Friday, December 28, 2012

Yeti's Indie Spotlight: Pokemon 3D.


Now come on: I don't have to write what Pokemon is, right? Everyone will know a pokeball when they see one. Most people at least heard about Pikachu, or Ash. And one thing is sure: every gamer has at least heard about the Pokemon games for every Nintendo console. Pokemon Red, Green, Gold, Sapphire, Stadium... At least some of them.

And because of that, I think all of us should get some info on this indie game. Made by an 18 year old guy. And it's a starting point for a Pokemon trainer's dream: Pokemon 3D

IN CASE IN NOT LIKING TO READ, skip to tl;dr

FOR AN MORE "UP TO DATE" VERSION CLICK HERE: Yeti o Grach - Pokemon 3D


Pokemon 3D Main Menu

The easiest way to describe this game is an FPP adaptation of Pokemon Gold and Silver for PC. You can see that from the first couple seconds of gameplay. A majority (if not all) of the gameplay is taken straight from the original Pokemon games. However, that is not an con. The same mechanics, with some tweaks, are the workhorse of Pokemon games since 1998.

When you click new game, you get the classical question: "What is your name?" asks Professor Oak, the introducing character from Pokemon Red/Green/Blue/Yellow. WAIT, WAIT, WHAT? Should there be someone else there? To be honest, I thought it should be Professor Elm in here, but I am not 100% sure after these few years I played Pokemon Silver/Gold.

But enough of my writing, first see some in-game action on the gameplay below. BE WARNED, IT'S QUITE LONG.


At first we entered Professor Elm's Lab, to get a Pokemon. I have not paid much attention to that, because my first pick was decided from the start. I was somewhat surprised the starters were chosen from the previous Pokemon  but... whatever, they are still awesome. After that, we can go out, after we get a Potion from Elm's assistant. Now we can get out the town and fight some Pokemon. As you can see, the mechanic is 100% turn based, same is in the original. After a while of logistic thinking (the game is MUCH harder this way, you can get lost quite easily. Also, we see a quite classic screen when my Charmander fainted. After getting teleported back to home, I start my journey anew, this time with much more success. (P.S: how the heck it got snowing so soon?). At the town itself you get a slight tour by an old timer, and have a chance to visit the Pokemon Center. This time, you don't risk pressing the "A" button one time too much :)

You probably saw more then is needed to get a first impression. As for me, it's an newly mined gem. And Nilllzz is making a great job trying to polish it to a high gloss. He posts frequent updates on his tumblr page.
Other than that, you can always watch my blog, I am going to inform you of all significant changes to the game. Mostly because I believe it can become a legend among Pokemon players. Someone finally took up the challenge to make an 3D game about training and battling with Pokemon. I am really surprised that it wasn't Nintendo's doing. But, seeing the results, and that this is still a VERY EARLY beta, we can't complain. We can even get happy with this :)

tl;dr : The game now is quite playable. More than enjoyable for any Pokemon fan. And it gets better in regular basis. If you like to play something new, than it's more than worth giving a shot :)

Friday, December 21, 2012

The Old and The New: Eye Of Beholder & Legend Of Grimrock

Some ideas for gaming grow old, and tend to be forgotten for a REALLY LONG time. Some genres became obsolete  when greater capabilities came to people who create video games. One such genre is the "dungeon crawler". Anyone heard about "The Bard's Tale" (the old one, from 1985) ? Cold... "Wizardy" ? Warm... "Might And Magic" ? Warmer...
Have you noticed I haven't named any newer games? It's because this genre was pretty much dead since the 1980s. There were a few released games of this type in the 90s, but not as much, as ten years before. So, the whole idea here, is to see how these games changed over the course of time. And I am going to compare two games from this genre: 
Eye Of Beholder and Legend of Grimrock
Also, don't forget to give the blog +1 on google + HERE


Why these two? The reasons are quite simple: I have both the games, I like, them, and they are 14 years apart. Enough to see how time has changed both the genre, and us, the gamers. I will sort this comparison in parts, each with a short video/set of screenshots to show you what I mean in the text.
But for starters, what is an dungeon crawler? To be short: it's a genre of game, where you/your party spend most of their time in a dungeon, trying to go lower/higher, fight monsters, beat puzzles, and defeat the "Evil One" (whenever it's an beholder/dragon/demon/evil archmage/etc. ). The focus of these games are exploration, puzzle solving and turn-like based combat.
Eye Of Beholder required from me to install DosBox on my PC. No chance running it natively on Windows XP/7/8

Here you can see the minimal requirements to play this games. They are here mostly to show you how LARGE is the time gap between these games. Years mean nothing when you talk about PC's, the hardware, however tells you everything.

