as “Joker”, the Normandy’s skilled but brittle boned pilot. While a
relatively minor character he’s clearly having a great deal of fun with the
part, and the scenes where he interacts with the Normandy’s experimental AI are
always entertaining.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrmfUIvCsTYhIjcbMkFvqMQGAc7xrTsHE-3_RhR6PtEok3rchjGYPoCFxtlZJq-NDAAikmOiHjPbFg8WL8D6_eO15IgJiJc_hAgaQiEj2dqJ6OPbEbtIQHi4VP-lgFOx7_F68MhZeZ9HM/s1600/snappy.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrmfUIvCsTYhIjcbMkFvqMQGAc7xrTsHE-3_RhR6PtEok3rchjGYPoCFxtlZJq-NDAAikmOiHjPbFg8WL8D6_eO15IgJiJc_hAgaQiEj2dqJ6OPbEbtIQHi4VP-lgFOx7_F68MhZeZ9HM/s400/snappy.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The &quot;Blood Dragon&quot; armor is a Dragon Age DLC bonus.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;ME2
still tends to resort to showing cool stuff in cutscenes rather than letting
you do it firsthand more than it should, but the new dynamic Interrupt system
helps. During a conversation you occasionally see brief prompts that a Paragon
on Renegade interrupt is possible. Tapping the appropriate mouse button and
Sheppard leaps into action while the other party is still blathering.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Paragon
interrupts have Sheppard heading off violence or offering a shoulder to cry on.
Renegade interrupts are of the bad-ass “Han shoots first” variety, allowing
Sheppard to end the conversation in a flurry of gunfire or fling the offender
from a great height. They’re a tremendously fun addition that makes
conversations more cinematic and dynamic. Sometimes it’s just better to shoot
the villain in the face while he’s in mid-rant.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormalCxSpMiddle&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;Lessons Learned&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Character
progression has been trimmed down and streamlined. Every class has a handful of
powers that share a collective cooldown and so can’t be spammed one after
another. Each power has only a few ranks, but the difference each rank makes is
significant. Unlike ME 1 there’s no scaling, so even a +10% damage bonus means
a lot when mercenary grunts don’t magically get tougher as you level up.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;There’s
no random loot either. &amp;nbsp;Some upgrades can be purchased, but others must be
found and then researched in the Normandy’s lab. ME 2 leaves you with less flexibility
to shape and specialize Shepard and your team, but individual upgrades and
power ranks are much more meaningful.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;The Mako is gone, as is dropping in on unexplored planets
and wandering around to see what you could find. While ME 1’s unexplored worlds
were mostly poorly made terrain and a whole lot of nothing ME 2 loses a bit of
the sense of size and scale of its predecessor. The carefully scripted missions
are one of the ME 2’ greatest strengths, but there’s no denying they’re very
linear. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRns2P2JzIDCGWR5Dm-rIyUIaSh-b8dSVrAxMwkQGolKjmgtuH6ktPtQQZlo_wwbYjh06klFxsvSWY_XLr2W6FMfhSOEAgTup_nK3BnPXloRlrw1VpHM7K0xT7LpNKkW6V8-Sskm6XB08/s1600/Cover.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRns2P2JzIDCGWR5Dm-rIyUIaSh-b8dSVrAxMwkQGolKjmgtuH6ktPtQQZlo_wwbYjh06klFxsvSWY_XLr2W6FMfhSOEAgTup_nK3BnPXloRlrw1VpHM7K0xT7LpNKkW6V8-Sskm6XB08/s400/Cover.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Hard cover (or bulletproof glass in this case) beats the best shields and armor any day.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Combat
is tighter, deadlier, and much more cover based than it was before. You can
tell when a fight is coming just by looking for the chest high walls, and
you’ll want to get behind those ASAP before you get shot to pieces. Shields and
health are easily stripped away but both regenerate quickly. Guns have been
downgraded to needing ammo in the form of “Thermal Clips”, but remembering to
reload and grabbing the occasional ammo cache isn’t that big a deal. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;The
relationship between defenses, weapons and powers is more complex and
interesting, with a rock/paper/scissors element. Tougher enemies have multiple
defensive bars layered over their health that must be stripped away in
sequence. Against a robotic foe you might use the Overload power to knock out
its Shields, exposing the lumbering machine’s Health bar and leaving it
vulnerable to being AI hacked and turned against its allies. Krogan protected
by Armor forge ahead relentlessly until you burn their protection away with
Incinerate, letting biotic powers toss them across the room.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;All
this creates a welcome level of tactical depth and gives you incentive to think
carefully about what squad-mates to bring and what selection of powers and
weapons you’ll have during a given mission. &amp;nbsp;Your HUD tells you what
powers an enemy is currently resistant to whenever you target them, removing
guesswork and letting you focus on the fight.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br style=&quot;mso-special-character: line-break;&quot; /&gt;
&lt;/span&gt;&lt;br style=&quot;mso-special-character: line-break;&quot; /&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormalCxSpMiddle&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt; line-height: 115%;&quot;&gt;Technobabble&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;As
tightly constructed as the core combat and missions are its unfortunate that
you’ll spend so much time staring at a loading screen between encounters. ME 2 has
load times so lengthy and frequent I started keeping a magazine near my
computer. Even just moving to a different deck on the Normandy requires sitting
though a load screen, and it really drags down the flow of the game.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Probing
planets, the primary way to find resources for researching upgrades, is also
dull and tedious. Fortunately you don’t actually need that many resources to
research everything, and there are plenty of mineral rich planets scattered
around. &amp;nbsp;You can likely stockpile everything you need in about half an hour
total and then forget about it for the rest of the game. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;ME
2 wraps up with an epic, multi-stage mission that feels like a Stargate or Star
Trek season finale. It’s possible to launch the finale with a bare minimum of
characters recruited, but realistically you’ll want to spend as much time
building up your team, ship, and arsenal as possible. Your choices during the
final mission and level of preparedness beforehand determine who lives and
dies. It’s probably safe to assume characters that perish in the final assault
won’t reappear in ME 3. It’s even possible to finish the game with Sheppard
dead for the second time, in which case presumably you won’t be able to import
that save. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaX0uztEiSr5y-I46TIWE-7E-HdSwVdldktO9vL_RALsR0sK64TuKYqApiJZ9c0-fRJR1ZPlFU9qYLuSknQKjEg8JNFq8RV8OiikA3f2ddz8lIygtD1xkz3Chip3nBXSFoQh1pSOYcD8g/s1600/Husks.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaX0uztEiSr5y-I46TIWE-7E-HdSwVdldktO9vL_RALsR0sK64TuKYqApiJZ9c0-fRJR1ZPlFU9qYLuSknQKjEg8JNFq8RV8OiikA3f2ddz8lIygtD1xkz3Chip3nBXSFoQh1pSOYcD8g/s400/Husks.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;As per gameing bylaw #412 you do shoot zombies on occasion.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Finally
ME 2 has a solidly implemented postgame. Assuming you and any of your team
survive the final mission you’re allowed to go back and travel the galaxy
cleaning up any content you missed. This includes any DLC, which is handy if
you discover some that interests you after finish.&lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt; line-height: 115%;&quot;&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Speaking
of which ME 2 has gobs of DLC. &amp;nbsp;A decent amount of it is free if you’re
willing to register on the appropriate website and have bought a new copy of
the game. The game came out nearly three years ago though, and much of the DLC
is still being sold individually and at full price. Games like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Borderlands &lt;/i&gt;and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Fallout 3&lt;/i&gt; at least had the sense to roll everything into a “Game of
the Year” edition to try to tempt new players. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;If Bioware and EA had any common sense they’d have bundled
all the DLC together for a single payment of $10 bucks by now or included it
with the latest edition of the game. They apparently don’t, because everything
is still being sold piecemeal for too much money and I honestly can’t muster
the energy or burn the cash to deal with it. The free DLC was decent but
nothing spectacular. I enjoyed the bouncy hovertank.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf5aHHMJEcF7kmxHfuJbQn4tmx2Tq2pbPVmzgzisIQum6zHJOlrJ5Le-K1GB-MPeuCbyC3Sb89azNTdhfFHXg3Ui6U-kN6387Z39bKWHHwTu3bZL_hQArEmyNzmnv2rTXK8PX98ytXYwQ/s1600/Illium.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf5aHHMJEcF7kmxHfuJbQn4tmx2Tq2pbPVmzgzisIQum6zHJOlrJ5Le-K1GB-MPeuCbyC3Sb89azNTdhfFHXg3Ui6U-kN6387Z39bKWHHwTu3bZL_hQArEmyNzmnv2rTXK8PX98ytXYwQ/s400/Illium.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Illium. Like Coruscant, but with even more blue women.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Ultimately &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass
Effect 2&lt;/i&gt; is a good game but not quite a great game. Bioware was able to
smooth out a lot of the rougher edges to the gameplay and write a host of
interesting characters, but weren’t able to make as strong a core story or
antagonist. Still, the third game promises a true Galactic scale war, much
lamented ending an all. I might as well take my save file and finish the fight.
&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Reasons to Play: Strong writing and characters. Tightly
balanced cover based combat. Interrupts make conversations more dynamic and let
you feel like a badass.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormalCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; line-height: 115%; mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;Reasons
to Pass: Too long and too frequent load times. Weaker core story and villain. DLC
hasn’t yet been bundled yet. Save File import feature less exciting than it
initially appeared.&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/8595318590094886624/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/10/mass-effect-retrospect-part-two.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/8595318590094886624'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/8595318590094886624'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/10/mass-effect-retrospect-part-two.html' title='Mass Effect Retrospect, Part Two'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2r9dK91MIXgxwylok1Lhqp2QSoXaxlKT5jhyyOTU8uOIR48daCE_M0qTQNiHIErwy4SvtlZ3eU7FdAO1FoMk3XUhjAwvJhwZbnro3Q0xZvF2CO_xIqrogJ50htYWUIx1LSDCTxFeOZmo/s72-c/masseffect2_logo_layered_hires_final_psd_jpgcopy.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-346712335566705817</id><published>2012-10-06T23:13:00.001-07:00</published><updated>2012-10-06T23:13:19.075-07:00</updated><title type='text'>Mass Effect Retrospective</title><content type='html'>&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect series&lt;/i&gt; is a trilogy of sci-fi action RPG’s from Bioware.
