New Games |
- Review: Batman: Arkham City Armored Edition
- Music get: free Bar Oasis download on Dtoid's Soundcloud
- HAWP: Indy rules, Nathan drools
- Watch five classic Nintendo system launch clips
- Sine Mora coming to PlayStation Network next week
- Mega64: What do we do when the future is flooded by crap?
- CVG looks back on the origins of the Wii
- Guxt eShop remake rains with brain melting color
- Review: Disney Epic Mickey 2: The Power of Two
- Communitoid 003 - Dixless
- Amazon details its Black Friday Lightning Deals
- The Daily Hotness: WOOP WOOP
- The Walking Dead: Revealing the stats of episode 4
| Review: Batman: Arkham City Armored Edition Posted: 17 Nov 2012 03:01 PM PST For most of this generation, Nintendo existed as its own entity in the market. The Wii couldn't match the technical prowess of the Xbox 360 and PlayStation 3, while third-party publishers famously struggled when attempting to bring their wares to the system. As a result, the Wii's library remained anomalous and, to the eyes of some gamers, less than special. At least for one year, a Nintendo system now stands on equal footing with other leading consoles, and Batman: Arkham City Armored Edition exists to hammer that point home. One of the most critically acclaimed action titles on PC, Xbox 360, and PS3, Arkham City is now available on the Wii U, and it looks right at home. That's all it needed to do, really. What it didn't need was GamePad-specific features shoehorned into itself with no benefit granted to the end user. Sadly, it seems not even the Dark Knight can resist the lure of tech demo chicanery.
Batman: Arkham City Armored Edition (Wii U) Batman: Arkham City Armored Edition mostly sticks true to the original incarnation released last year. Mostly. Taking place in an open world populated by Gotham's criminal element, Batman once again finds himself interred in Arkham City under the watchful gaze of Professor Hugo Strange, working as he does to uncover the secret of Protocol Ten, scupper the Joker's latest evil scheme, and punch a lot of things in the face. From its gripping story to the flowing combat and excellent predatory stealth segments, Arkham City is still good as it ever was when we bore down to its core. The Armored Edition gets its name from new combat suits worn by both Batman and Catwoman, suits that build kinetic energy as either playable protagonist successfully lands attacks on the mooks of Gotham. When the energy icon is full, tapping it on the touchscreen grants the player faster reflexes and extra attack power to finish fights more quickly.
It's strange that this feature was not only added, but had the game named after it, since it really isn't a unique or interesting addition. It's not a bad addition, but I can't say I'm grateful for it either. It's just there, and tapping the icon to get a bit of a boost is no different from pretty much any action game with any sort of special power meter. I'm confused as to why this is seen as such a big deal, but at the very least, I can say that it's inoffensive. The other new changes, however, are a bit less subtle and much less welcome as far as this reviewer's concerned. Outside of general gameplay and combat, Armored Edition makes heavy use of the GamePad's touchscreen to the point of saturation. All in-game menu items, from map usage to leveling up to selecting gadgets, are done on the GamePad itself, and much of it feels like an unnecessary hassle. Leveling up Batman's gear is particularly irritating, as you now have to swipe your way through unresponsive rows of tiny icons and unintuitive screens. Unlike with my previous playthroughs of the game, I've found myself not immediately going into the WayneTech menu to upgrade, because I simply can't be bothered to fiddle with the menus.
Gadgets themselves also insist on using the touchscreen, with the biggest offender being the hacking device. Whereas before, you'd rotated the analog sticks (or press keyboard keys) to solve puzzles, you now have to open up a whole new hacking minigame where you trace your finger on the touchscreen to find the right hotspot while avoiding a red line that intermittently sweeps past. I used to like how quick and efficient hacking was in Arkham City, bypassing the flow-breakage of dreary door-opening minigames found in other titles, but Armored Edition has spoiled that. Another issue is the gyroscope being used to aim Batarangs and the Batclaw. You can use the right stick to aim, but the gyroscope still registers and can throw the reticule off slightly. The remote Batarangs are also controlled via the GamePad screen, and again can be steered using motion or stick input, with similar conflicts. These issues are tiny, never really getting too much in the way, but they help hammer home just how much was changed simply for the sake of change, regardless of whether or not it improved the game.
