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It’s a busy old time of year for video game releases.  As Christmas approaches most developers have just unleashed their Triple A titles on the public, and it’s been a pretty strong year.  I’ve gone over the top a wee bit and indulged in almost all of the big titles.  A few I’ve put aside for Father Christmas to deliver, but the majority I’ve just gone ahead and gotten stuck into.  Battlefield 3, Modern Warfare 3, Uncharted 3, Batman: Arkham City, Zelda: Skyward Sword, Assassin’s Creed: Revelations, Deus Ex: Human Revolution and Skyrim have all been released within the last couple of months, and all have received pretty intense hype.  But they’ve all gotten respectable to near perfect scores also, so the hype is not unjustified.

But two of those titles have not gripped me.

Deus Ex and Skyrim.

I know any self respecting gamer reading this is likely calling me all names under the sun, but bear with me.  You see it all comes down to the way the games made me feel, and that is like I HAD to play, I never really felt like I WANTED to.  Both games are followups to already massive and well loved franchises and Deus Ex was the only one I’d previously dabbled in directly, so I was quite interested in seeing what that games would have to offer.  Deus Ex rolled round first and I popped out on launch day and picked up a copy.  I was totally on board with it’s Bladerunner style vibe and beautifully synthed score, but the first hurdle for me, and some will say petty, was the size of every characters head.  They’re fucking tiny!  I don’t know why it irked me so much, but it was enough to take around 65% of my attention during cutscenes.  Even now I have no idea whether those cutscenes had vital information, all I know is, is that in the future a large quantity of the human race get cursed with shrunken head, and then that shit becomes genetic and spreads like hot butter over the planet.

I pushed beyond the petty distraction though and continued to play the game.  I’d heard in the run up that the developers had gone to every effort to ensure that the player could sneak around each level like a careful father on Christmas Eve, or barrel through every environment dishing out brutal bullet riddling justice to their hearts content, but if this was in fact the case then I never saw any sign of it.  Maybe as I’m getting older I need to be spoon fed my stealth tactics a little more, but I failed to get through any environment without alerting one of the resident peaheads to my presence and therefore had to resort to tossing out remote mine’s like I was trying to win a stuffed Eeyore on a fucking Coconut Shy!

The whole experience felt like too much effort.  I had no desire to pick up the controller other than to ensure I got my £40’s worth.  Which I didn’t, I sold it.

Which brings me to Skyrim, as I once again get that feeling of duty to the little round disc.  I’d never played Oblivion, or any of the previous Elder Scroll joints but I had picked up Fallout 3 and after a brief period of ‘meh’ actually got pretty carried away with it, and it was likely that experience that ostensibly led me to purchase Skyrim.  The game world is pretty impressive, but to be absolutely honest, I have to say it looks a bit ropey in places.  I know there’s a MASSIVE amount of information getting thrown around, the fact it remembers where every body you slain hit the the dirt and keeps it there is a huge achievement in itself, but textures look a bit lifeless.  Admittedly this is on the 360, and I have no doubt that Skyrim can look stunning on a suitably powerful PC, but the graphics critic in me can’t look away from all the pixelly filth scattered throughout the world.  What really kicks my desire to play into the ground though is the need I have to check every chest, urn, wardrobe , pocket and anus for every valuable trinket and potion it can find.  I just can’t be arsed.  It’s bad enough going to Tesco without stocking up in a digital world like the biggest OCD sufferer I ever witnessed.

At 300 hours estimated playtime, Skyrim it INCREDIBLE value for money, but I don’t have 300 hours to give it.  In an age where games are getting increasingly shorter, Skyrim stands as a beacon of wonder with it’s seemingly endless play.  Modern Warfare 3 is shockingly short in it’s campaign, especially given the revenue that that game will make for Activision, but for me, the scope of Skyrim is just too much.

Both games are beautifully crafted, immersive experiences, but sometimes immersion can go too far.  There’s a fine line between genius and monotony.

~ DrMurdock

  08:54 pm, by onemorego 121

So a while ago, whilst trying to add some content to the site, Murdock completely buggered it up, and has been trying to resurrect the site since! Finally today, we’re back up, with the extra content intact! Maybe it was all the Easter chocolate that did it!  So here we announce GTA : Manhunt, a custom multiplayer game type we came up a short while ago.  Click on the image above to find out how to play and what settings you need for a successful hunt!