I played about halfway through the first game when it came out five years ago before getting
distracted. If you’ve been following gaming news you’re probably aware there
has been a bit of a backlash about the ending to the third game, which perversely
has renewed my interest in the series.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;As such I’m going to attempt
a play through and review of the entire trilogy. My goal is less a “buy/pass”
breakdown of the game and more a study of how the design has evolved from
iteration to iteration. I’m also curious about the ability to carry my save
from game to game.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect&lt;/i&gt; series has the almost unique property of allowing you
to import your saves from one game to the next, in theory remembering major
choices you’ve made and adjusting the game world accordingly. A few old school
RPG’s like the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Wizardry&lt;/i&gt; series would
let you import an old party into a sequel, but nothing with such a dramatic
effect on the game world and story. It’s a tremendously cool idea and I’m eager
to see if Bioware was able to implement it successfully.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Captain on Deck&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Mass Effect&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;
puts you in the boots of Commander Shepard, a capable soldier of variable
appearance, gender, and background. Aside from the usual facial customization
you can also chose between six different combat classes, each wielding a
different mix of weapon, tech, and biotic skills. Weapon skills are self
explanatory and Tech skills do things like strip enemy shields or overheat
weapons. The Force-like biotic powers are especially fun to use, sending
enemies and objects hurtling about or floating helplessly through the air.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVGz3Dp0arktKTRSwAaeXgel8M1Dxt6cplhbDbtSDyCf2Bm92ZIRPHlJeBn0Kq1BmSmKw9Z233JdhdwFbsQK-dbdaRmb4oN6RyLaIFF9xrLq-Jp9VUMENIMdgEjjOZXklGR2Z-qNt2V_8/s1600/Biotics.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVGz3Dp0arktKTRSwAaeXgel8M1Dxt6cplhbDbtSDyCf2Bm92ZIRPHlJeBn0Kq1BmSmKw9Z233JdhdwFbsQK-dbdaRmb4oN6RyLaIFF9xrLq-Jp9VUMENIMdgEjjOZXklGR2Z-qNt2V_8/s400/Biotics.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Biotics reduce even giant alien bugs to physics props.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; mso-themecolor: text1;&quot;&gt;With character creation complete Shepard is launched into a tale of
rogue secret agents, murderous machine intelligences, ancient alien legacies,
and (of course) the fate of the galaxy. The opening mission does a solid job of
establishing the setting, stakes, and primary antagonists. It’s a strong enough
start but the pacing stumbles a bit after the gunfire dies down and you’re sent
to the seat of galactic government, the enormous Citadel space station.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The Citadel is mostly
elevators and un-interesting side quests. Fortunately these are also largely
inconsequential can be safely ignored. If you can put up with an hour or two of
running back and forth, elevator riding, and petty politicking you’re ultimately
handed your own ship and sent back out into the wider galaxy. In classic
Bioware style you’re given a list of major plot missions and the freedom to
tackle them in any order.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Strange New Worlds&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;It’s a big galaxy out there,
with plenty of unexplored worlds. Almost every system has a planet you can land
on and explore, both on foot and in a powerful APC called the Mako. The Mako is
incredibly durable but handles like nothing you would expect from an armored
vehicle, bouncing around like a giant chunk of Styrofoam and grinding up almost
90 degree inclines. It’s more goofy than annoying most of the time but feels
very arcade like compared to the rest of the game.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY7vEmPBTgxr_RTKCfbZnNpOjm1Me8YbiQ4PCZ4QhjVMC4njhnT7bDYFpoXdiztIQg1iocy6QIUNovLmGX_J_LUjieYOVGxRKTz01zJjjlKJoZPg7XJFc509svtYYMUl3zoLyuhzY-moo/s1600/Sandworm.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY7vEmPBTgxr_RTKCfbZnNpOjm1Me8YbiQ4PCZ4QhjVMC4njhnT7bDYFpoXdiztIQg1iocy6QIUNovLmGX_J_LUjieYOVGxRKTz01zJjjlKJoZPg7XJFc509svtYYMUl3zoLyuhzY-moo/s400/Sandworm.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The Spice must flow...&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Unfortunately most planets
outside of the core story missions aren’t worth the trip. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Mass Effect’s&lt;/i&gt; unexplored
worlds are barren, featureless wastelands that feel like they were cranked out
in five minutes with a random terrain generator. Only the Mako’s own improbable
physics model makes it possible to clamber up and down the obnoxiously hard to
navigate valleys and mountains. There’s little to do but prospect the
occasional mineral node for a marginal reward and try not to get eaten by the
rare giant sandworm, which have the charming habit of randomly emerging
directly underneath your tank for an unavoidable one-hit kill. Many of the
alien sky-scapes are quite pretty though.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;You can also shoot through
the same few rooms over and over again. I’m not kidding. Each unexplored
world’s “dungeon”, whether a pirate base, rogue genetics lab, or lost colony,
has the exact same layout. I understand development resources for peripheral
content are limited, but this level of blatant recycling is ridiculous.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2cdSk4igbAetNSnSmRpSJzJ3AOpRNu4ygc_rQQXIIephFfwg_bEzEwo-_BTdpYHUwe3Bee_XSOgQlL4yfXfys84-G1YUXuefNJCCzJeFoDvQ72XJN_16CwCfdIdnCCd1NzZgKe7DGZ8I/s1600/Sidequest_Room.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2cdSk4igbAetNSnSmRpSJzJ3AOpRNu4ygc_rQQXIIephFfwg_bEzEwo-_BTdpYHUwe3Bee_XSOgQlL4yfXfys84-G1YUXuefNJCCzJeFoDvQ72XJN_16CwCfdIdnCCd1NzZgKe7DGZ8I/s400/Sidequest_Room.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Be prepared to see this room a lot if you do any side quests.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Set to Kill&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Combat is a significant part
of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect&lt;/i&gt;, and unfortunately
this is not the very best third person shooting you’ve ever seen. The cover
system gets the job done but could be tighter. Weapons, especially sniper rifles,
are aggravatingly inaccurate until you’ve made significant upgrades to your
skills and equipment. You can pause at any point to shuffle equipment, queue up
powers, and give commands to your teammates, which keeps things from getting
too out of hand.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Enemies with rocket launchers
or special tech or biotic powers can be dangerous but don’t coordinate with
each other. In outdoor areas they’re sniper bait, if you don’t simply vaporize
them with the Mako’s cannon. Indoors foes are a bit better about using cover
but still tend to trickle towards you a few at a time, letting your squad pick
them apart piecemeal. Victory yields the expected XP, levels, and points
applicable towards improving Shepard’s skills.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdrBih1Osx7NM7JIkKp_v-GfTs6yn8nu0wNInJMOO9ndCHOI9P8zCd_b4vdT2GTIli_H7Z0h5qxEZlTxqJ78RHr6uk4BYHzfkzJUQK5kMNTWpnfnA9WV_0OpWkkgsXipMI-I22Bs6us-8/s1600/SniperScope.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdrBih1Osx7NM7JIkKp_v-GfTs6yn8nu0wNInJMOO9ndCHOI9P8zCd_b4vdT2GTIli_H7Z0h5qxEZlTxqJ78RHr6uk4BYHzfkzJUQK5kMNTWpnfnA9WV_0OpWkkgsXipMI-I22Bs6us-8/s400/SniperScope.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;This guy picked a bad day not to call in sick.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The character development
system isn’t the most complex but still allows a degree of flexibility and
specialization. Improving an active skill usually also provides a passive
bonus, and there are never quite enough points to get everything you want. Squad
mates level up at the same time Shepard does, so you never need worry about
characters falling behind.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Making leveling systems work
in a game this non-linear is tricky, and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass
Effect&lt;/i&gt; attempts to remain challenging by having everything scale along with
you. XP and money rewards, equipment drops, and enemy strength all grow at the
same rate you do. This robs leveling up of some of its impact but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect’s&lt;/i&gt; free-roaming structure
makes it a necessary evil. It also keeps looting interesting by ensuring you’re
constantly finding slight upgrades, and you can conveniently recycle your old
junk into “Omni-gel”, a magic paste that picks locks, repairs the Mako, and
allow you to skip certain puzzles.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Engine Trouble&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;A few of the set pieces look
good, but many of Mass Effect’s environments are sparse and dull. The frame
rate was also surprisingly jerky at times for a five year old game. Loading
sequences disguised as painfully slow elevators are common.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_LgEifAEC9v1EomYdJm06TBjaFTFwiRlK7KyyPcdTswpY-jWHjuo4qwXexkU44zDuG8S2XGP9KqMgRjiD8UTeECRVvzlKKNMt56duUnzujIAArSC3owP-1vvjQtu_cGBLbyRr05Hgm8c/s1600/Air.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_LgEifAEC9v1EomYdJm06TBjaFTFwiRlK7KyyPcdTswpY-jWHjuo4qwXexkU44zDuG8S2XGP9KqMgRjiD8UTeECRVvzlKKNMt56duUnzujIAArSC3owP-1vvjQtu_cGBLbyRr05Hgm8c/s400/Air.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;For an armored vehicle the Mako can catch some serious air.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Moving from technology to
design one of the minor but ubiquitous problems &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect&lt;/i&gt; suffers from is a general lack of player feedback. It
can be hard to tell when you’re taking hits in combat, especially from
awkwardly animated melee enemies. The galactic map doesn’t tell you where
you’ve already been, and where side quest you’ve accepted can be found.
Character and power information is terse and vague. If an item gives me a bonus
of fifteen to power cooldowns, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;what
exactly does that mean&lt;/i&gt;? Fifteen seconds less? Fifteen percent? Does it
stack with similar effects? It’s a mystery.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Finally the equipment
interface is clunky. Equipping your team is a real chore, one that would have
been largely removed with a drag-and-drop paper doll interface. It’s still a
significant improvement from the original console interface but could have been
better implemented. Other PC specific upgrades, like hotkeys for player and
squad-mate powers, are more effective.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Away Team&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;color: black; font-size: 12.0pt; mso-themecolor: text1;&quot;&gt;Over the course of the game Shepard assembles a small group of human and
alien support characters. Two of them always accompany you in combat and they
can be chatted up between missions for tidbits about the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect&lt;/i&gt; universe. Voice acting is well above par and everyone
has a distinct personality and back-story, though as often as not it boils down
to complaints about their relationship with their parents.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxZgXAX4NgulvieMPIQZmSPtssqPoASnSWfpKqw8DXqkdwq-qEnLMa4Nlbd5bgQkdSs7GjaS0iAcjqjbYhLB4pf9s7-U3z83YsfCNbuk8dvOI6e1kYXSZ4Pi9VFoUOn2U7v9NLykyYSoc/s1600/Squad.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxZgXAX4NgulvieMPIQZmSPtssqPoASnSWfpKqw8DXqkdwq-qEnLMa4Nlbd5bgQkdSs7GjaS0iAcjqjbYhLB4pf9s7-U3z83YsfCNbuk8dvOI6e1kYXSZ4Pi9VFoUOn2U7v9NLykyYSoc/s400/Squad.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Krogan, like Wrex on the left here, are fiendishly tough to kill.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Your squad mates can
generally hold their own in combat. There’s an interface to micromanage them,
but I found it more trouble that it was worth and just let them do whatever
they wanted. They’re at their best when allowed to use their special powers
freely.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;I particularly enjoyed how
biotic characters would yank enemies out of cover and leave them flailing
helplessly in midair. There’s no damage from friendly fire, which is good because squad
marksmanship is a bit less impressive. I had my aim thrown off regularly by allies
shooting me in the back of the head.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;As you’ve likely gathered by &lt;span style=&quot;mso-bidi-font-style: normal;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot;mso-bidi-font-style: normal;&quot;&gt;ow&lt;/span&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt; Mass Effect’s&lt;/i&gt; gameplay, especially
its combat, is a bit uneven. Never outright broken or bad, but some elements
(like biotics) work a lot better than others (enemy AI, the Mako, etc.) The
greatest strength of the game comes from offering interesting, difficult
choices without a clear cut answer and letting you resolve them as you see fit.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 16.0pt;&quot;&gt;Prime Directive&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Rather than the standard
good/evil dichotomy Shepard’s actions are broken down a bit differently.
Talking down a frightened civilian waving a gun at you is a Paragon action.
Punching the man unconscious or shooting him in the hand to disarm him is a
Renegade response. The Paragon and Renegade bars fill up independent of one
another, unlocking new and generally beneficial dialog options as they do.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0UhC7SLPypCcrUSWRrTFhpE4BlchwyBnyqyqX3ZJxaoyosFRbUfge-AWzL1eeUp2PW50zdmG4fUJhIqHHVoQq0U8F9TNH4p4AD-jL0fqTey2KTamqQEI1fP5IUfkLzPXJPp3dRkBs9eM/s1600/DialogOptions.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0UhC7SLPypCcrUSWRrTFhpE4BlchwyBnyqyqX3ZJxaoyosFRbUfge-AWzL1eeUp2PW50zdmG4fUJhIqHHVoQq0U8F9TNH4p4AD-jL0fqTey2KTamqQEI1fP5IUfkLzPXJPp3dRkBs9eM/s400/DialogOptions.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Lets be honest. As a starship captain hitting on blue alien women is practically Shepard&#39;s job.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;It’s a well handled system.
Shepard never breaks character to act cartoonish evil or lawful stupid. Shepard
is a military agent on a save-the-galaxy mission, not a random adventurer or
mercenary, but how hard-ass, violent, or by-the-book Shepard acts is
up to you. You’re also free to approach each new situation on a case by case
basis. Unlike Bioware’s &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Old Republi&lt;/i&gt;c
games there is no penalty for acting against your dominant “alignment”.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The choices you’re called
upon to make over the course of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass
Effect&lt;/i&gt; have real consequences, including what major characters live or die.