Batman: Arkham City Armored Edition simply tries too hard to be more than the port it honestly should've been. If you can implement new features and controls in ways that make the experience superior, then I'm all for it, but here we have a game that's fallen into the familiar trap of attempting to alter everything without regard for whether or not it actually improves anything. Dragging my finger slowly across a small screen to open a door is not gameplay -- it simply isn't. Fiddling with dragging gadgets to hotkey them, when opening a menu and hitting a button to select them would be quicker, is not an improvement -- it's a detriment. It's making things less efficient than they used to be an effort to impress us. Arkham City's overall quality is hard to tarnish, and the original product still manages to shine despite the unbroken things that Warner Bros. Studios attempted to fix. While it would have been better had it remained unmolested, Rocksteady's work is solid as stone, and I still found it hard not to have a great time replaying one of the best licensed games around.
In addition to the main game, Armored Edition sports all the content from the Game of the Year re-release, including Harley Quinn's Revenge and the Robin Pack. You do not, however, get the Batman: Year One animation that came with Game of the Year. Even so, you receive a fairly decent barrel of content for your buck, especially if you're a newcomer to the game. Batman: Arkham City Armored Edition fails to ruin what still is an admirable game, but there's no skipping around the issue of elements being forced in and serving only to render it inferior, making previously simple functions more complicated than they should be and dragging down the game's pace. While still a very good game at its core, this is not as good as the original, purer release. There's no shame in a Wii U title that doesn't shoehorn Wii U features into itself, and if the game would be better off without them, I'd really rather that be the route taken.
Armored Edition didn't take that route. It took things that already worked perfectly and shook them until they cracked. Not shattered completely, but undoubtedly broken, just a little bit. If you only own Nintendo systems and love Batman, this remains a very worthy purchase, one that will give your hours of crimefighting enjoyment. If you've already played Arkham City, however, you'll be better off leaving it, because you already experienced the definitive version. |
| Music get: free Bar Oasis download on Dtoid's Soundcloud Posted: 17 Nov 2012 10:00 AM PST We've got a special treat for you today. We wrote about the Bar Oasis 2 soundtrack in Note Worthy 005, and since that time, the team at Corners Studio has put together a special compilation album featuring remastered selections from Bar Oasis and Bar Oasis 2 with additional remixes titled the Bar Oasis Official Bootleg.
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| HAWP: Indy rules, Nathan drools Posted: 17 Nov 2012 09:00 AM PST
Anthony educates Ashly on the magic that is the Indiana Jones film series, the source of inspiration for such games as Uncharted and Tomb Raider. Of course, this opens another opportunity to poke fun at Kingdom of the Crystal Skull. Let me step to the side here and say that the constant lambasting of Kingdom of the Crystal Skull is getting old. C'mon, guys. It wasn't that bad. People keep holding up the fridge scene as the point when it all went south, as though there aren't a million things in the entire series that make very little sense. Remember in Temple of Doom when Indy, Short Round, and Willie jump off the airplane atop an inflatable raft and don't get smashed on the ground? Pretty far-fetched, right? And don't give me crap about the aliens. When you found out that the film revolved around "crystal skulls," someone somewhere should have hypothesized that it would touch upon the extraterrestrial angle. Hey Ash, Whatcha Playin'? - Indiana Jones [GameTrailers] |
| Watch five classic Nintendo system launch clips Posted: 17 Nov 2012 08:00 AM PST Today, Nintendo launches the first next-gen system or last current-gen system, depending how you look at it. Things always appear different in retrospect, which is perfectly illustrated in these bizarre, ancient clips of Nintendo's past system launches. There is something about a Nintendo home console launch that makes fans go crazy and the media go even crazier, as a result. Don't believe me? Take a look. 1. Super Mario Bros. 3 Launch, February 1990
Look at those mustaches! Yup, it's the early '90s. TV news media still awkwardly reports on game launches, treating those that stand in line as deviants, but not to the degree media did in the '90s. It's as if the newreporter wants to say, "What the hell is wrong with you!?" The part when the little kid nerd rages on the newsreporter makes it all worth it: "You don't know! You're a grown-up! You hardly do this!" the kid yells. Hell yeah, kid! You tell him! 2. Parents Upset Over New Nintendo Console, August 1991
Instead of standing in line for the Super Nintendo, these kids are stuck in a room with a hack therapist because they are too "Nintenpendent". This is one of the most laughably sensationalized displays of news media exaggerating the effect games have on kids. The news station uses the launch of the Super Nintendo as a way of scaring its audience of the perils of videogames. Keep an eye out for the stunning green screen effects that put the newsreporter into F-Zero. 3. ITV News reporting on Nintendo 64 release, September 1996