We’ve been playing lots of stuff recently, most notably Crysis 2, Operation Flashpoint: Red River, Portal 2 and Battlefield Bad Company 2 (which Murdock has gotten unreasonably addicted to, whilst remaining simply average at playing it!) More on all that in the coming posts.  If you have checked in, thanks very much!

~ The Doctor and the Major.

  11:54 pm, by onemorego 8
Prior to playing Halo: Combat Evolved back in the (recent) day I was awful at FPS games. Really bloody awful. I’m not saying that I’m a digital Rambo now, far from it, I don’t put in the hours necessary for such feats but I can hold my own. Usually.  I’ve always enjoyed online multiplayer since I first signed on for XboxLive, more so playing with groups of friends, but it’s always good fun getting stuck in with strangers every now and then.  About a week ago I decided to take the plunge and upgrade my Xbox to the new 250GB Slim model, which came bundled with Medal of Honour. I’d actually had no intention of getting MOH until is was a lot cheaper, but it doesn’t get any cheaper than free does it! A few days later MajorXIII came to visit for a few days with a mutual friend and they bought with them an early Christmas present, COD: Black Ops. I was all armied up! Good times.
 
Now I like both games, but they’re very different beasts.  I’d played MOH’s campaign first out of the two, and was getting on with it pretty well.  Reports of the games linearity felt a bit unfair to me, as every game of this nature is on rails if we’re absolutely honest, but I did become aware of the fact because others had mentioned it.  By that account though, when I started playing Black Ops, the same was true.  There are many moments in both games where you’re survival rate would be much more favorable were you able to leap to a balcony that is actually inaccessible because it would take you marginally off track.  The sandbox has taught us to think outside of the…well box, but most FPS are still taking us on a set scripted course, which is not the bad omen most reviewers would have you think.  The general consensus now is that for a game to reach that cinematic goal, said game must be as sandboxey and free form as possible, but this simply isn’t the case, after all, when watching a movie, do you have any control on it’s direction?
 
The multiplayer element of these games is an entirely different kettle of fish. The on rails aspect is straight out of the window.  COD’s multiplayer is familiar to most now, and Black Ops version plays pretty much the same, however something niggles me about it.  It’s not particularly well balanced re spawns happen in the oddest of places often re-spawning the enemy DIRECTLY behind you.  Many times you’re left with the sense that you might as well just give up.  Tonight I played the MOH multiplayer for the first time, together with MajorXIII no less. It was a bloody joy.  I may entice violence with this comment, but having played MOH directly after COD, I actually think that former is far superior in terms of looks, but what stood out was how much fun the actual multi player was, far more balanced, far more encouraging, I cannot wait to get time to sit down and play more.  I’m sure the other game types will spark different feelings from me, but the mode we played that see’s you advancing up the battlefield (or defending) one objective point at a time was a breath of fresh air from the run/kill/die repetition we suffered during COD.  It feels like people are actually trying to play the game (mostly) with some sort of tactic at play, and on an online FPS, it’s certainly a breath of fresh air!

Prior to playing Halo: Combat Evolved back in the (recent) day I was awful at FPS games. Really bloody awful. I’m not saying that I’m a digital Rambo now, far from it, I don’t put in the hours necessary for such feats but I can hold my own. Usually.  I’ve always enjoyed online multiplayer since I first signed on for XboxLive, more so playing with groups of friends, but it’s always good fun getting stuck in with strangers every now and then.  About a week ago I decided to take the plunge and upgrade my Xbox to the new 250GB Slim model, which came bundled with Medal of Honour. I’d actually had no intention of getting MOH until is was a lot cheaper, but it doesn’t get any cheaper than free does it! A few days later MajorXIII came to visit for a few days with a mutual friend and they bought with them an early Christmas present, COD: Black Ops. I was all armied up! Good times.

 

Now I like both games, but they’re very different beasts.  I’d played MOH’s campaign first out of the two, and was getting on with it pretty well.  Reports of the games linearity felt a bit unfair to me, as every game of this nature is on rails if we’re absolutely honest, but I did become aware of the fact because others had mentioned it.  By that account though, when I started playing Black Ops, the same was true.  There are many moments in both games where you’re survival rate would be much more favorable were you able to leap to a balcony that is actually inaccessible because it would take you marginally off track.  The sandbox has taught us to think outside of the…well box, but most FPS are still taking us on a set scripted course, which is not the bad omen most reviewers would have you think.  The general consensus now is that for a game to reach that cinematic goal, said game must be as sandboxey and free form as possible, but this simply isn’t the case, after all, when watching a movie, do you have any control on it’s direction?