Supposedly many of these consequences will carry over and affect the later
games in the trilogy. Having only finished the first game I can’t yet judge how
effective this is, but I’m looking forward to finding out.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The dialog is snappy and the
writing engaging, with bits of slightly self-aware humor when appropriate. It
holds to the level of quality we’ve come to expect from Bioware. Finally there
are a number of genuinely epic and memorable moments, especially towards the
last few hours.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzVI5Ketp_DKVW-rlvB7Tf5IM_hz58-0u1Kfqr5eHRF0QCbySBmJT8YLz4Nk8TQ49F2lNKNuWtQ5S-3trRnic9rumdC6uD8-N3rb6gkB7cCROnTsv0n8W1Z9k12HrDt3pH2zJpXYvjq0k/s1600/RedSun.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzVI5Ketp_DKVW-rlvB7Tf5IM_hz58-0u1Kfqr5eHRF0QCbySBmJT8YLz4Nk8TQ49F2lNKNuWtQ5S-3trRnic9rumdC6uD8-N3rb6gkB7cCROnTsv0n8W1Z9k12HrDt3pH2zJpXYvjq0k/s400/RedSun.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Bouncing off into the sunset.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;&lt;a href=&quot;http://www.blogger.com/blogger.g?blogID=5877976408882367988&quot; name=&quot;_GoBack&quot;&gt;&lt;/a&gt; &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;In spite of some general
gameplay and technical clunkyness &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Mass Effect&lt;/i&gt;
is still able to get by and then some on the strength of its writing, its
characters, and the vivid sci-fi universe it creates. The sequels supposedly
tighten up many of the gameplay elements I’ve complained about, and I’m deeply
interested in seeing if Bioware is able to make my decisions feel meaningful
when I import my save into ME 2. I’ll let you know as soon as I finish.&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Reasons to play: Galaxy
spanning adventure. Biotic powers are a hoot. Game asks you do make difficult
and interesting decisions.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Reasons to pass: Dull,
repetitive side quests. Moderately awkward combat. General lack of feedback.
Loading elevators everywhere.&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/346712335566705817/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/10/mass-effect-retrospective.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/346712335566705817'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/346712335566705817'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/10/mass-effect-retrospective.html' title='Mass Effect Retrospective'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguw_n2cZVPIBM43L_BiHpWhokhTKn4tUY-NYEc6nYsVYY6cU9WKFS5WXqvFurI0UWOARzqJ4ZzLmybZfPgMNxFocgFJ_T3tBRviCAHlAXATzSXQjmlvgWANc9Kg0UvSkLxbTu48jOJUa4/s72-c/Mass_Effect_title.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-2386408520382409712</id><published>2012-08-13T19:09:00.006-07:00</published><updated>2012-08-14T00:17:06.268-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Grimrock"/><category scheme="http://www.blogger.com/atom/ns#" term="Review"/><category scheme="http://www.blogger.com/atom/ns#" term="RPG"/><title type='text'>Legend of Grimrock Review</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvJozz88lW-e6kFOlBXvX5gjCHaEkrlYsW4iqGhU1l5t9rItKLo4kbMY0W3OMhm9vr1gvtdRIqo1jD_C6y0tycbRVX5-FIyH2d2H2xEvA41DtPjwaNd_fsOirpfCx0cTbbcWfgV82TepQ/s1600/Title.png&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvJozz88lW-e6kFOlBXvX5gjCHaEkrlYsW4iqGhU1l5t9rItKLo4kbMY0W3OMhm9vr1gvtdRIqo1jD_C6y0tycbRVX5-FIyH2d2H2xEvA41DtPjwaNd_fsOirpfCx0cTbbcWfgV82TepQ/s400/Title.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Computer RPG’s have changed dramatically since they first emerged in the eighties. The first entries in signature series like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Wizardry&lt;/i&gt;, and &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dungeon Master&lt;/i&gt; were shaped as much by technical limitations as by design choices. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;These  games were classics in their own time and are fondly remembered today,  but unfortunately they have not aged particularly well. For better or  worse game design and player expectations have changed dramatically, and  the hardware limits that shaped the industry at its birth have long  been exceeded. The brutal difficulty and obtuse design decisions of  early RPG’s make them inaccessible to most modern audiences.&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Wayback Machine&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Legend of Grimrock&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt; is the first game released by Finnish indie studio Almost Human. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grimrock&lt;/i&gt;  successfully embraces both the style and spirit of those earliest RPG’s  while being highly playable. The game is a triumph of accessibility,  retaining what made old school dungeon crawlers fun while presenting an  interface and difficulty curve in line with the best of modern gaming  conventions.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Grimrock&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;  takes place entirely within the confines of the cloud piercing titular  Mt. Grimrock. Periodically small groups of prisoners are given a royal  pardon, taken to the top by airship, and tossed down a pit into the  monster infested, trap riddled labyrinth below. None are ever seen  again, and your little band is next.&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Dungeon Crawling Fools&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Character  creation is quick, painless, and more or less intuitive. You create a  party of four from a handful of options like burly minotaurs, sneaky  lizard men, and the classic triumvirate of fighter/mage/thief. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;After  a brief and beautifully illustrated intro sequence your party is dumped  into the upper levels of the mountain with nothing to lose but their  lives and nowhere to go but down.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp4C9JUrfGsF1ryuIng6AVZcsKGsCavWcVKGdrqlePnOlZ0FXtutccvExNzeKPFav-EDqrch76_n_-W3BH-a2LYlMlrNXc4AYUrOLB8YTjpusLWxDTLvlJ0tOLXsqyN7ho2riC4sYgpxE/s1600/Skeleton.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp4C9JUrfGsF1ryuIng6AVZcsKGsCavWcVKGdrqlePnOlZ0FXtutccvExNzeKPFav-EDqrch76_n_-W3BH-a2LYlMlrNXc4AYUrOLB8YTjpusLWxDTLvlJ0tOLXsqyN7ho2riC4sYgpxE/s400/Skeleton.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;It&#39;s not an RPG without animated skeletons in it somewhere.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The mountain’s dungeons are built along a grid pattern a la &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Dungeon Master&lt;/i&gt;  and other similar classics. You can even turn off the handy automap and  chart the levels yourself with graph paper, if you’re so inclined. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Movement  is by discrete squares, one square at a time. Your understandably  anxious party sticks together in a two by two formation that occupies a  single square, which you control from a slightly abstract first person  perspective. The characters in front can attack with short range melee  weapons while those in the rear are free to sling spells and arrows from  relative safety.&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The  interface is intuitive and almost entirely mouse driven. Everything  happens in real time, including combat. When some horrible beastie comes  scuttling out of the dark you right click on your characters equipped  weapons to attack while maneuvering the entire party around with the keyboard.  You can toss and place any object you can pick up. Sadly there are no  landmines, but any object can be flung at foes and heavier ones will do  damage.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Short Rations&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Grimrock&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt; is pleasingly challenging but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;never &lt;/i&gt;unfair.  It will never, for example, trap you in a room full of poison gas with  no way out because you missed a hidden switch two levels ago. Food,  light, and carrying capacity are all limited and must be carefully  considered and constantly managed. Given that  you’re trapped deep in the bowels of a hellish murder-mountain there are  no shops, towns, or friendly NPC’s to be found so scavenging is a  must. &lt;/span&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;If you&#39;re willing search your environment  and use your brain you can find what you need and more. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5qaZOnVFdXVo7OwF5Jlnqvc7KSvXPu9zqWxYv2rrpWv0hcCocw9O2RyMTCzLPiatbTTo65dEQQBYZ4Ic62niQzWODDveBxUPfkmCOdoEHgRA9PFfXvioyrDOUZkjmGi6kRRtLorMS2GM/s1600/Dreams.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5qaZOnVFdXVo7OwF5Jlnqvc7KSvXPu9zqWxYv2rrpWv0hcCocw9O2RyMTCzLPiatbTTo65dEQQBYZ4Ic62niQzWODDveBxUPfkmCOdoEHgRA9PFfXvioyrDOUZkjmGi6kRRtLorMS2GM/s400/Dreams.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Voices in your dreams guide you ever downward.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Early  on your band of prisoners must rely on rocks and fists just to defend  themselves. The rusting swords and rotting leather armor you’d throw  away in other games is desperately needed survival gear inside Grimrock.  Most enemies only drop chunks of edible monster flesh if they leave  behind anything useful at all. You’ll be glad when you can finally equip  everyone with a pair of raggedy pants, much less magic swords and plate  mail.&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;The  game’s narrative is spare but effective. There are no info-dumps or  exposition laden cutscenes. Notes left by previous explorers and a  mysterious voice that visits you in dreams of grinding gears draw you  deeper and deeper into the mountain.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Sound  design is likewise lean but well designed. Aside from the main menu  there is very little music. The ambient background sounds of the dungeon  are delightfully spooky, punctuated by what sound like distant howls,  faint whispering, and the hum of hidden machinery. You can usually hear  monsters moving around long before you run into them, and the click of  panels or grinding sound of a wall sliding back heralds the discovery of  a new secret or a dangerous ambush.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Crab Battle Shuffle&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Combat  is a savage but oddly formal dance. Like your own party monsters are  restricted to grid-based movement and cannot move or attack diagonally.  Mobility is essential. Ranged attacks can and should be dodged simply by  side-stepping out of the way. Armor and defensive skills and spells  help, but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grimrock &lt;/i&gt;is built  around the expectation that the player will be moving the party around  to minimize the number of hits they take. Just standing toe to toe with  the tougher monsters and bashing away will get everyone killed in a  hurry.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIf9oGYePiYEftYEx1bwusjZo5xnIkPeAROD666QUruO-w_VnVJ9KSfnRrh5BVmhj8qOcKodPDRq2R5lXyTBipLDBsK1_0Dy1cBptU7MdFzbjE_SNgHAcZkYsh0AU8HTGR9BVcaddbeb0/s1600/CaveCrab.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIf9oGYePiYEftYEx1bwusjZo5xnIkPeAROD666QUruO-w_VnVJ9KSfnRrh5BVmhj8qOcKodPDRq2R5lXyTBipLDBsK1_0Dy1cBptU7MdFzbjE_SNgHAcZkYsh0AU8HTGR9BVcaddbeb0/s400/CaveCrab.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Ice spells freeze enemies like this Cave Crab solid. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Sometimes  monsters are polite enough to file down a narrow corridor into  the blades of your armored front rank warriors but you can’t depend on  it. Bigger fights are frantic brawls that have you dodging, spinning,  and hacking away, desperately trying to land hits and dodge attacks  while not getting flanked or surrounded. It’s critical to avoid exposing  your more vulnerable rear support characters to monster teeth and  claws.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;All  characters require a short rest after attacking, varying by weapon  speed and skills. This creates a natural rhythm of darting in to make  attacks and leaping away to avoid retaliation. If you need to swap  weapons, chug a healing potion, or change ammo types you’ll do it while  the monsters are still gnawing away at you. Anyone clamoring for hotkeys  or a turn-based combat mode is missing the point. The challenge of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grimrock’s&lt;/i&gt; combat comes from juggling attacks, movement, spell casting, and inventory management all at once, all in real time.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Spell  casting requires punching in a specific combination of runes on a  simple 3x3 grid. It’s a workable system and it’s fairly intuitive to  figure out the combination of new spells as you unlock them. Some sort  of spell book that recorded the combinations you’ve already discovered  wouldn’t have gone amiss, but you can always note them down by hand and  any one mage isn’t going to unlock more than a handful spells over the course of the game.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIAxISEiF_JXWhKPI9k_Yuf6FKFSdjiaXchG5VqmaKWw9HrhXpB7Tv0Fj053zVGQUOMkIHpzZxbZCoe_HgwdSkmpI_eSU6bI5aigrl91lQBqLt1JtWobNOsjU-cUXFN03CNxr13t6BBXQ/s1600/Dark.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIAxISEiF_JXWhKPI9k_Yuf6FKFSdjiaXchG5VqmaKWw9HrhXpB7Tv0Fj053zVGQUOMkIHpzZxbZCoe_HgwdSkmpI_eSU6bI5aigrl91lQBqLt1JtWobNOsjU-cUXFN03CNxr13t6BBXQ/s400/Dark.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Something&#39;s always scuttling out of the dark to turn you inside-out. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Few  combat spells require more than two runes but casting still requires  more mouse clicks and attention than just swinging a weapon. The correct  combination must be punched in every time single time you want to cast a  spell. The mechanics mean it’s difficult to play effectively with more  than one mage in your party. Spells are potentially very powerful  though, so this isn’t unreasonable from a balance standpoint.