Game NameEye Of BeholderLegend of Grimrock
Processor20 MHzDual Core 2GHz Intel or 2.8GHz AMD
Ram< 1mb2 GB
Graphics CardAny VGAATI Radeon X1600 or NVIDIA GeForce 7600 or better
Sound cardAnyDirectX 9.0c compatible
OtherNoneA mouse
Release Date1990April 11, 2012

Character creation and customization 
The character creation process in both games are similar,yet they differ from each other. To be more precise: Eye Of Beholder uses the AD&D 2ed. rule set  that is simplified during the character creation. You can't even select the spells your character know at the beginning of the game, which is... meh :/ Also, you can change your characters stats in ANY way you want. Yes, you can create a PC which has all stats maxed at the start of the game.
Legend of Grimrock uses his entirely new mechanics, and you have much more place for customization. Each character gets 10 points to give to statistics, up to 4 points to give to skills and can pick up to two traits. Oww, and I would forget. They are four races to pick, each of them change the available options to your PC. 
Gameplay
Let's face it: old games had to have something else then beautiful graphics to captive the players. In case of Eye Of Beholder it's the difficulty which attacks us from time to time. There is also an added handicap, that may not sound terrifying, but it is: NO MINI-MAP. Other than that, another difficulty builder are the environmental puzzles, that are the main cause of frustration in this game. You can sometimes spend half an hour clicking walls in search for an hidden switch. Below a short gameplay of the old timer. A little rushed one, but you can get the main idea :) 
In Legend Of Grimrock we can see... the same? o.O The gameplay is almost the same as in Eye Of Beholder. The most innovative thing is the way spellcasting is solved: you find a scroll with a magic spell. It says what kind of skills you need to cast the spell, and what runes you have to pick when casting the spell. You can see how it works at the end of the gameplay below, somewhere around the 11 minute mark. Also, THERE IS A MINIMAP. The game gets much simpler because of that, no more getting lost. There has been enough writing, you can see more at the video below :) 

About food
Suprised food has got a paragraph of it's own? It's vital in these games, LITERALLY. If your characters will go starved for a prolonged period of time, that will effect your characters capability to fight. And that is a REALLY bad thing. For you as a player. Just a small remainder of this fact :)  
The conclusion 
Old ideas do not die, they just go to sleep. And after someone wakes an idea up, he needs to take it to a plastic surgeon, and teach him how the world works now. In case of Legend Of Grimrock we have a good example of that: an idea from the previous century changed, so that it will be playable in the modern times. 
Similar Games:
In case you think you will like these kinds of games, you can also check out other titles where exploration, monster slaying, and thinking how to open the door standing before you are the main fun. Such games include (but it's not all of them):
  • The Might and Magic series
  • Wizardy 1-8
  • The Bard's Tale (the ones from the 1980s)


Wednesday, December 19, 2012

Rest in peace THQ

We are witnesses of a sad day for gaming industry. One of the older companies just filled in for bankruptcy  Let's spend a moment of silence for THQ, and after that, let's recall their history....
The two most knows versions of the THQ logo, left one from 2000-2010, right from 2010-2012

Now, after we held our respects, let's remind ourselves about THQ. Let's start with all we probably know: they were both developers of great games, such as:

  • Red Faction (first critacally acclaimed game with destructable terrain)
  • Saints Row (I know people who call this game "the killer of GTA")
  • Company of Heroes (one of the greatest RTS's history has known. 93/100 on metacritic agreess with mine opinion)
  • Darksiders (a great game, however painful without playing on a pad) 
They also produced many good, but (in some cases) forgotten games, such as Summoner, Titan's Quest, Dawn Of War 1, Supreme Commander, Star Wars: Battle For Naboo. Even the youngest kids could have some fun thanks to them. They produced/developed games with Spongebob Squarepants, Scooby Doo, or the Teen Titans. They've got even My Little Pony in their portfolio.

I think those lastly mentioned productions were done because of THQ's history. Not everyone knows, that they had started as toy manufacturer in the early 1990s. They extended to video games in 1991 and from 1994 they decided to withdraw from producing toys, and focus on releasing games.

Their long history of making games has not saved them. Even moves, that someone might call desperate, such as the Humble THQ Bundle, and giving out Metro 2033 for FREE has not helped them.

Why I am writing this? Because I think the world of gaming will be much poorer without THQ and it's productions. I just hope that anyone who will buy their assets will continue making the games they had started, such as Metro: Last Light, Company of Heroes 2, South Park: The Stick of Truth or Saints Row 4.

THQ deserves our memory, for all the good moments they gave to us, gamers. 