 

The multiplayer element of these games is an entirely different kettle of fish. The on rails aspect is straight out of the window.  COD’s multiplayer is familiar to most now, and Black Ops version plays pretty much the same, however something niggles me about it.  It’s not particularly well balanced re spawns happen in the oddest of places often re-spawning the enemy DIRECTLY behind you.  Many times you’re left with the sense that you might as well just give up.  Tonight I played the MOH multiplayer for the first time, together with MajorXIII no less. It was a bloody joy.  I may entice violence with this comment, but having played MOH directly after COD, I actually think that former is far superior in terms of looks, but what stood out was how much fun the actual multi player was, far more balanced, far more encouraging, I cannot wait to get time to sit down and play more.  I’m sure the other game types will spark different feelings from me, but the mode we played that see’s you advancing up the battlefield (or defending) one objective point at a time was a breath of fresh air from the run/kill/die repetition we suffered during COD.  It feels like people are actually trying to play the game (mostly) with some sort of tactic at play, and on an online FPS, it’s certainly a breath of fresh air!

11:26 pm, by onemorego 2

doomsdaily:

My Zombie Stan Lee. I’m going to try to “draw a zombie a day” this month in honor of Halloween and the on-going obsession of zombies that everyone seems to have. I missed the 1st of October so I’ll try and make it up sometime. Happy Halloween!

  06:37 pm, reblogged  by onemorego 51
Video games and movies have long had a hopeful but mostly flawed relationship.  As narrative in games matures and develops, todays developers are keen to engage the players emotions as much as their dexterity.  A few games have drawn close to this premise, Red Dead Redemption was a superb example of this in my eyes, successfully merging the best of the worlds from the small and big screens.  The demo for Enslaved: Odyssey to the West was released on XboxLIVE and the PSN Network this week, featuring the games opening sequence, and from what we’ve seen so far it promises to bring the aforementioned union ever closer to the ideal mix.

Based on the classic Chinese tale ‘Journey to the West’, Enslaved adds another take on an already familiar story.  Previously tackled on television in the form of cult classic ‘Monkey’ and on stage from creative pool of Damon Albarn and Jamie Hewlett to name but two, this time the story is set 150 years in the future and sees our hero Monkey tasked with seeing a woman called Trip safely home.  

The game starts out on a prison ship, which Monkey and Trip are both passengers of and it’s not long before things are out of control and Monkey must get off the ship as soon as possible or draw his last breath! The opening level as you escape doubles as a training level but is structured in such a way that you’re still able to take in the amazing surroundings of your environment without compromising your actual studies!  Combat and most importantly it’s controls are fluid and intuitive and you can flow quite smoothly from enemy to enemy clearing them up with grace.  The games platforming element feels just as intuitive however and though your route is faintly marked out with regards to handholds etc. showing you the correct path, they’re not glaring features and instinct will most likely tell you where to go.

The environments themselves, of what we can see so far, appear to be full of life and conviction. Smoke billows pleasingly from the doomed ship as it hurtles along its final descent and there’s a genuine sense that if you aren’t assured with your steps along the outside of the craft, the slipstream will drag you away.  I can’t wait to see the game as a whole and see how the world feels and interacts with the characters on terra firma. The game has not only had Andy Serkis involved with motion capture, but he also directed the game and co wrote along with Alex Garland, and the effects of such renowned talent is evident in Enslaved’s narrative.  Facial expressions are convincing and the dialogue is far from the hammy norm of some past efforts.
The game itself hits UK stores on October 8th and I for one will be continuing the journey west when it arrives.
~DrMurdock

Video games and movies have long had a hopeful but mostly flawed relationship.  As narrative in games matures and develops, todays developers are keen to engage the players emotions as much as their dexterity.  A few games have drawn close to this premise, Red Dead Redemption was a superb example of this in my eyes, successfully merging the best of the worlds from the small and big screens.  The demo for Enslaved: Odyssey to the West was released on XboxLIVE and the PSN Network this week, featuring the games opening sequence, and from what we’ve seen so far it promises to bring the aforementioned union ever closer to the ideal mix.