&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Devices in the Dark&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Puzzles  are the finely crafted core of the game’s challenge. The developers  continually come up with interesting ways to use and combine the basic  elements at their disposal. Buttons, switches, pressure pads, and  teleporters are all put to good use. The puzzles are less in the  abstract vein of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Myst&lt;/i&gt; and more along the lines of the tactile challenges of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Portal&lt;/i&gt;.  Disarming a trap or unlocking a door isn’t a matter of having a thief  with the right skills. You, the human player, need to find that hidden  button or throw those switches into the right combination.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Grimrock&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;  does a good job of slowly teaching you the rules that it operates by  and sticking to them over the course of the game. A combination of  careful exploration, observation, and logic usually get you through, and  it’s immensely rewarding when everything finally “clicks” and the way  forward slides open. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;I’d  encourage you to resist the temptation to use a walk-through, although  I’m forced to admit I got stuck once or twice and needed a hint.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHQ4nZE5LW-FuO0X-CEdX640sIPtKy9_pGJcG9RyvUyMVlczexTmQryWXOJ0_nVnVk-FOrme2ELJZJNO26HA9VvCuSfMGTSMAD1da6hAM_WVdPFCtkh-WDkUyePnWvjYw1w1vAtjLg4Dw/s1600/Ambience.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHQ4nZE5LW-FuO0X-CEdX640sIPtKy9_pGJcG9RyvUyMVlczexTmQryWXOJ0_nVnVk-FOrme2ELJZJNO26HA9VvCuSfMGTSMAD1da6hAM_WVdPFCtkh-WDkUyePnWvjYw1w1vAtjLg4Dw/s400/Ambience.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Even with it&#39;s limited tile set Grimrock manages a desolate and spooky atmosphere.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;There  are also dozens of optional secret areas hidden throughout the  mountain, full of valuable food, weapons, and other supplies. Few of  them are ever accessed the same way twice. You’ll need a sharp eye and a  keen mind to find them all, plus the patience to check hundreds of wall  segments for hidden buttons. &lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Last Torch&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Grimrock’s&lt;/span&gt;&lt;/i&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt; gameplay elements are deliberate and mostly carefully considered, but there are a few missteps.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;Most of these are oddities related to character development. For example in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grimrock &lt;/i&gt;ranged  attacks, be they arrows, spells, or flung rocks, always hit whatever is  in front of the party. You can’t miss with a bow unless the monster  steps out of the way. Strength boosts both melee and ranged damage while  Dexterity, the traditional ranged attacker attribute, affects &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;only melee&lt;/i&gt; accuracy and defense.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvRcgjJOpEbIuDhoWZTEw9imPvTk9OV-kBZHyLVni9aOeT9e3ycqSzKKVLA-cWECBuMV3DpaRBdFkrAZ1Wq4eTN0WRDV2xR_82C002cWNPY0BnfLb9wEmgN4ttbTHwoFd0HTnhMqqI8Gw/s1600/Skills.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvRcgjJOpEbIuDhoWZTEw9imPvTk9OV-kBZHyLVni9aOeT9e3ycqSzKKVLA-cWECBuMV3DpaRBdFkrAZ1Wq4eTN0WRDV2xR_82C002cWNPY0BnfLb9wEmgN4ttbTHwoFd0HTnhMqqI8Gw/s400/Skills.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Each class only has a few skills, but points to improve them must be spent with care. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Why  is it then that dumping points into the archery skill improves  Dexterity, a stat that archers counter intuitively have almost no use  for? It feels like someone missed a memo somewhere. Of course &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grimrock &lt;/i&gt;isn’t  the kind of game that requires perfectly optimized characters to  survive. Victory in combat is at least as dependent on the player’s  manual skill and what weapons and supplies they’ve wrested from the  dungeon.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;I feel like a bit of a jerk for even raising this point, but &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grimrock&lt;/i&gt;  is also a strictly linear game without a lot of replay value. This is  less a flaw and more the game’s own meticulously put together and never  randomized nature. It’s important to understand that &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Grimrock&lt;/i&gt;  is not a “Roguelike”, and will always be laid out the same each time.  Once you’ve solved the dungeons cleverly constructed puzzles, survived  its traps, and uncovered its secrets once they’re unlikely to be as  absorbing a second time around.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;This  accusation feels unfair, not the least because Grimrock offers at least  a strong 10-15 hours of high quality gameplay at a more than reasonable  indie game price. It’s unlikely that the average player will find all  the secrets and goodies in a single play-through and there are plenty of  valid party builds to try. There’s also a neat unlockable easter egg  mode that can make for an interesting and challenging replay.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSUaFTolGR-obbhRrvILdKBhTSelfW9tiuTH5jBrFqBJh1CeFD62YW70l5XhgdKydkPRdar1zzbHFGLIO0ueTaMaDcGA35QTrvPCeqKGyhVJsqaohB2ICHUZ9UL3mvD6zqqvPscTfZGto/s1600/Kraken.bmp&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSUaFTolGR-obbhRrvILdKBhTSelfW9tiuTH5jBrFqBJh1CeFD62YW70l5XhgdKydkPRdar1zzbHFGLIO0ueTaMaDcGA35QTrvPCeqKGyhVJsqaohB2ICHUZ9UL3mvD6zqqvPscTfZGto/s400/Kraken.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Release the Kraken!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Finally  the developers are hard at work on a very cool looking level editor  which they plan to release for free. This is an excellent decision and  will do wonders for the game’s longevity and community. The engine is  rock solid and perfectly suited for its intended purpose of dungeon  crawling. I’m already looking forward to seeing what sort of deathtraps  the fan community is able to create.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Reasons  to play: Smoothly and enjoyably meshes old school design with modern  hardware and sensibilities. Clever, satisfying puzzles. Challenging but  absolutely fair.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 12.0pt;&quot;&gt;Reasons to pass: A few odd systemic choices for character attributes and skills. Very linear, with low replayability. &lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/2386408520382409712/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/08/legend-of-grimrock-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2386408520382409712'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2386408520382409712'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/08/legend-of-grimrock-review.html' title='Legend of Grimrock Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvJozz88lW-e6kFOlBXvX5gjCHaEkrlYsW4iqGhU1l5t9rItKLo4kbMY0W3OMhm9vr1gvtdRIqo1jD_C6y0tycbRVX5-FIyH2d2H2xEvA41DtPjwaNd_fsOirpfCx0cTbbcWfgV82TepQ/s72-c/Title.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-4081224576094911379</id><published>2012-08-01T16:44:00.063-07:00</published><updated>2012-08-03T18:12:07.093-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Interview"/><category scheme="http://www.blogger.com/atom/ns#" term="Loadout"/><category scheme="http://www.blogger.com/atom/ns#" term="Previews"/><title type='text'>Loadout Interview</title><content type='html'>&lt;div class=&quot;MsoNormal&quot;&gt;Mark Nau is the creative director at Edge of Reality, a venerable and largely console focused studio with a release history going back to the Nintendo 64. Mark himself has worked on everything from Spiderman games and the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Call of Duty&lt;/i&gt; franchise to quirkier fair like the 1998 Hack-And-Slasher &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Die by the Sword&lt;/i&gt;. Mark has graciously agreed to talk with us for a bit about their upcoming fast-faced, highly customizable, free-to-play shooter &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Loadout&lt;/i&gt;.&amp;nbsp;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrGRDjTY6OhxDVr8pu-WZCI3GdfR131tKwyor7Q2_SUhdNtJb_a4N63fwrcVtLnIZM7kMTO3nGW8UNV7eci4YldDddZ_H1S36Fvw_7wy4hMchF8hnejXGmw6RfxoOV6M-Je8OFxAGXtW8/s1600/Boom.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;br /&gt;
&lt;/a&gt;&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDQ3LwGgD1kofliXzew6KrjtM0mPZMR0jP_CUnmWu1RzxYRHwKqc9ja_CVxxCs9FFtVQxaS6P0PgZXeYPCTpz1PwzpFByZAaYyRfGIuT5Qm8iZg9nsAUgPXspuNQ11_i-qrzdAJHasf0/s1600/Loadout-Wallpaper_1024x768.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDQ3LwGgD1kofliXzew6KrjtM0mPZMR0jP_CUnmWu1RzxYRHwKqc9ja_CVxxCs9FFtVQxaS6P0PgZXeYPCTpz1PwzpFByZAaYyRfGIuT5Qm8iZg9nsAUgPXspuNQ11_i-qrzdAJHasf0/s400/Loadout-Wallpaper_1024x768.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;True machismo needs no body armor&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;Tell us a little bit about &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Loadout&lt;/i&gt;. From the description it sounds like the highly customizable weapons are the stars of game.&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;Absolutely. That’s the centerpiece right there. Players can assemble all these different crazy weapon pieces together to make any weapon they want.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;And I’m not talking about just little number tweaks, either. I’m talking about “Hey I just made a sniper rifle that can shoot cluster-fire proximity mines!”&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;Many of Edge of Reality’s previous projects have been franchise based, with a single player emphasis. What made you guys decide to tackle a free-to-play shooter?&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;We’ve got an opportunity now to make a game we love. This game from start to finish was what we wanted to make. The team is making the game the way they want it to be made, because this is our baby. We’re making a kick-ass, high-action, multiplayer shooter with this outrageous weapon customization. And we’re doing it on our own.&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;Free-to-play is a great way an independent studio like us can fund an awesome game like Loadout and get it directly to the players.&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6BBsxGVulRaqYGb51MwYQuSzOyiVPWRvhPNPPQ4Ho2OEbyDcr5qNfUxNQQTYa2u4hBOL4uK1PUzELAxzMGTlavxTSqtBAhcqTXQRQCPh_FZFstZL0VF6nqqMdW6KN_0_Q1zdMhsY_S10/s1600/Guns.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;223&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6BBsxGVulRaqYGb51MwYQuSzOyiVPWRvhPNPPQ4Ho2OEbyDcr5qNfUxNQQTYa2u4hBOL4uK1PUzELAxzMGTlavxTSqtBAhcqTXQRQCPh_FZFstZL0VF6nqqMdW6KN_0_Q1zdMhsY_S10/s400/Guns.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr style=&quot;color: black;&quot;&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;You can only model so many AK-47s.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;What has most surprised you about developing a game like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Loadout&lt;/i&gt;? For example were there any gameplay or design issues that came as a complete surprise?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;When we were floating the idea of allowing players to make their own weapons from parts, with like a ka-zillion possible crazy combinations. The designers were all “This is awesome and fantastic and totally horrifying, all at the same time.” We thought we might have to back off, or severely limit the scope of creativity. But no. It’s full-on weapon invention. I’m amazed the team pulled it off, but it’s in there.&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;As Creative Director, what sort input do you get on game development? Do you wrangle other developers, do design work yourself, or some combination thereof?&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;I’m the head of the design department at Edge. My style is to find out places that obstacles exist and try to kick them down so the team can do its work. All the stuff in Loadout, that’s 100% the people on the team deciding how to make a great game.&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrGRDjTY6OhxDVr8pu-WZCI3GdfR131tKwyor7Q2_SUhdNtJb_a4N63fwrcVtLnIZM7kMTO3nGW8UNV7eci4YldDddZ_H1S36Fvw_7wy4hMchF8hnejXGmw6RfxoOV6M-Je8OFxAGXtW8/s1600/Boom.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrGRDjTY6OhxDVr8pu-WZCI3GdfR131tKwyor7Q2_SUhdNtJb_a4N63fwrcVtLnIZM7kMTO3nGW8UNV7eci4YldDddZ_H1S36Fvw_7wy4hMchF8hnejXGmw6RfxoOV6M-Je8OFxAGXtW8/s400/Boom.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;color: black; text-align: center;&quot;&gt;Fiery death is the best death.&lt;/td&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/td&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;Monetization of free-to-play games is a tricky and sometimes controversial issue. Can you share anything about how you plan to make &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Loadout&lt;/i&gt; fun and accessible when played for free while still tempting players to drop actual cash?&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;We’ve got a list of principles for monetization for Loadout. #1 is “The free player has an awesome time, feels like we’re treating him fairly, and tells all his friends that Loadout is the game to be playing.” Other games have shown that if you make a great game and people love it, they will be willing to pay money for cool extras, to show support, and to fine-tune their equipment. You don’t need a pay-to-win sledgehammer to get people to chip in.&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;Just from watching the videos many of the weapon types look exotic and quite creative. I saw electric beams, remote control missiles and scuttling explosive payloads, to name a few. &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Just for fun, do you have a favorite weapon component or combination?&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;I sure do! We even make “What’s your Loadout” video clips and post them on our YouTube channel. I just got done making a gun I call “Blue Balls,” because it shoots a huge scatter of bouncing blue balls that careen all around the level. It’s terrible for precise shooting or wide-open spaces, but total magic for close-quarters spray-and-pray.