The Nintendo 64's early years was my favorite time with a Nintendo system. I remember bringing it home and being blown away by all them friggin' bits. This news clip on the system's launch is pretty dry but worth watching for seeing some old talking heads. It's always amusing to hear a game journalist from 1996 saying, "These are the graphics we always hoped we'd be able to see." But, seriously, some one tell those kids to not sit so close to the TV. I mean, c'mon. That's like basic parenting, right there. 4. Japanese launch of the GameCube, September 2001 Billy "Louie the Cat" Berghammer has been in the industry for longer than most journalists. I love the guy! Here's Billy at the Japan Gamecube launch, showing the event from a Westerner's perspective. The launch took place just two days after the Sept. 11 attack in the US, which explains the somber opening of the video. Either Billy visited the wrong store or the GameCube had a really sad launch in Japan, going by the video. Watch the following videos in the series for more. 5. Toys R Us Wii line, November 2006
Back in 2006, before Destructoid was sent multiple early pre-launch console for review, we did stupid stuff like stand in line with people during a system launch. Here's a buried Dtoid video of us hanging out at Toys R' Us for the Wii launch. You know, just because. I have a feeling the Wii U launch won't be quite as intense as the Wii's but who knows until it happens. Be safe out there, people! Keep your Wii U close and your riot shield closer. |
| Sine Mora coming to PlayStation Network next week Posted: 17 Nov 2012 07:00 AM PST As a shmup enthusiast and Grasshopper Manufacture zealot I was pretty vexed to hear that Sine Mora would be exclusive to the Xbox 360. Not only did that mean that I'd personally miss out on the game, but a large swathe of the gaming community wouldn't be exposed to it either. Luckily though, things have changed in the months since its initial release and PC and PlayStation owners now have an opportunity to experience what we called "boldest and most fascinating games of this generation." Yes, Sine Mora has come back for another pass. After unloading its munitions on PC last week, the shooter has its targets clearly trained on the PlayStation Network. The Official PlayStation Blogcast has confirmed the title for release on November 20th for both PS3 and Vita. If you missed out on its first attack run make sure you pull the trigger this time around. |
| Mega64: What do we do when the future is flooded by crap? Posted: 17 Nov 2012 06:00 AM PST
I hesitated sharing this Mega64 parody of the film Looper because I didn't want to risk spoiling the actual movie for anybody. However, I myself have yet to see Looper, so I'm probably f*cked. And if I'm f*cked, you're all f*cked as well. So what happens to the games of the future when no one wants to play them anymore? They are sent back in time to be disposed of by the Game Looper. But is there was a way to prevent such a bleak future from ever coming to pass? Probably not. Mega64 - Gooper [GameTrailers] |
| CVG looks back on the origins of the Wii Posted: 17 Nov 2012 05:00 AM PST On the eve of the Wii U's launch, it's time to pay our final respects to the console its replacing, because unlike the PS2, no company is going to be supporting the Wii from here on out. The Wii was a treasure trove of potential, most of it unrealized, but it proved one important thing: consumers were willing to trade off high-end graphics for the promise of a new experience. Earlier this week, CVG posted a really fascinating feature that dives into the history of the Wii. We learn about Tom Quinn, the inventor whose motion control technology lies at the heart of the Wii Remote, and how he originally pitched the tech to Microsoft and Sony only to be rejected by both. Nintendo, finding itself in dire straights during the GameCube age, took a chance on Quinn and decided to eschew massive horsepower gains on the next console, much to the resistance of some executives and engineers within the company. The Wii went on to sell out for several years, making a healthy profit right out the gate on each unit sold ($13 in Japan, $49 in the US, $79 in Europe). Despite the success, some third-party companies paid nothing more than lip service while others made worthwhile attempts only to come up short. Yet even as Wii sales have slowed to a crawl, it's still poised to be the first non-Sony console to beat the PS1's massive 102-million mark. I know not everyone here is a big fan of what Nintendo did with the Wii, but you have to respect the company's risky gamble. For as much as we like to call Nintendo out on "playing it safe," the Wii was perhaps the biggest gamble in its history. That deserves a tip of the hat, at least. |
| Guxt eShop remake rains with brain melting color Posted: 17 Nov 2012 04:00 AM PST Please turn your internet viewer 90 degrees counter clockwise to properly display of the image above. That should give you an idea of how Guxt will look after you buy it on the 3DS eShop. As someone who loves the original game's muted, minimalist color pallet, I didn't expect to be all that impressed to see the game "conform" to a "normal" style of art direction. Yep, I was wrong. That looks rad. Below you'll find some other details about the newly re-crafted version of this Daisuke "Pixel" Amaya shmup delight. No word on a release date, but with luck the game should hit the eShop at some point during your lifetime. That assuming you decide to live into next year, which you should, because this game is going to be great..