Based on the classic Chinese tale ‘Journey to the West’, Enslaved adds another take on an already familiar story.  Previously tackled on television in the form of cult classic ‘Monkey’ and on stage from creative pool of Damon Albarn and Jamie Hewlett to name but two, this time the story is set 150 years in the future and sees our hero Monkey tasked with seeing a woman called Trip safely home.  

The game starts out on a prison ship, which Monkey and Trip are both passengers of and it’s not long before things are out of control and Monkey must get off the ship as soon as possible or draw his last breath! The opening level as you escape doubles as a training level but is structured in such a way that you’re still able to take in the amazing surroundings of your environment without compromising your actual studies!  Combat and most importantly it’s controls are fluid and intuitive and you can flow quite smoothly from enemy to enemy clearing them up with grace.  The games platforming element feels just as intuitive however and though your route is faintly marked out with regards to handholds etc. showing you the correct path, they’re not glaring features and instinct will most likely tell you where to go.

The environments themselves, of what we can see so far, appear to be full of life and conviction. Smoke billows pleasingly from the doomed ship as it hurtles along its final descent and there’s a genuine sense that if you aren’t assured with your steps along the outside of the craft, the slipstream will drag you away.  I can’t wait to see the game as a whole and see how the world feels and interacts with the characters on terra firma. The game has not only had Andy Serkis involved with motion capture, but he also directed the game and co wrote along with Alex Garland, and the effects of such renowned talent is evident in Enslaved’s narrative.  Facial expressions are convincing and the dialogue is far from the hammy norm of some past efforts.

The game itself hits UK stores on October 8th and I for one will be continuing the journey west when it arrives.

~DrMurdock

08:55 pm, by onemorego

2K and Irrational have released this 10 minute clip of the opener of Bioshock Infinite.  The first game was a tough one for me personally to get into. I had the same problem when I first bought Fallout 3, in the case of both games after my initial play I just didn’t get the world I was running around with and far from understood the hype of both titles.  Eventually, after consistently hearing good things about them, I fully got in to both Fallout 3 and Bioshock and loved every minute that I played them.

One of the things that always did resonate with me personally was the beautiful art direction of the two games, drawing heavily on the art deco movement and the Norman Rockwell qualities of 1950’s America, and so when Bioshock 2 received an announcement, I was waiting with baited breath. However the 2nd installment just didn’t do it for me, it just felt like more of the same. I’m still yet to finish the game in fact and it has sat on the game shelf for months now without budging.  I don’t think i actually have that much further to go to complete it either, but it failed to engage me the same way the first did.

With the announcement that the third in the series would relocate from Rapture’s sub-marinal surroundings and head a little further skywards however, my enthusiasm for the series has been renewed. This 10 minute preview really sets the tone and I’m confident that the changes this time will be substantial enough to ensure that a return to gene splicing will be just as enjoyable as the first journey eventually proved.  Once again the art direction appears to be firing on all cylinders with what looks like a effective tweak in the presentation, and I really hope they make use of the sense of vertigo the environment poses at time.  As for the big bads, we might need to pack a bigger gun!

Check the video from Gametrailers below for the 10 minute sneak peek. I suggest going with the HD option!

~ DrMurdock


  09:59 pm, by onemorego

AGGGGGHHHHHH I’m a nerd, or a n00b (I think that is the correct name)

  03:20 pm, by onemorego

“I love the smell of Napalm in the morning. It smells like, Victory…”

Hello viewers of one more go, looks like my reviews are being ported over my usual hang out to this wonderful place, and so to kick off the proceedings we have a little look at the new kid on the block…….

Well well well, this week has been fun so far, lots to do and say with lots of new faces and a smorgasbord of information to digest. But alas no time for tittle tattle today, it is high time my work was done, and here it comes….

The 14th of last week had been noted in many peoples calender for some time and finally with bated breath it arrived, what were these people waiting for, myself included… the worldwide release of the latest incarnation of Halo. Halo:Reach is the full title and its been a long time coming with a seemingly endless supply of hype and marketing surrounding its release, lets see if it lives up to that hype or if its just another drop in the myriad ocean that is the video game world.