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;object class=&quot;BLOGGER-youtube-video&quot; classid=&quot;clsid:D27CDB6E-AE6D-11cf-96B8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0&quot; data-thumbnail-src=&quot;http://0.gvt0.com/vi/_RnwhsH9iWA/0.jpg&quot; height=&quot;266&quot; width=&quot;320&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/_RnwhsH9iWA&amp;fs=1&amp;source=uds&quot; /&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#FFFFFF&quot; /&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt;&lt;embed width=&quot;320&quot; height=&quot;266&quot;  src=&quot;http://www.youtube.com/v/_RnwhsH9iWA&amp;fs=1&amp;source=uds&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: black;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;color: blue;&quot;&gt;Thank you very much for your time. Best of luck with &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Loadout&lt;/i&gt; and your future projects!   &lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot;&gt;You can check &lt;a href=&quot;http://www.loadout.com/&quot;&gt;http://www.loadout.com/&lt;/a&gt; for future update and potential Beta access. &lt;/div&gt;&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/4081224576094911379/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/08/loadout-interview.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4081224576094911379'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4081224576094911379'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/08/loadout-interview.html' title='Loadout Interview'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTDQ3LwGgD1kofliXzew6KrjtM0mPZMR0jP_CUnmWu1RzxYRHwKqc9ja_CVxxCs9FFtVQxaS6P0PgZXeYPCTpz1PwzpFByZAaYyRfGIuT5Qm8iZg9nsAUgPXspuNQ11_i-qrzdAJHasf0/s72-c/Loadout-Wallpaper_1024x768.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-2106739485852762316</id><published>2012-07-10T21:58:00.000-07:00</published><updated>2012-07-11T21:56:22.858-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Review"/><category scheme="http://www.blogger.com/atom/ns#" term="RPG"/><category scheme="http://www.blogger.com/atom/ns#" term="Skyrim"/><title type='text'>Skyrim Review</title><content type='html'>Hey folks. It&#39;s been awhile since my last post, and I apologize for my prolonged absence. I&#39;ve been busy with classes and other responsibilities. To make up for it here&#39;s an epic length review of a massive game.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2l5FiV7WJ9R13DnAKzPA__1LxLLYO8g-d0-z2RDIfe9PUjF2_hrLCtvemRUhbh31J3Ys-IB66f1A-SAAjw1hmFzianPvQQJooMSQLNHJ-09PoC5C2EnWkpZ1Okd5YxKjy-HV7pilxDGA/s1600/logotype800px_530x275.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;207&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2l5FiV7WJ9R13DnAKzPA__1LxLLYO8g-d0-z2RDIfe9PUjF2_hrLCtvemRUhbh31J3Ys-IB66f1A-SAAjw1hmFzianPvQQJooMSQLNHJ-09PoC5C2EnWkpZ1Okd5YxKjy-HV7pilxDGA/s400/logotype800px_530x275.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; is the
latest installment in the “Elder Scrolls” series, a long running collection of
single player RPGs nearing the end of its second decade.&amp;nbsp; Series signatures include massive, content
packed worlds, character progression that breaks from the usual XP/Level
system, and (unfortunately) loads of bugs. On a more positive note Elder
Scrolls games are also renowned for their high level of fun, immersion, and mod-ability.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;The Orc with no name&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Like all Elder Scrolls games &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; starts with your anonymous character imprisoned and, this
time around, moments from execution. As this would make for an extremely short
game it’s no surprise that a massive dragon interrupts the headsman and allows
you to make a break for freedom. Dragons may be ubiquitous in many RPG
settings, but in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; they’ve been
mercifully gone for a great many lifetimes. One showing up from out of the blue
is unexpected, to say the least.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh59Zg8Cjk3fhQeH91NOtwLFv0Y__aZp8hLAgrF9WaY48lavo06IrrlliP2DvfxsR6WtOeYEw_AlD6XnY3AZ2GtonZZ0wxIiQhRUN-AvsQv_PVzAfmt_-5cavtK_Zlx3QwCZlGOxaSttIk/s1600/lake.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh59Zg8Cjk3fhQeH91NOtwLFv0Y__aZp8hLAgrF9WaY48lavo06IrrlliP2DvfxsR6WtOeYEw_AlD6XnY3AZ2GtonZZ0wxIiQhRUN-AvsQv_PVzAfmt_-5cavtK_Zlx3QwCZlGOxaSttIk/s400/lake.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Skyrim&#39;s wilds range from rolling tundra to icy wastes.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The introductory sequence also integrates character
creation, which has been vastly simplified from earlier Elder Scrolls games. There
are no stat points to assign and no fussing with class or skill packages. &amp;nbsp;You chose your name, appearance, and race and
you’re ready to play.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Race is the only choice at character creation with real impact
on gameplay. You can choose from the usual spread of human and elf subtypes,
along with a few more exotic options like lizard and cat people. Your choice
gives you some largely inconsequential skill bonuses and a unique ability or
two.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While a few racial abilities are more useful than others any
race can ultimately thrive at any play style. If you really want to break type
and play a Nord (Viking) thief or Khajiit (cat person) mage it’s entirely
possible to do so and thrive at it. Since you’ll be staring at your character
for a great many hours to come there’s nothing wrong with simply choosing a
character that looks as cool as possible and plunging boldly ahead.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;Brave New World&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
After dodging dragon fire and finishing a brief tutorial
dungeon &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; finally kicks you out
into a beautiful high-mountain meadow, hands you a lead for the main quest, and
tells you to go do whatever you please. It’s an intoxicating moment, and
usually the time you notice that great gods of graphics cards this game is
pretty. The world has a vast, open, semi-realistic design that’s a huge step up
from the series of corridors disguised as canyons that so many games pass off
as outdoors. If you can see a place on the horizon you can likely get there,
although you may need to get creative with the jump key to get up some of the
geometry.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
To give you a sense of the game I’ll briefly describe my
opening experiences:&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
So there I was, a wanted criminal stranded alone in a harsh
land. My skills and weapons were meager and my supplies sparse. A civil war was
brewing between the native Stormcloaks and Skyrim’s longtime Imperial occupiers
that threatened to tear the province apart. &amp;nbsp;Supposedly extinct draconic death-machines
could strike from the sky at any moment. Danger lurked around every corner and
my chances of survival seemed slim.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI6GpulClCLeKQZipyititWPiMXMdmc5b-wfcJl0hHpFHcKu_Yvmi4XHZhPbmnfSXGh3zj0nHBfNWhsO7VI18pks6YFTqKfAM9MPkbUKubQ-kbGIC-aIcmV2Nujn0rDj6Yke6LgDnlqRs/s1600/NortgLights.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI6GpulClCLeKQZipyititWPiMXMdmc5b-wfcJl0hHpFHcKu_Yvmi4XHZhPbmnfSXGh3zj0nHBfNWhsO7VI18pks6YFTqKfAM9MPkbUKubQ-kbGIC-aIcmV2Nujn0rDj6Yke6LgDnlqRs/s400/NortgLights.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Northern Lights&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
I elected to do the only logical thing and chase butterflies
in the sunlight. I was happy to find I could both loot and eat them, and spent
some time checking the meadows flora and fauna to see if they were poisonous
enough to kill me. A wolf pack that wandered by proved aggressive but
flammable.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
I eventually stumbled across a hunter with a small camp. I tried
to sell him my fine selection of charred wolf pelts and random insects and
plants, but he kept taking them from my inventory without actually paying me
for them. (This turned out to be a game bug, not robbery.) Sadly he then mysteriously
burst into flames while I heroically rescued his few valuables. Still in search
of a working merchant I decided to swim a rushing mountain river down to the
plains below, grabbing and eating live salmon from the waters and fending off
alpine crab attacks the entire way.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
At this point I realized several hours had passed, I’d
already encountered a couple of bugs, and I’d made no notable progress on the
main quest or any other. I was also having a tremendous amount of fun. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; is a game of constant distraction.
Ending the draconic menace can wait, and wait it will. You can take as much
time as you like to explore, make giant piles of dead guards, experiment with
alchemy, and sneak into people’s houses while they’re sleeping and replace all
their earthly possessions with cheese wheels.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The sheer size and scope of the world can be a little intimidating,
but it has a node based fast travel system like &lt;i&gt;Fallout 3’s&lt;/i&gt;. Any place you’ve
been before you can easily return to, and handy carriages will take you to any
major city for a modest fee. One of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt;’s
many pleasures is simply picking a random direction and hiking off into the
wilds to see what you can find. (Usually angry bears.) The ability to put down
your own map notes and waypoints would have been nice, but the system works
well enough.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;Nordal Kombat&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
While a stealthy character is extremely viable and a high
speech skill can save you a certain number of fights eventually you’re going to
want and need to murder someone. When that time comes you’ll quickly discover
that the beating heart of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim’s&lt;/i&gt;
combat engine is two fisted. You can hold a weapon, shield, or spell in either
hand and make use of both with the left and right mouse buttons. It’s a great
system, and quickly becomes second nature.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Bows and big weapons obviously take two hands to use, but
there’s a lot of fun to be found trying unconventional combinations. I found a
shield and an offensive spell surprisingly viable. The bold can always simply
wade in with a sword or fireball in either hand.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF5x25J0mgpNwpu_qSnTv0RNvH32_9R2Cb6uqqBhtr0SC7fkhsk9JYvMqG7it2CRFHVyTSXjlON8-JelbS9UExwNKijoALGbbrmNfZkE8gbCaZRvf8Y1RtLBGmNPbiFSptDQmlIR2Z7x4/s1600/Summoned.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF5x25J0mgpNwpu_qSnTv0RNvH32_9R2Cb6uqqBhtr0SC7fkhsk9JYvMqG7it2CRFHVyTSXjlON8-JelbS9UExwNKijoALGbbrmNfZkE8gbCaZRvf8Y1RtLBGmNPbiFSptDQmlIR2Z7x4/s400/Summoned.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Summoned creatures help even the odds nicely.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Health, mana, and stamina all regenerate naturally, slowly
in combat and rapidly when nobody’s trying to kill you. As a mage many early
fights boiled down to me emptying my mana at an enemy and then running away
until it recharged. Natural regeneration won’t save you from repeated hammer
blows to the face, but you rarely need to micromanage your basic resources
between fights. If you can survive an encounter you’ll be back at 100% by the
time the next one rolls around.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
If you are getting savagely beaten you can always pause the
game and chug as much healing potions and food as you want. I like to imagine
this translates to your character holding up one hand for a time out while
stuffing whole cabbages into their mouth with the other.&amp;nbsp; This can have some weird effects on combat
pacing and difficulty.&amp;nbsp; Tough fights take
on a stutter-stop feel as you constantly pause the action to root through your
inventory and replenish yourself. So long as you have a decent stock of
consumables and the enemy can’t kill you with a single hit you rarely need
worry about death.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;Dragon Slayer&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Dragons are usually endgame enemies, but in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; you’re dealing with them from Day
One, 8:00 AM. These beautifully animated battles are epic in scope and easily
one of the highlights of the game. Nearby guards and even bandits and monsters
tend to drop whatever they’re doing and join in. It’s not unusual to come
across an attack already in progress, burning corpses and all.&amp;nbsp; A tremendous amount of effort was clearly put
into making sure you feel like you’re trying to bring down something
appropriately big, mobile, and dangerous.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG-VVhzZMuPXoQPLJUs9J_CerMb32fdnSRw9WIPMEW0GiDKuXeevIusp73jLHhVdXY0U-uVcHxU5Ez3KU-2aOYE-jyzNAdFXC1oXKX_SIbSAJNAn8_2alsOfWom-yojlGSR8rR9W_NjqQ/s1600/Zap.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG-VVhzZMuPXoQPLJUs9J_CerMb32fdnSRw9WIPMEW0GiDKuXeevIusp73jLHhVdXY0U-uVcHxU5Ez3KU-2aOYE-jyzNAdFXC1oXKX_SIbSAJNAn8_2alsOfWom-yojlGSR8rR9W_NjqQ/s400/Zap.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Now this is what RPGs are all about.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&amp;nbsp; &lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Dragons fully exploit their ability to fly, and grounding
one down requires judicious use of arrows or spells. Their bat-like body
structure makes them slightly more awkward on the ground, but they can still
grab humanoids in their jaws and toss them around like ragdolls. It’s hilarious
when they’re gobbling down guards and terrifying when you’re the one between
their jaws.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Designing fights against giant creatures that don’t just
feel like you’re stabbing at their toes has always been tricky.&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt; Skyrim&lt;/i&gt; succeeds brilliantly.&amp;nbsp; When the epic theme music kicks in and you
hear that distinctive roar you’ve got to fight. &lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;Battle Cries&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
As the plot quickly reveals your character is the
“Dhovakin”, the only one able to slay a dragon permanently and absorb its soul.