So how does that sound to you gents? Ready to for more Guxt? |
| Review: Disney Epic Mickey 2: The Power of Two Posted: 17 Nov 2012 03:00 AM PST Epic Mickey is easily among the more tragic wastes of potential we've seen in the videogame industry. It first whipped fans into a frothy lather of excitement when concept images were shown, displaying a twisted and macabre take on the Disney universe, promising a truly dark Mickey Mouse adventure. The more the game developed, the more this premise was neutered, as Disney's sugary overseers refused to take the brave steps needed to realize those early visions. By the time Epic Mickey came out, it was nowhere near as remarkable as it could have been. Disney Epic Mickey 2: The Power of Two, however, is quite remarkable indeed ... but only because it's so rubbish.
Disney Epic Mickey 2: The Power of Two (Mac, PC, PlayStation 3, Xbox 360 [reviewed], Wii, Wii U) Taking place after the events of the original Wii title, this sequel promises to be bigger and better, yet retreads old ground and does nothing to address the legitimate complaints players had last time. Even worse, those few tiny areas in which Epic Mickey 2 attempts new things only contribute to making the overall product worse. The sequel's story sees Epic Mickey's Mad Doctor return, now claiming to be a good guy and winning favor with the Cartoon Wasteland's leader, Oswald the Lucky Rabbit. In a plot that grows exponentially inane and contrived with each step forward, Mickey finds himself returning to the realm of forgotten Disney characters, teaming up with Oswald in order to resolve the vaguely defined conflict that we're supposed to care about because somebody told us it matters. This time around, the game is fully voiced, but this is one of the aforementioned new features that help make things worse. The voice acting is universally dreadful, with exuberant squawking and simpering from heroes and villains alike. You may have been fooled by marketing into thinking that Epic Mickey 2 is a musical, but it's not. The only character to really sing is the Mad Doc, in a running joke that stops being funny after the first cutscene, especially since the voice actor's gravelly tones grate on the ears and the tunes themselves come across as awkwardly forced. Only one scene in the game feels like a real musical number, and even then, it's hardly memorable.
Gameplay is largely preserved from the original Wii title, and using a traditional controller feels like a notable downgrade. For non-Wii versions, you'll be using the right stick to aim a targeting reticule around the screen, making it perform like a third-person shooter despite the camera, controls, and interface framing themselves around a traditional 3D platform game. As you attempt to move and fire, the camera regularly shifts the reticule away from the target, and the way in which the screen moves independently of Mickey's firing line makes combat uncomfortable and difficult to visually process. It's something I don't think I ever quite got used to. Once again, Mickey is armed with both paint and thinner, which he uses to remove or add pre-determined elements to the world. He can also use thinner to destroy monsters, or paint to turn them friendly. It's a system that never expands, isn't exploited in any clever way, and generally removes a sense of tactility and interaction with the world. Spraying paint at an enemy just isn't very satisfying, especially when it's such a struggle to keep the stuff on target as the opponents run wildly around and the camera does its best to disorient combatants. Gameplay is divided into action-platformer sequences with light puzzle elements, and 2D sidescrolling levels. Players use the 2D levels, aesthetically inspired by classic Disney shorts, to travel to new areas of the Wasteland, whereupon they'll be required to engage in some fetch-questing and paint-splashing to advance to the next area. Every now and then, tasks can be solved in one of several ways, with a light "moral dilemma" element to them. Such "dilemmas" never really impact the story and seem to exist just to look interesting, rather than be interesting. Neither the 3D or 2D sections last very long, leading to Epic Mickey 2 becoming quite the disjointed affair that rushes its players from one chapter to the next in a maladroit fashion.