Another moment of silence for them, and let's hope we won't have to write or read any more blog entries like this again....


Sunday, December 16, 2012

Yeti's Indie Game Spotlight, Vol. 2

Since our hunger for games is insatiable, I have put together another selection of fine indie games that will rock your time. Unfortunatly, this time, they can also drain you of money slightly. But still... I think they are totally worth it.

Some good news: THIS TIME I ADDED GAMEPLAY VIDEOS :D

And also, remember to add +1 to my Google+ page here, so you can be up to date with my new blog posts:
https://plus.google.com/105593234731738899491/


Defender's Quest
An climatic intro. Minimalism rules :D
Type: RPG/Tower Defense
How much? 13,99 € on Steam, 
Who will like it? Someone who doesn't have luck. Or does not want luck to interfere with his gaming. This is all brains. Without tactics, planing, and flexibility  YOU LOSE. Add to that an interesting story, a cast of characters that you will long remember and a new game plus mode, that extends and complicates that game, and what you got? An worthy investment in spending your time on gaming. As an last sentence, an quote "Final Fantasy Tactics meets Tower Defense". 'Nough said on my part.  
WARNING, THE GAMEPLAY BELOW IS QUITE BORING, BECAUSE IT'S THE START OF THE GAME (I don't want to spoil the fun). Later it gets better :D


Torchlight II
The prelude to a slaughter :D
Type: Hack/Slash/Burn/Pierce (or just Hack&Slash) 
How much? 18,99 € (still less then Diablo 3)
Who will like it? You loved Torchlight? You got disappointed by Diablo 3 because of it's lack of endgame/nonexistent character customization/lack of a pet ferret (like me?)/"always play online" drm? Played and loved FATE? Then say hello to your new best friend :D Nearly nonexistent DRM, twice/thrice the content of Torchlight 1, endgame random generated dungeons, and a challenging new game+ mode. That's all here for you, soaked in a one-of-a-kind graphical style sauce. Satisfaction guaranted :D 
The gameplay below shows you a high-level character playing new game+. You won't wreck THAT MUCH havoc at the start :)

Quite awesome, right? That's what you get at endgame, so chill... the game won't be too easy for you :D

Dungeon Defenders
The logo-less main menu


Type: TPP/FPP/RTS Tower Defense 
How much? 11,99  (Good news: frequently discounted. Bad news: TONS OF DLC, worth approx. 40  )
Who will like it? Someone with a lot of friends he can bring in to the game. The Dungeon Defenders community mostly s***s, so you need to bring a friend along to have a REALLY good time. But even solo, you can have a satisfying gameplay. And with random people sometimes make MIRACLES in this game. Overall, the game is good. But it isn't the cheapest (a 100% complete game costs 52 €, that's plain nuts D: )
Still... the basic one is worth every penny, and the DLC's are not obligatory. You can spend hours playing without them, so... everything depends on your wallet :D

Once again: this character is overpowered, but you can get the idea what this game is about.

Thursday, December 13, 2012

The Good and The Bad, vol. 1 Baldur's Gate: Enhanced Edition Review

Can a legendary game like this be still playable after so much time elapsed?
Is the new content worth ANYTHING?
These and other questions will be answered in this review :D


Information:
Type: good old cRPG
Specifications: a toaster will do fine (with exception of the ones with Intel graphic cards)
Release date: 28.11.2012 (FINALLY)
Developer: Overhaul Games
Distribution: Beamdog (very little to no chance of additional options)
Costs: 20$

First of all: IF YOU DON'T LIKE TO READ, GO STRAIGHT TO "THE GOOD". And the review contains SPOILERS, READ AT YOUR OWN RISK. 


IF YOU PLAYED VANILLA BALDUR'S GATE, then SKIP THIS PARAGRAPH.