Dragon souls are then spent to unlock the “Dragon Shouts” you find carved on
ancient rune walls scattered across the world. Dragon Shouts are discrete from
normal magic and useable by any character. They represent a goodie bag of fun
and powerful abilities that nicely reward both dungeon crawling to learn new
Shouts and slaughtering dragons to unlock them.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The now meme-worthy&amp;nbsp;
“Fus-Ro-Dah” (Force-Balance-Push) Shout hurls people bodily through the
air, and need only be combined with a high place for instant hilarity. Other Shouts
encase enemies in ice, send them fleeing in fear, or do otherwise unique things
like clearing the sky of rain and snow.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
You equip and use Shouts independent of
your normal weapons and spells (because you’re shouting them, not holding or
casting them with your hands, see?) and &amp;nbsp;all
Shouts share a collective cool down,&amp;nbsp; so
knowing which Shout to ready and when to hurl it is an important tactical
consideration.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
You can recruit a host of different followers, but only one
at a time. Backup in combat is always handy but they seem to have trouble
spotting traps and make sneaking difficult. Once killed they can’t be
resurrected (save as a zombie, if you’ve got the appropriate spells) so I
elected to leave them at home most of the time and use expendable summoned
demons for my dirty work.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There&#39;s no shortage of dirty work that needs doing. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; is crammed with content. The main
quest line is actually one of the weaker parts of the game, but if you run
through it at a dead sprint you’re doing Elder Scrolls wrong. Indeed I
challenge anyone to focus on any one thing for any length of time in this game.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Aside from the main quest there’s an entirely optional Civil
War to sort out, four major guilds with their own extensive quest lines, and
hundreds upon hundreds of side quests. Many are procedurally generated and
basically just exist to point you to some dungeon or another, but you really
can’t expect to ever complain about running out of things to do.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIMqtMxxg4M5Gt1uLxxo_g2xDKAQMNeRMRQq4eQEtX6Oh08ySXcXGTvR8Ka3eNaNpnQXSHh7V82KAvJzLbWQKH2a6l2B7cK1YUnS7kp665Pgs72w_uziFsh8d55RaaTbmtdx_c_-ts0pY/s1600/Ambience.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIMqtMxxg4M5Gt1uLxxo_g2xDKAQMNeRMRQq4eQEtX6Oh08ySXcXGTvR8Ka3eNaNpnQXSHh7V82KAvJzLbWQKH2a6l2B7cK1YUnS7kp665Pgs72w_uziFsh8d55RaaTbmtdx_c_-ts0pY/s400/Ambience.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Underground barrows teem with treasure, the undead, and spooky ambiance.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The land is sprinkled with scores of caves, forts, ruins,
magic outhouses, and so on. You’re constantly tripping over them as you wander
through the countryside, tempting you to explore as you pass. Each of these
scenic lairs is invariably infested with bandits, vampires, C.H.U.D’s, trolls,
evil mages, giant spiders, undead Vikings, and other undesirables. Each offers
a nicely self contained 20-40 minutes of adventure, combat, and worry free
pillaging, with the occasional light puzzle solving.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There’s obviously a lot of art and asset re-use, but almost
every dungeon manages to have a unique layout and most have interesting story
or game play elements. While generally linear each dungeon also dumps you back
out near the entrance after you plunder the cache of loot at the end. This is
not realistic, but it is good game design.&amp;nbsp;&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;Learning by doing (bad things to people)&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Like previous Elder Scrolls games &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; dispenses with experience points and has you improve by
doing. Shoot a bunch of guys with bows and you’ll get better with bows. Cast a
bunch of healing spells and get better at healing magic. Pick a bunch of
pockets and get better at putting your hands down the pants of strange Orcs. With
no class or statistical restrictions every character has access to every skill,
so if you want to be a master magician who also picks locks or wears heavy
armor go for it.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
If you play normally the system makes character growth feel
organic, but it does lend itself to a certain amount of abuse and blatant grinding.
The most efficient rout to ultimate power is not necessarily plundering ancient
crypts or battling fearsome foes, but standing in a muddy streambed letting a
large crab pinch your toes, healing yourself with one hand and blocking its
attacks with the other. Why? Because you’re leveling your armor, block, and
healing skills, that’s why.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnc3NJ3Ti0oUfC_HEmavKhm5IIJ00pvMPOvgfTGp64a99U6Y5TJzUvsOZLquj_7TtefkpgQauhuyzKud8fJrx283XoGJXv9BNaWAGA5rv97IspuUCMca1qZccptD9jQQSXsn-yDuZMltk/s1600/Sheogoth.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnc3NJ3Ti0oUfC_HEmavKhm5IIJ00pvMPOvgfTGp64a99U6Y5TJzUvsOZLquj_7TtefkpgQauhuyzKud8fJrx283XoGJXv9BNaWAGA5rv97IspuUCMca1qZccptD9jQQSXsn-yDuZMltk/s400/Sheogoth.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;A few fan favorite characters return, like the ever lovable Lord of Madness.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&amp;nbsp; &lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Any character can max out any skill, although some skills
(especially primary combat skills, which require live enemies) are more
difficult to improve than others. True character customization and growth comes
from sinking your Perk points (earned at a rate of one per level) into the skill’s
unique Perk tree. Perks are game changers that open up new abilities and define
your play style, like zoom and slow-mo with a bow, a rushing shield bash, or
improved damage with fire spells.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The absence of experience points also means that most quests
simply award gold and/or loot. If you’re an obsessive looter (like me) then
gold is a non-issue for most of the game, and this all makes quests a bit less
rewarding. There aren’t a lot of cash sinks in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt;, partially because the game’s streamlined out some of the
RPG busywork.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Weapons and armor require no care or maintenance, and health
and mana all recover quickly on their own. &amp;nbsp;Aside from more skill training and spells I
didn’t find much worth buying that wasn’t already lying around free to take. Players
less likely to end up on A&amp;amp;E’s Hoarder’s might find quest rewards more
useful.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;Running to stand still&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
One quirk of the leveling system is that as you level up,
many parts of the world scale up in difficulty along with you. It’s not nearly
as jarring as in earlier games but it is noticeable. Plain old vanilla Bandits
start to be accompanied by, say, Bandit Facebreakers, and eventually Bandit
Murderkings. Weaker enemies never disappear entirely so you do get a sense of
progression, but most of the major enemy types come in several distinct tiers.
Higher end foes start to sport truly ridiculous health pools.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The appearance of
tougher enemies is based on your overall level, not your combat abilities. It’s
important to keep this in mind, because it means that while you’re honing your
lock-picking and practicing your alchemy your enemies are getting better at
beating you to a pulp. If you haven’t been keeping up your combat skills tight
dungeon corridors and linear design can still turn these areas into grueling
slugfests. &amp;nbsp;Characters will likely want
to focus on at least one primary combat skill to ensure survival. &lt;a href=&quot;http://www.escapistmagazine.com/articles/view/comics/critical-miss/9245-Skyrim-Tales&quot;&gt;Remember, the Draugr are training.&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Any character can pick up and use any item, so quest rewards
and loot scale based on your level as well. You can’t simply memorize the
location of the Kill-everybody sword and run there thirty minutes after
starting a new game, which was entirely possible in earlier games. More
powerful equipment won’t even start to appear until you’ve reached a sufficient
level.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhuOnoonWXPJ-2qJVdnDdgda1Cm3xs4ck2YMdGB1wXD_8u5D29Z5CqYUERXBUZ5RgcA2_BlmjhRmQb78jgetxVxOKRrJvEkyfF0FdtkE2oZLlmtbZNWK8zSWxh7gzEV44LqgqclDxrMmg/s1600/GiantvDragon.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhuOnoonWXPJ-2qJVdnDdgda1Cm3xs4ck2YMdGB1wXD_8u5D29Z5CqYUERXBUZ5RgcA2_BlmjhRmQb78jgetxVxOKRrJvEkyfF0FdtkE2oZLlmtbZNWK8zSWxh7gzEV44LqgqclDxrMmg/s400/GiantvDragon.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Giants are tough. Even this dragon should think twice before pressing his attack.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
All this can make for an unwieldy difficulty curve. I was
able to steamroll most early encounters, but by the midgame I was spending a
lot of time playing keep-away from foes who took several minutes to kill and
could drop me in one or two hits. In a classic Elder Scrolls moment I dug into
the pile of raw materials I had stashed, churned out a few hundred iron
daggers, and then burned up several dozen of the cheapest soul gems to enchant
each of them.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The point of all this was to max out my blacksmithing and
enchanting skills, and then swap my flimsy mage robes for a set of custom
crafted magic armor so powerful I never replaced it for the rest of the 40+
hours I spent in &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt;. If I had
wanted to be truly abusive I could have made entire schools of magic free to cast,
made weapons that paralyzed enemies while healing me, and other brokenly powerful
stuff. For all I’ve harped on the difficulty curve it’s possible to use the
crafting skills to break the game over your knee. It could be argued that this
is what the Elder Scrolls series has always been about.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;Trouble in Valhalla&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; is an
amazing and absorbing game, but it does have some considerable design flaws.