Let me start by first off saying, I am not a Halo fan boy, I enjoyed the first game but the follow ups always felt a little lacking in some areas, as if Bungie had been happy with one killer title and got a little complacent afterwards. Reach is a prequel to the Halo universe of games, well the first person shooter variants anyway, it has been referenced throughout all of the previous titles and never more so than with Halo:ODST (Orbital Drop Shock Troopers) as once again in a carefully planned and executed marketing plan, this title came with access to a Beta test version of Reach and as such you could find little references and tips of the cap to the, at the time, forthcoming title. You are once again thrown into the super soldier esc boots of a Spartan, although not the infamous Master Chief (Petty Officer John-117) instead this time you are cast as a new recruit to an already existing team of six Spartan soldiers known as Noble Team, I won’t go into too much detail as to names and plot about these characters as that would spoil the story for you, which this time around feels very much more human than previous incarnations, focusing on the individual characters a lot more and steering away from the nameless AI soldiers seen in earlier titles.

The game begins with a typically brief opening cinematic simply depicting a planet (Reach) and some desolate vistas with smoke and the scars of battle evident before dropping you into a Spartan customisation menu, basic choices are to be made, male or female and a few basic visual tweaks to your Spartans armour selection. On the customisation side of things there is a lot of new modifications you can purchase with in game credits as you progress through the game as well as colour schemes and a custom logo as well as voice overs for the firefight section of the game, its all very nicely put together and never feels like there are too many things to choose from and really makes you feel that your character is your own. 

The game starts with a brief introduction to the characters you will be playing alongside and gradual induction into combat, which, while remaining a training section never feels like its separate from the rest of the game and on higher difficulties never feels like it is molly coddling you and on the highest (Legendary) difficulty setting is down right unforgiving (In a good way). The missions vary from large scale battles with a lot vehicular tom foolery too smaller scale engagements with a little bit more focus on tactical combat, most of the levels give you multiple routes/choices to complete the designated mission objective which really takes you back to the feel of the very first Halo installment back on the old Xbox, even the smaller tighter maps have a certain amount of freedom when it comes to movement around skirmish situations, which on higher difficulty settings means ducking from cover to cover and dealing with the seemingly very aware AI you are battling against!

Which brings me nicely to the enemies in Reach, as before you have a mix of the fodder and the elites of the Covenant invasion force with increasing skill levels and defensive capabilities as you progress through the campaign. Enemies duck and dodge, retreating to cover and reacting to you every move, be it to perform a flanking maneuver or to run away in fear as you dispatch a higher ranking member from there squad, it all feels very satisfying when you start dropping them to the floor with a few quick bursts from your assault rifle. The friendly AI is also a lot more responsive, the members of Noble team calling out targets and constantly keeping you updated on the firefights as they progress, giving you a real sense of a ‘team’ working together, throw into the mix a handful of regular soldiers, cheering you on when you make a kill or disparaging you if you mistakenly empty a few rounds into them in a crossfire. At times the AI can get a little confused, allied soldiers standing around seemingly lost in a deep thought process or running in to a situation that only has one possible outcome, though for the most its pretty solid, just never let them drive you anywhere….

The combat is consistently well thought out, with very deliberate cover options and flanking opportunities laid out as well as a healthy selection of instruments of death to unleash on your foe. Controls are simple and well laid out and are also customisable on button layouts and sensitivity and responsiveness of movement, its all very user friendly and you never find yourself struggling to find an option that suits your play style best. Vehicles handling is good throughout although the space combat section feels a little wooden but still doesn’t ditract from the overall game experience, more than anything you’re drawn into the beautiful visuals littered through that particular section, weaving in and out of friendly ships and a space station, loosing a burst of machine fire to send a covenant banshee into the abyss of space in teeny tiny pieces.

Visually from start to finish it never lets up, textures throughout the environment are consistently good and some of the motion blur and depth of field effects that run as you play add to the overall feel of a real world setting nicely. Lighting in the world is also to be noted, from dark corridors in a Covenant space ship to the huge sun lit vistas on Reach you get a real sense that each environment you encounter could be a real place. Explosions light up the world with varying degrees of flare depending on how grand the explosion, from a simple fragmentation grenade small flash with dirt kicking up into the air with believable particle effects to the huge blinding light eruptions as a covenant vehicle gets turned into a junk pile. The sky box is absolutely stunning, huge space craft drift across the sky surrounded by smaller vessels, the sense of scale is at times overwhelming but in a good way, it takes you back to how the original Halo:Combat Evolved felt as you explored the huge sections of the world, the cities and wilderness of Reach all feel suitably believable from small huts with little aesthetic touches to the billboards and fountains in the metropolis sections.