In fairness, some of the 2D sections can be quite enjoyable, especially when they take on the appearance of old black-and-white cartoons. As in the original game, these are the standout moments of the adventure. It's just a shame that they're so short, and almost insultingly simple. The levels are never designed with any intricacy, instead providing rudimentary left-to-right progress with a few obligatory obstacles tossed in the way. It's a shame nobody felt like putting more effort into these areas, as they're the only places where potentially compelling gameplay can be found. Rather than evolve the gameplay in any meaningful way, Junction Point has instead settled on a tired old standby to give the illusion of evolution -- co-op. This time around, Oswald is available as a secondary character in an offline cooperative journey. Instead of paint, Oswald uses a remote control that stuns enemies or powers various machines appearing in Epic Mickey 2's trite little puzzle challenges. He can also use his ears like propeller blades, ferrying Mickey across chasms in a manner similar to Tails in Sonic the Hedgehog 2. Co-op is not something to be ignored, and my advice to you is that, if you insist on playing this game, you do so with a human partner at your side. Relying on the CPU to control Oswald is a big mistake, as his A.I. is pathetic and regularly works to sabotage a solo player's progress. Left to his own devices, Oswald would rather run around worthlessly than actually help, choosing to attack enemies only at random and often preferring to scurry about in circles or let himself get hit. At times, he'll disappear from the game entirely, respawning on a whim. Pressing a button to call him over only seems to work half of the time.
He'll activate machinery only when he feels like it, and he has an awful time following Micky through sections that involve jumping on multiple raised platforms. One particularly nasty area requires both players to scale a wall, at the top of which Oswald is supposed to glide both heroes across to another ledge. Oswald simply refused to climb up that wall when I tried it, and disappeared into thin-air whenever Mickey reached the top. Only after multiple attempts did I manage to somehow trick Oswald into jumping up there. That is how you deal with Oswald as a solo player. You have to fool him into doing what he's meant to do. On other occasions, Oswald played an active role in getting me hurt or killed. If there are ledges that sink into deadly lakes of thinner when stood on, you can bet that Oswald will stand right on the thing and let it sink. At other times, he would jump into me and knock me into the thinner. Perhaps worst of all was a certain boss that Oswald kept saying he'd distract (constantly, because all dialog loops incessantly), so that Mickey could squirt paint at its back. This tactic soon fell apart when it became clear that "distraction" meant "follow Mickey around so the boss is always facing the player." And for what? What is so good about co-op that it was worth rendering single-player so unbearable? Nothing. Just a few shoehorned, old-fashioned, enforced cooperative moments where both players have to pull switches, or Mickey holds something open so that Oswald can zap it. The kind of conceited co-op banality that has been injected violently into any sort of game desperate enough to want a popular feature listed on the back of the box but remains too lazy to make that feature do anything meaningful. This kind of crap should not be tolerated anymore.
As noted, the camera is about as unhelpful as Oswald is. Not only does it try and remain in a fixed perspective at all times, it's almost always set at some terrible angle that gives an unclear view of the surroundings. The interface is also dreadful, with both the action and jump commands bound to the same button. This leads to Mickey constantly jumping whenever the player wants him to grab an item or open the many doors that lead to various pointless shops or item-gathering sidequests. Mickey himself is slow, his jumps are pitiful, and his attacks have no precision -- especially notable for enemies that require use of thinner and head-stomps, something the uncoordinated, sluggish mouse isn't properly equipped for. The Power of Two is a consistently annoying experience. From block puzzles that boast despicable floaty physics to NPC and tutorial dialog that repeats itself obnoxiously, one could be forgiven for thinking that Epic Mickey 2 was designed as a means of interactive psychological torture, built to exasperate enemies of the state into lunacy. Between its unfunny humor, unsatisfyingly brief levels, broken co-op A.I., petulant camera and grotesque voice acting, Epic Mickey 2 is the kind of game that drives sane people mad, and mad people sane. It can at least be said that the game looks good. It still has the distinctly cute visuals that drive home the missed potential of the original idea, but the bright colors and unmistakable Disney aesthetic look a lot better on an HD console than it did on the Wii. The nostalgic 2D levels bring a measure of obscure charm to the experience, and may be worth seeing for those willing to put up with the suffering required to get there. You'd have to be an insanely loyal Mickey fan, though.