Chief amongst these is that inventory management is pure hell. The default UI
is clearly designed to accommodate console users and is agonizing for anyone
using a mouse and keyboard. Everything you own is dumped into a long
alphabetized list of names with limited filtering. You’re forced to scroll
through the whole thing, starting at letter A, every time you want to change
gear, use a potion, ready a spell, or otherwise get any &lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;goddamn thing done&lt;/b&gt;.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There are limited hotkeys, but they were so poorly explained
I had to check YouTube to figure out how to use them and they don’t really work
with dual wielding or casting. After the hundredth time pausing the game to
scroll through dozens of names I would have cheerfully killed for a grid and
mouse based inventory.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Characters are also fairly restricted in the amount of
weight they can haul around, especially in the early game. As a compulsive
looter and scavenger I had to spend a disproportionate amount of time grappling
with the horrible inventory interface to sort, stow, and toss junk. Even I was
forced to admit I probably didn’t need to be carrying that many brooms and
potatoes and start paying attention to the value/weight ratio of stuff. To
exacerbate the problem most merchants only keep a limited amount of gold on
hand. Liquidating your loot can require a tour of the entire province.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/Vcx6UbMCtfI?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt;, very much
in character for the Elder Scrolls series, is also a buggy game. Playing months
and a good number of major patches after release I was still encountering
broken quests, weird NPC behavior, and in one case a mob of un-killable guys
with the same name all standing waist deep in the ground. There’s nothing
game-breaking and performance was generally stable, but be prepared for a
constant stream of oddities, minor annoyances, and general weirdness. &amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;span style=&quot;font-size: 14pt;&quot;&gt;World without End&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Once you acclimatize to this &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; is a world that’s packed with flavor and life. NPC’s follow
regular schedules and chat with one another. The wilds are full of wandering
ambient life and events already in progress when you ride by. Dozens of
surprisingly well written in-game books flesh out the world and provide
optional back-story. Most importantly people heckle you if you’re running
around naked, which is always nice touch.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
It’s not quite total freedom. A lot of the plot critical
NPCs can’t actually be killed before their time. Your ability to enforce
permanent change on the world is limited. You can’t, for example, clear a fort
of bandits and then hire soldiers and workers to repair it into your personal
fortress. Even completing the civil war &lt;a href=&quot;http://www.blogger.com/blogger.g?blogID=5877976408882367988&quot; name=&quot;_GoBack&quot;&gt;&lt;/a&gt;just changes the
uniforms of the guards in half the towns. &amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
When you’re tired of being a roving heavily armed
murder-hobo you can settle down, buy a house, and even get married. None of
this is crucial, but it’s a great touch and provides some worthwhile benefits. As
a compulsive hoarder my home quickly became crammed with junk which my spouse
dutifully tolerated, kicking her way through the piles of discarded shields,
books, and dragon bones to get around. Amusingly any marriageable NPC can be
convinced to fall for you regardless of gender. Make sure you’re ready to spend
the rest of your life with that particular elf though, because &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; doesn’t allow divorce or
re-marriage.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijrNnJt9l5_bx_0_AShq9fvFQjAdHtVpQH0jsFpgPH4iHBhYfgHj4psTCQK9blAZMM_RW1DlQTQkCM4DaT9Au34KRByH_NGfX1k5M5fpxWoh_YXHOmFd5cJC_XcWo7erB2mUTTFumCNsg/s1600/ReallyPretty.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;480&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijrNnJt9l5_bx_0_AShq9fvFQjAdHtVpQH0jsFpgPH4iHBhYfgHj4psTCQK9blAZMM_RW1DlQTQkCM4DaT9Au34KRByH_NGfX1k5M5fpxWoh_YXHOmFd5cJC_XcWo7erB2mUTTFumCNsg/s640/ReallyPretty.bmp&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Sometimes you just need to stop and admire the view.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Finally, do yourself a favor and play this game on a PC. If
you don’t own a machine that can run it, wait till you do. Why? Mods.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Like &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Morrowind&lt;/i&gt; and
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Oblivion&lt;/i&gt; before it &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt; hosts a huge and thriving mod
community. A few of my favorite include &lt;a href=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=8122&quot;&gt;Sky UI&lt;/a&gt;, which totally revamps the
inventory into something actually useable, a giant compilation of fan made bug
fixes, and&amp;nbsp; a mod that lets you spend
Dragon Souls as an alternative to perk points. While there are certainly a lot
of junk and borderline creepy mods out there the community is generally good
about up-voting the coolest and most useful ones, and Steam makes installing
them a snap. Collectively they afford &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt;
a degree of flexibility, utility, and constant free new content rarely seen.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Ultimately I’ve sunk far, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;far&lt;/i&gt; too many hours into &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Skyrim&lt;/i&gt;
not to honestly recommend it. It’s the kind of game you can play for months, if
not years, and never truly finish. Anyone who enjoys RPGs and games in general
should strongly consider getting it, if they haven’t already.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to play: Massive, beautiful, expansive world. Tons
of content. Dragon battles. Shout people over cliffs.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to pass: Awful inventory UI. Loads of minor bugs and
general weirdness. Character progression system can create awkward difficulty
curve.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Note: I played on the fourth most challenging out of five
difficulty levels. The difficulty curve issues I’ve noted are likely much less
notable at lower levels.&amp;nbsp; &lt;/div&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/2106739485852762316/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/07/skyrim-review.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2106739485852762316'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/2106739485852762316'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/07/skyrim-review.html' title='Skyrim Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2l5FiV7WJ9R13DnAKzPA__1LxLLYO8g-d0-z2RDIfe9PUjF2_hrLCtvemRUhbh31J3Ys-IB66f1A-SAAjw1hmFzianPvQQJooMSQLNHJ-09PoC5C2EnWkpZ1Okd5YxKjy-HV7pilxDGA/s72-c/logotype800px_530x275.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-4164671002299226540</id><published>2012-05-03T02:25:00.000-07:00</published><updated>2012-05-03T15:13:13.500-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Bulletstorm"/><category scheme="http://www.blogger.com/atom/ns#" term="FPS"/><category scheme="http://www.blogger.com/atom/ns#" term="Review"/><title type='text'>Bulletstorm Review</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWchY0t_JwuAY5HIGbT5oMg3_wC4vGzpUWb5xV_45HjvcL-uWnslF9gCEDQ4DG-fDdDhSp2QcUVhBPn56eJQ8vvSRr2mP6ZBlTu-7S4j1PCzBY0pXbIfrCLgJ0lsMLcTtvcs7TyKvp3ZI/s1600/Name.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;198&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWchY0t_JwuAY5HIGbT5oMg3_wC4vGzpUWb5xV_45HjvcL-uWnslF9gCEDQ4DG-fDdDhSp2QcUVhBPn56eJQ8vvSRr2mP6ZBlTu-7S4j1PCzBY0pXbIfrCLgJ0lsMLcTtvcs7TyKvp3ZI/s400/Name.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&amp;nbsp;

&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; is a
high action FPS from Polish based developer “People Can Fly”, perhaps best
known for its old school shooter &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Painkiller&lt;/i&gt;
and the work they did on the PC version of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Gears
of War&lt;/i&gt;. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm &lt;/i&gt;takes more
after the Painkiller school of gameplay than Microsoft’s cover based shooter,
bringing a frantic energy to the increasingly stale conventions of the modern
linear, cinematic shooter. The game is a lively, gore-spattered, obscenity
riddled thrill ride with tremendously satisfying combat mechanics and a
breakneck pace that rarely lets up.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;


Made for TV&lt;/h3&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm’s &lt;/i&gt;story
is straight from a Sci-Fi channel movie, but the strength is in the telling
rather than what’s being told. You play as Grayson Hunt, member of a futuristic
and morally suspect special-ops team called Dead Echo. The game doesn’t just
tell you these things however. It doesn’t even show you. It has you &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;do&lt;/i&gt;.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
When sent to kill a man who turns out to be an innocent
reporter documenting Dead Echo atrocities the game doesn’t just show via passive
cut-scene. The game has you, the player, walking down the side of a skyscraper
in gravity boots and pulling the trigger yourself. Flashing forward 10 years to
Grayson as a drunken pirate the game doesn’t just &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;tell&lt;/i&gt; you that Grayson is now a hunted man, but has you physically
booting a bounty hunter into the airlock and flushing the luckless lowlife out
into space.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijxhM8ARBr0i02mRIfh8mhiluQ3AVAAdJx-Qxrs_1qRxHV064MjSOg5GPs9QyLHtd4xoDJQYB7_4D6xQ9USdwDpGV5ksYTU6dkPYJD5ulQ9GeWJFJMX2V06F_PVJ3iVT6FWclAJ4q8ZCs/s1600/Pretty.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijxhM8ARBr0i02mRIfh8mhiluQ3AVAAdJx-Qxrs_1qRxHV064MjSOg5GPs9QyLHtd4xoDJQYB7_4D6xQ9USdwDpGV5ksYTU6dkPYJD5ulQ9GeWJFJMX2V06F_PVJ3iVT6FWclAJ4q8ZCs/s400/Pretty.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;This game has &lt;i&gt;really&lt;/i&gt; pretty backdrops.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWbj2h43Z4SCeNKnkIjodqoUKN-xxkVn4Be18Gs-_tkk-qIKZRvw9UCIRobhuWwxJ1AD14I_91nCwW-hGpiyNsxj9Mxl7yUMqDDB3O_eCAdNUWHZJuASwQ7hYUqb_MIbCdKuH4VhFXtJ8/s1600/Grindwheel.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
When Grayson spots the much more powerful ship of his former
commander, the deliciously foul mouthed and repugnant general Sarrano, you don’t
just watch a cinematic space battle. You get an up close view manning the
turrets as Grayson’s suicidal attack run cripples both ships and sends them
crashing to the desolate planet below.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The strength of games as a medium has always been their
level of immersion and interactivity. This goes double for FPS games, which can
achieve a level of direct intimacy that’s hard to beat. Like the &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Half-Life&lt;/i&gt; series before it &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; recognizes this and
capitalizes on it to plunge you neck deep into the action. After all, why just &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;show&lt;/i&gt; the player something when you can
let them do it themselves?&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXuEP5v7Ql9ZPuIYTpWx31QEcgK7S3E7YQA9wpNIrIIcdk54qcfg29YoxCfuNyOXKE_f7xgggXg-PzzkVwAjaMFdKHYHSoKvx1vt_liQZ_mHtG10cqmWKZQ1NGg_VJN2QAJ6-jaAsIJQI/s1600/RealPretty.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXuEP5v7Ql9ZPuIYTpWx31QEcgK7S3E7YQA9wpNIrIIcdk54qcfg29YoxCfuNyOXKE_f7xgggXg-PzzkVwAjaMFdKHYHSoKvx1vt_liQZ_mHtG10cqmWKZQ1NGg_VJN2QAJ6-jaAsIJQI/s400/RealPretty.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;I mean flat-out gorgeous.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The planet Grayson finds himself stranded on proves to have
once been a holiday resort for the rich and powerful.&amp;nbsp; Today it’s a hellish but still beautiful
place crawling with murderous gangs, feral mutants, and giant carnivorous
plants battling one another through the gaudy ruins. Fortunately combat is one
of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm’s&lt;/i&gt; greatest strengths.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;


Whipping it good&lt;/h3&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
This is the kind of game where simply shooting your enemies
to death in center mass is not only ineffective but creatively bankrupt.
Grayson, while not able to leap or climb outside of scripted sequences, is
fast, resilient, and highly mobile. Success in combat comes from capitalizing
on your abilities and weapons to move yourself out of harm’s way while flinging
your enemies into it.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Grayson’s a formidable man without even needing to pull a
trigger, possessing a powerful melee kick that sends enemies hurtling backwards
and a ridiculously fun ground-eating slide maneuver. Early on you also gain
access to a sort of “energy whip” that can grab people and objects and yank
them through the air towards you. Anyone hit by whip, boot, or slide becomes
trapped in slow motion and surrounded by a distinctive blue glow for several
seconds, giving plenty of time to line up precision shots or redirect them into
one of the many, &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;many &lt;/i&gt;hazards that
litter &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm’s&lt;/i&gt; battlefields.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdDmsw30zAltrs5bWQaFzN60WAuTFjxOcQO_6luEfbXS0jcVw5A16xRAXojZMUD8J17iylDhS-tlSYWbdEljEm0R0yxQUfa1OwQHj4ljBLsElSu_wa0diRglFwQCSO_ABR4DrfYmsm95k/s1600/Flying.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdDmsw30zAltrs5bWQaFzN60WAuTFjxOcQO_6luEfbXS0jcVw5A16xRAXojZMUD8J17iylDhS-tlSYWbdEljEm0R0yxQUfa1OwQHj4ljBLsElSu_wa0diRglFwQCSO_ABR4DrfYmsm95k/s400/Flying.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;He&#39;ll be fine. The ground will break his fall.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
And what hazards they are, from the classic explosive
barrels and lethal falls to impaling cacti and spores whose fumes trigger
indiscriminant berserker rage. The world around you is easily as lethal a
weapon as the gun in your hand, if not more so. Combat is not a deliberate,
tactical skirmish but a savage, highly kinetic brawl. Using the environment and
your abilities to creatively and messily dispose of enemies is immensely
satisfying, and a good way to save ammo too.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Grayson is such amobile, and resilient character that
hiding behind cover feels like a waste. It’s more effective to slide around
dodging fire, especially if most of your enemies are flying through the air
themselves from a case of boot-to-the-face. Health regeneration feels just
right, allowing you to throw yourself into the thick of combat but not to be careless.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfGED0Zhrgjx1FDkLHinabPqbs6VCwcqESbxboMtZzEdH0754YaXH4WxjO7iffTJjaKsh9KxMkhI4SUW_u7eDQPKa2OJV0G224jjlq4u2bT0kpg7Ad5rbJtQmNRKWNVu35PIlifkOMywg/s1600/Zap.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfGED0Zhrgjx1FDkLHinabPqbs6VCwcqESbxboMtZzEdH0754YaXH4WxjO7iffTJjaKsh9KxMkhI4SUW_u7eDQPKa2OJV0G224jjlq4u2bT0kpg7Ad5rbJtQmNRKWNVu35PIlifkOMywg/s400/Zap.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Fwzaaapppp!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The gloriously destructive “Thumper” ability deserves
special mention, snapping every nearby enemy into the air to splatter against
the ceiling or hang helplessly suspended. It’s tremendous fun to use and a
great way to even the odds in the larger and more frantic fights. Thumper
charges are appropriately expensive for their power, but have the potential to
earn back their cost and more if used skillfully.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;


Skill Kill Kult&lt;/h3&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
You see&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt; Bulletstorm&lt;/i&gt;
awards points on every kill. These points are then spent at “Dropkits”
scattered across the planet on an assortment of ammo types and weapon unlocks.
Simply shooting an enemy to death provides a piddling bonus but performing a
“Skillshot”, or killing an enemy in a challenging or creative way, earns you
significant rewards. The game encourages you to continuously try new weapons,
tactics, and techniques in combat, rewarding you for being awesome and
skillful.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Some Skillshots are environmental based, like kicking an
enemy into a fire or off a cliff. Impaling a thug on a giant cactus spine nets
you the “Pricked” Skillshot. Others are dependent on stunts with a particular
weapon, firing mode, or enemy. Shooting a howling mutant in the groin and then
the head earns you the “Mercy” Skillshot. (And gives you an idea of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm’s &lt;/i&gt;juvenile but still
entertaining humor.)&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfoagobydmOE562K7S7GhYbODrAgxDzJkWburOi7h6IVhdFyWqVH4CCWpcbeG-7e0Ksk8Gt8xdBkRFOB9eV7txq639h9a1-AVin1FRRY76j12aFMyUf2hYUvzAz6GfLw9CfJC9nbB0S44/s1600/Skillshots.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfoagobydmOE562K7S7GhYbODrAgxDzJkWburOi7h6IVhdFyWqVH4CCWpcbeG-7e0Ksk8Gt8xdBkRFOB9eV7txq639h9a1-AVin1FRRY76j12aFMyUf2hYUvzAz6GfLw9CfJC9nbB0S44/s400/Skillshots.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Skillshots pay the bills.&lt;/td&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/td&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Not every Skillpoint comes from combat. First person games
have grappled with getting the player to look where they want them for ages.