If the visuals of the game are not enough to draw you into the world, the sound engineering is, I ran the game on a home theater system and can honestly say its one of the most engaging soundtracks in a game to date, and not just the booming orchestral scores that build as combat gets more frantic or the hammered electric guitar riffs that kick in on some of the stages, nor is it the quiet and subtle violin sets during the quieter and more subdued sections of the game, but the real magic is in the sound effects. Human firearms sound believable and gritty, shredding the air with a burst of machine gun fire really sounds satisfying, or the deep crack you get as you let fly a sniper rifle round and watch the dirt kick up behind an enemy as the bullet passes through their face, the sounds carry a lot of weight with them. The dull thump of rounds landing in the dirt around you, whistling past your head and into walls and ricocheting off metal work with a pleasing twang, in the heat of a frantic firefight you really do get dragged into the world ears first! Alien weapons are always going to be a tricky one to get right as no one knows what a plasma rifle would sound like, but even they are executed in a way that makes you feel it could actually exist and burn holes in your enemy or you if you’re not careful. You’ll soon become familiar with the sound of a Covenant drop ship cannon, it becomes a rather feared sound as you progress, it really makes you want to keep your digital head down, much like the ominous crackling whir you hear when an enemy tank unleashes a burning ball of plasma towards you.

Story wise the game never lets up on intensity, lets not get carried away, its no Apocolypse Now but it does its job, jumping you from location to location with a sense of urgency building as you go, for those of you familiar with Haloverse you will already know how the game is destined to conclude, but even knowing this you still get moments of hope as you conquer seemingly unstoppable odds from mission to mission, the true outcome only becomes obvious as you draw towards the end of the campaign, which is an achievement in itself as I, like many others, knew what the outcome was but still felt elated when I’d passed a particular challenging section of the game. 

As for longevity, the Campaign can be knocked out in around 6 hours depending on difficulty settings, ramp it up and the game becomes a real hard nut, barraging you with skilled and deadly enemies who will constantly overwhelm you if you don’t keep your head behind something solid. But then there is the multiplayer options, a true myriad of options to be found here, from straight up death match on a large selection of pre built maps to more customised and specific game types, add to that the Forge where you can edit objects in any of the environments from multiplayer or the HUGE Forge World map you have a lot of things to get stuck into. Theatre mode is also worthy of note, those of you familiar with Halo 3 will know how much fun this can be, taking screen shots from any game type you have played and sending them to the Bungie hosted file share to show your friends just how you killed them or how you took out that tank solo in a short video, is truly are great feature that I personally will never get bored with! On top of all this you have firefight, a mode in which you can team up with friends or randoms from around the world, or go solo against varying levels of enemies to straight up kill bad dudes or defend structures, in a selection of maps with again the same levels of customisation as in multiplayer game types, gravity, weapon damage, shield health, all changeable to suit your mood.

All in all Halo:Reach is well crafted and executed title and truly is the sequel Combat Evolved deserved, its only down sides in my humble opinion are the sketchy space combat sections and the slightly unforgiving nature of the harder difficulty settings, although that’s not a bad thing but it does seem almost unstoppable on the Legendary setting, but that’s why its a harder setting! Online gaming is solid although as a relative n00b (I believe that is the correct terminology for someone who is terrible at games) it can be frustrating playing against people who were seemingly playing the game since birth, but again, that is all down to your own level of commitment to practice. The campaign is a little short but with the wealth of options outside of that again, it is a forgivable discrepancy. Now after all that rambling I would like to and get stuck into a sandwich maybe followed by a little Reach…. who saw that coming!

02:22 pm, by onemorego

One More Time

A bit of a relaunch is in order here at One More Go. No longer is the site a solo venture but a duo effort between DrMurdock and MajorXIII. Hopefully the Major will give the Dr a kick up the arse and the posts will flow more frequently.

The look of the site will get a full overhaul in time too, so for now we hope the temporary decor will suffice!

10:13 pm, by onemorego

HA-DOU-KEN!

YES! Super Street Figther II Turbo HD is here!!

SHIT! I’m skint and can’t afford it at the minute!

YES! There’s a downloadable demo!

SHIT! It’s only local multiplayer!

WTF are you playing at Capcom?  You know I’m gonna buy, I know I’m gonna buy, but for the love of god let me have one fight, one worthy of my quarter circle D pad manipulation, whilst I regain capital.  It’s the CREDIT CRUNCH for flipsake!

Patience Murdock, patience…

11:34 pm, by onemorego