Epic Mickey 2: The Power of Two does nothing to improve itself over its predecessor, repeating old ideas while refusing to fix problems that are glaringly obvious to even the least tasteful of dolts. Anything added in the sequel has been done so to the its overall detriment -- the voice acting grates, the musical pretensions are vapid, and the cooperative schtick is corny, strained, and a total intrusion for solo play that slows progress, causes trouble, and does not bloody work. At least Epic Mickey felt fresh enough that some of its faults could be overlooked by the more forgiving of players. The Power of Two has no such charm to hide behind. It's a gormless, chafing, unquestionably horrid little waste of time. Only the hardcore Disney obsessive need look into this one, and I don't advice they look too deeply. |
| Posted: 17 Nov 2012 02:30 AM PST Whoa, episode 3 is here! Actually, it's been here for near a week, but I procrastinate like a lazy piece of shit, so you're just finding out now. Anyway, enough about how terrible of a person I am, and on to the show! This week is special, as we start featuring guests from the community! This time around we've got Changston, who let us know a little about that pesky storm bothering the northeast, gave us an amazingly musical intro, and filled us in about Dtoid Baltimore history. Andy was having some women problems, in that his wife was probably about to pop out a baby, Beccy only wakes up to yell at us about Pokemon, Jo keeps us kids in line and is her usual amazing self, and Aaron said "yiff". He said a bunch of other stuff too, but I just noticed he said "yiff" so that's pretty funny. In a turn of events that may disappoint some listeners, I was sober the entire time. Click here for the direct download link! You can also subscribe to us on iTunes, RSS, Twitter, and the cblogs, and talk about us in our forums! Wanna know more? Click here for full show notes, including links to everything on Dtoid we discussed! Thanks for listening dudes and dudettes! Hope you enjoy! |
| Amazon details its Black Friday Lightning Deals Posted: 16 Nov 2012 11:00 PM PST Ahead of next week's consumer spending madness, Amazon has posted a schedule of which games will see Lightning Deals and when they'll be on sale. How thoughtful! These specific deals aren't the best we've seen -- I'm holding out for the site's PC digital distribution stuff and any other tricks they have up their sleeves -- but there are some less-recent gems to be found. Dishonored for $25 seems like the overall highlight. On that note, darn it, Dragon's Dogma! I've been waiting on a healthy discount essentially since launch, but I might as well keep waiting at this point. Maybe another retailer will step in with a better deal on Capcom's monster-climbing sim. |
| Posted: 16 Nov 2012 03:59 PM PST So... I did a feature that I thought was pretty fantastic, and our staff played against SOE in Planetside 2... sooo yeah we're basically the most awesome people ever. Destructoid Original: Community: News: |
| The Walking Dead: Revealing the stats of episode 4 Posted: 16 Nov 2012 03:30 PM PST
If you're yet to play the penultimate episode of Telltale's harrowing tale of survival and zombies, then don't watch this video. Don't even read this post. Go back to whatever it is you were doing, or, better yet, go and play the damn game. It might not be the best of the bunch, but it's still gut-wrenching as hell. Telltale has put together a brief video, breaking down the choices in Around Every Corner, and showing the decisions players made up until now. The Walking Dead has felt like a personal journey, through and through, so I honestly never really paid much attention to the statistics revealed at the end of each episode. However, there's admittedly something cathartic about seeing other people making the same choices that you did, especially when they turn out to be terrible -- which they are, nine times out of ten. I feel vindicated by seeing that most of the choices I made were also made by the majority of players, up until the end. I'm also a tad surprised, too. I mean, I felt pretty crap after I saved Ben, who has been without a doubt the most worthless piece of crap ever to survive a zombie apocalypse. I was so sure I was going to let him die, but nope -- I'm a stupid softy. Everyone who, like me, let Clem join them on their journey to the school deserves a pat on the back. You're meant to be protecting her, so leaving her with a dying man is just asking for trouble, besides, she has some gun training and a lucky cap. The biggest shocker was certainly discovering that most of you opted to be honest about the zombie bite. I would have been right there with you in the first episode, or even the second, but by now I'm a complete wreck and I don't trust anyone; so there was no way I was going to let a whole bunch of people with guns know that I'm about to start munching on brains in a few hours. The final episode is almost upon us, and I've left everyone but Kenny behind. He might be an angry redneck who murdered a man having a heart attack, but after the shit we've been through, from killing his son, to trying to support his insane delusions of finding a ship (okay, we did, but it wasn't looking likely for a while), I know he's got my back. So, what choices did you make? Do you regret them? Of course you do. |
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