There’s no point in putting a lot of effort into a detailed set piece if you
can’t guarantee the player won’t be off in the corner grubbing for ammo when it
plays out. That’s why so many FPS games just use cutscenes or lock your view in
place for certain sequences.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; deals
with this particular problem in a clever and rewarding way. When something
dramatic is about to happen the game gives you a quicktime prompt. Hitting the
button locks your view onto whatever is exploding, on fire, or coming to kill
you (or all three). The faster you react, the more free Skillpoints you’re
awarded. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; literally pays
you to pay attention.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
There are dozens of possible Skillshots, ranging from the
very easy to the highly tricky and situational. You’ll discover a lot of them
just through luck and chance but the reward for pulling off a new one makes
them well worthwhile. You don’t need to obsessively try to unlock every single Skillshot
to succeed, (indeed you can generally scrape by with the ammo enemies drop and
the rare supply crate) but most of the really fun alternate fire ammo charges require
a steady stream of points to afford. In turn they allow for some lucrative
Skillshots themselves, making for a gory positive feedback loop.&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWbj2h43Z4SCeNKnkIjodqoUKN-xxkVn4Be18Gs-_tkk-qIKZRvw9UCIRobhuWwxJ1AD14I_91nCwW-hGpiyNsxj9Mxl7yUMqDDB3O_eCAdNUWHZJuASwQ7hYUqb_MIbCdKuH4VhFXtJ8/s1600/Grindwheel.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWbj2h43Z4SCeNKnkIjodqoUKN-xxkVn4Be18Gs-_tkk-qIKZRvw9UCIRobhuWwxJ1AD14I_91nCwW-hGpiyNsxj9Mxl7yUMqDDB3O_eCAdNUWHZJuASwQ7hYUqb_MIbCdKuH4VhFXtJ8/s400/Grindwheel.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Why yes, that&lt;i&gt; is&lt;/i&gt; a giant Murdersaw bearing down on us.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The weapons you’ll use to make those Skillshots are powerful
and a cut more exotic than the classic FPS load-out, firing bouncing bombs, explosive
bolos, and heat-seeking drills. Even the traditional shotgun has a ridiculous
four barrels, sawing mutants in half at point blank range. As mentioned above
all weapons have an explosive and deadly alternate fire mode that can clear a
room and rack up some serious Skillshots to justify their cost. You’re restricted
to only three guns at a time, including the default assault rifle, but you can
change your load out at any of the ubiquitous Dropkits. A few weapons are
introduced so late you don’t get to spend much time with them, but they’re all
fun to use.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;


Ain’t got time to
breath&lt;/h3&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; sets a
breakneck pace. Grayson and company move from one precarious scenario to the
next with barely a pause for breath. Set piece after set piece places you in
increasingly improbably and hilariously dangerous situations and balls remain
firmly attached to the wall for the entire game. You’re continually crashing,
fleeing, and watching everything explode around you.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
One moment you’re fighting atop a massive hydroelectric dam
as battle damage and millions of tons of water pressure tear it apart. The next
you’re sprinting through a fallen skyscraper that bridges a bottomless chasm,
trying to cross before the building gives way and slides into the abyss. A
particularly memorable segment has you aboard a train trying to outrun a giant
spinning buzz-saw of doom. Many sections include a visible timer counting down
to horrific death and destruction, spurring you to fight harder and move faster
to stay alive. These sections are frantic, but when you’re inevitably a hair
too slow you needn’t replay too much content.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Other set pieces are just bizarre fun. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; is packed with awesome moments, from mowing down
gyrocopters with a mini-gun to battling gangers on the dance floor of a still
functioning disco. One of the highlights puts you briefly in control of a death-spewing
robot dinosaur and lets you turn it loose of a mob of hapless mutants. There’s
almost always something cool and memorable going on. There is one oddly out of
place traditional boss fight against a giant plant, but it’s quickly out of the
way.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMt78Y9zyz3b-p0R8BBXGRrHRE8OjCtxcaXJtY3ePsgGnTWyKDqHg5_MPGpRcyfp7oSeG1uA7gtchpWRpV1lgGuW7t9tVRZHG_rS1rmxU3dIkJfFEcmHljqNT4H2gQ_b-CT4ED2jIKOBU/s1600/Plant.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMt78Y9zyz3b-p0R8BBXGRrHRE8OjCtxcaXJtY3ePsgGnTWyKDqHg5_MPGpRcyfp7oSeG1uA7gtchpWRpV1lgGuW7t9tVRZHG_rS1rmxU3dIkJfFEcmHljqNT4H2gQ_b-CT4ED2jIKOBU/s400/Plant.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Always nice to see Piranha Plant is still getting work outside the Mario series.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
The graphics are sharp and solid design keeps most levels
feeling a lot larger and more open than they actually are. What really stand
out are the backdrops. Bulletstorm has gorgeous backgrounds that also give you
a great sense of progression and place in the world. A city glimpsed in the
distance during the early levels grows steadily larger and more detailed as you
fight your way towards it.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;


Worst Family Fun
Vacation Ever&lt;/h3&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm’s&lt;/i&gt; tone
is that of constant giddy hyperkinetic violence, with traces of seriousness
whenever there’s a pause for air. The game has a juvenile but genuinely funny
sense of humor. Much of it comes from the interplay between Grayson and his
grimly serious cyberneticly enhanced buddy Ishi, who acts as the straight man
to Grayson’s clowning and the ongoing carnage filled lunacy constantly erupting
around the duo.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Grayson himself comes across as a not particularly mature or
clever but fundamentally good natured fighting man. His constant stream of
expletives feels less out of malice and more simply his default mode of
expression. By contrast everything the relentlessly hateful antagonist Sarrano says
seems calculated to tick off and hurt whomever he’s talking too as much as
possible.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpNP2hUV3UJnr7liCPNTiuJNcQNBnzgM-eEUjocly5eX6PFaaJgCs65Lj0lKzkYo-yJLgKXkcJsgaoimTQRyXTllmgz8Rm_NdfIm8Ldza6szsjB1KYHOgeljZKuI2x0s51DEmofyEuUq0/s1600/Crew.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpNP2hUV3UJnr7liCPNTiuJNcQNBnzgM-eEUjocly5eX6PFaaJgCs65Lj0lKzkYo-yJLgKXkcJsgaoimTQRyXTllmgz8Rm_NdfIm8Ldza6szsjB1KYHOgeljZKuI2x0s51DEmofyEuUq0/s400/Crew.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;A motley and foul mouthed crew, but no babysitting required.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
You’re never without at least one ally fighting alongside,
usually Ishi. Their constant chatter adds flavor and humor and they’re quick to
point out the way forward if your progress stalls. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; avoids some of the cardinal sins of game design in that
your companions can’t be killed, never get lost, and are useful in combat but
not enough to upstage you. I point these things out because companion AI can be
done wrong so many ways it deserves a mention whenever a developer makes it
painless.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&amp;nbsp;As goofy and juvenile
as a lot of &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; is it manages
the occasional clever moment. One escape sequence cuts you off repeatedly, toying
with the player’s expectation that the game won’t leave them to die. One of the
last encounters in the game pits you against an opponent equipped with the same
energy whip and gravity boots as you, forcing you to experience first-hand what
you’ve already done to scores of enemies.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;h3 align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;


Final Echoes&lt;/h3&gt;
&lt;div align=&quot;center&quot; class=&quot;MsoNormal&quot; style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
For all its many strengths &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; is still as linear and highly scripted as the Call of
Duty and Halo series that it mocks in its commercials. (&lt;a href=&quot;http://www.youtube.com/watch?v=TfLDz6Y31rc&quot;&gt;http://www.youtube.com/watch?v=TfLDz6Y31rc&lt;/a&gt;)
There’s very little in the way of exploration, and most of the few puzzles
actually solve themselves via explosion if you don’t figure them out fast
enough. You just don’t get the Skillpoint reward.&amp;nbsp; That’s fine, because a linear and cinematic
thrill ride is clearly what the designers set out to create and succeeded
brilliantly in doing.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh6QqLbeTTyElKpoZ3L8XsHrDbzTL3f-UJAJT8IAErFZ8XKlS9dx9O4I5W09CAatV_fCNLaTt24ks3L9op56WA7mhsMM-2S8v2LnGfZfm8q1Qy77ryNaps3aG48vTrztTBqBd2sVy9Eqg/s1600/ShippingPC-StormGame+2012-01-04+02-00-30-45.bmp&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh6QqLbeTTyElKpoZ3L8XsHrDbzTL3f-UJAJT8IAErFZ8XKlS9dx9O4I5W09CAatV_fCNLaTt24ks3L9op56WA7mhsMM-2S8v2LnGfZfm8q1Qy77ryNaps3aG48vTrztTBqBd2sVy9Eqg/s400/ShippingPC-StormGame+2012-01-04+02-00-30-45.bmp&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Walking&#39;s fer sissies. Real men power-slide to get around. &lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Aside from the more than satisfactory single player campaign
&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; features “Anarchy Mode”
as its sole multiplayer option. Anarchy Mode takes the now ubiquitous
Gears-of-War style Horde mode and adds the welcome twist of team based
Skillshots. Leashing, kicking, and blasting mooks back and forth between
players is the best way to keep the points rolling in and secure a high score. There’s
no deathmatch style gameplay to be found, which is unsurprising because trying
to balance elements like the whip and slide-boot for PvP gameplay would have
been tricky and distracting at best.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Finally “Echo” mode lets you enjoy &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; in its purest form, replaying five minute sections of
the best of the single-player campaign without any story or dialog to get in
the way of the carnage. You can chase online leader-board scores if that’s your
idea of a good time, but for the most part it’s just a great way to get a quick
adrenalin booster shot of action.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
It’s impossible not to recommend &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Bulletstorm&lt;/i&gt; to anyone who even remotely enjoys action and shooter
games. It’s a welcome break from trudging through dreary realistic settings,
shooting people from other countries with the same handful of real world
weapons.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to Play: Unrelenting onslaught of awesome set pieces.
Creative weapons and over the top combat mechanics. Rewarding Skillshot system.
Everything on fire, exploding, or both.&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
Reasons to Pass: Highly linear and scripted. Lack of a
traditional multiplayer shooter mode. Some may find the constant swearing
excessively and goofy. You possess a strong aversion to fun.&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/4164671002299226540/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/05/bulletstorm-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4164671002299226540'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/4164671002299226540'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/05/bulletstorm-review.html' title='Bulletstorm Review'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWchY0t_JwuAY5HIGbT5oMg3_wC4vGzpUWb5xV_45HjvcL-uWnslF9gCEDQ4DG-fDdDhSp2QcUVhBPn56eJQ8vvSRr2mP6ZBlTu-7S4j1PCzBY0pXbIfrCLgJ0lsMLcTtvcs7TyKvp3ZI/s72-c/Name.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-5877976408882367988.post-6184524310862557655</id><published>2012-04-14T21:35:00.000-07:00</published><updated>2012-04-14T21:35:40.471-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Beta"/><category scheme="http://www.blogger.com/atom/ns#" term="Contest"/><category scheme="http://www.blogger.com/atom/ns#" term="Firefall"/><title type='text'>Beta Key Contest Concluded</title><content type='html'>Our FireFall Beta Key give away contest is now concluded.&lt;br /&gt;
&lt;br /&gt;
Congrats to the lucky winner, who should be receiving an e-mail with more information very shortly.&lt;br /&gt;
&lt;br /&gt;
Please reply to that e-mail to claim your prize.&lt;br /&gt;
&lt;br /&gt;
As for everyone else who still wants a shot at a Beta Key, stay tuned.&lt;br /&gt;
If and when Red5 decided to allow additional Beta invites we may offer them in a new drawing.&lt;br /&gt;
&lt;br /&gt;
Articles copyright James Cousar, games and images copyright their respective owners.</content><link rel='replies' type='application/atom+xml' href='http://azerothtozork.blogspot.com/feeds/6184524310862557655/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://azerothtozork.blogspot.com/2012/04/beta-key-contest-concluded.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6184524310862557655'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/5877976408882367988/posts/default/6184524310862557655'/><link rel='alternate' type='text/html' href='http://azerothtozork.blogspot.com/2012/04/beta-key-contest-concluded.html' title='Beta Key Contest Concluded'/><author><name>James</name><uri>http://www.blogger.com/profile/08208640707304297921</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>