But, on the other hand, if you read this, there is a huge chance you at least heard about it. The adventures of you, and the companions you will meet on your way. Then, it was epic. An story that you could totally immerse into. And it made that effect only using worlds. The combat system was also good. If you like to think, and plan every move, you could always pause each second. In which you will learn quickly how a bad father can make your life an hell on earth with tons of people trying to kill you. That's for the plot you need to know. I won't say, that it sounds awesome. But that is only my short version of the tale. The writers that created the story have done a much better job then me. The used an well known fantasy world. Created a story that brings that place to life, more than an above-average game master could have done. That's what you get: a rich world, full of adventure, worth every second spent on it. So, if you did not play Baldur's Gate, just stick to the idea that this is an Enhanced version of an masterpiece.
The new main menu
So, I won't write about the story too much, let's focus on what has Beamdog changed in this piece of the old glory days of cRPG's. Baldur's Gate was quite a beautiful game at the time of it's release. It didn't have 3D graphics, but the places you visited during your journey were great-looking. Nope, I got that wrong, THEY STILL ARE great looking. Not only that, the character models which were, without any doubt, the worst part of BG's graphical side, were changed to their counterparts from Baldur's Gate 2.
The new and the old: BG models in BG:EE
The new and the old: BG 2 models in BG:EE
Also, the interface has gone through a quite intense facelifting. Namely, the inventory and character screens, which now show our chances of hitting, the damage we can do, bonus hit points per levels, and so on. Also the paperdolls that show what your character is wearing have been improved. Mostly these changes are slight, however they make your characters look great. 
The new inventory screen
Also, one thing worth mentioning: Overhaul has made new cinematics. The change of style is rather disturbing, however it all depends on your taste. Some call it a little too comic-book like. Decide yourself. Just watch the intro, right below.
If you looked closely on the screenshots up to this point, you could seen a few things you haven't seen before. Most importantly, it's the "Black Pits" option in the main menu. When you click it, and then select to start a new game, you will see... something different. Instead of creating a single character, you can create a whole party. Then you see your team landing on a arena, and having to fight monsters. The plot? Nearly nonexistant. The difficulty? Rises with each battle. Fun? Hell yeah, as long as you like to fight and think how to fight. For me, it was an ideal way to relax after an annoying day at my college :D
The Black Pits
However, not everything is great. The game was supposed to be released at summer 2012. Yet Overhaul has changed the release date to 28 November. The official reason was the need of extended bugfixing. I don't know what kind of bugs they were fixing, but they created a few more...  A ton more. For the first three days a major part of players couldn't launch the game. The other half had lots of graphical glitches, in game bugs, such as an lack of abillity to add one of the new characters to the party. The only thing that saved the devs from being eaten alive by the community was the quick patching they have done. But still, the game was fully playable by the start of December. Yup, that's one cold summer I got...
The Good
- it came out
- the story is left untouched...
- ... except for the new characters, which are good. And they fit good in the canon Baldur's Gate
- stress reliever "Black Pits" add-on
- graphical rework (taken from BG 2 and added some extra touches)
- lots of old bugs repaired
The Bad
- Lots of NEW bugs at launch
- ... which was delayed for an eon. 
- the extra areas introduced with the bonus characters could have something more than the character sidequests
The Verdict  - PLAY IT
If you played Baldur's Gate when it came out, you can buy it. First, to have a great remainder of the good old days. Secondly, because the bonus content and overall game improvements fix all the flaws the vanilla BG had. And most of the newly created bugs are fixed by now.
If you didn't played this game earlier, do it now. Because the story is worth it, and beats somewhat 90% of the games released today. And also you get a pain-free visit to the museum of gaming. And the visit will be long and worth it's every second.

Saturday, December 8, 2012

Yeti's Indie Game Spotlight, Vol. 1

In case you are one of the gamers that do not understand the question "Haven't you got enough games to play?", then here is my private selection of good, and not costly, games. Why I picked from independent ones? Because most of them need support to make more games. A view like the photo below is not so rare, as you could think. But not everyone deserves our money and our gratitude. Here is the first set of worthwhile indie games
Will Make Games for Food (Creative Commons Photo Credit: bugbbq)
So here, my first (and not last) set of gaming fun :D



Type: Strategy/Tower Defense 
How much? 8,99 € (Steam can discount it up to 80%, so keep calm, and wait for it ^^'' )
Who will like it? Anyone. Literally, the game is somewhat weird, when I think about it's difficulty. I have not met a person who played any other tower defense game, and could not succeed in completing the first couple of levels of the campaign. But mastering the game... It's a completly different level. I like this game because it can be played both casually and hardcore.
Type: cRPG
How much? Free2Play
Who will like it? Any fan of RPG's, who plays a lot of games, watches anime, etc. Why is that necessary? Because Matt Roszak  has put MILLIONS of funny references into his games. Name anything, it's there. Pokemon? Check.
Dragon Ball? Check.
Baldur's Gate? Check.
To much to mention further? Checkcheckcheck. Except the funny part, be prepared for Final Fantasy style turn based combat, and a cast of unforgettable player characters :D And also, a fourth installment of the series is almost done, and will probably be out before 2013. So you have loads of time try the previous parts (however it is not required)


Type: Old school dungeon crawler
How much? 3,99 
Who will like it? Anyone hardcore enough to play a game where you have only one life. You can turn off permadeath, but it's not funny then :X Also, this is another game, where nothing is serious. Once you will create a character that uses emomancy and mathemagic as their magic schools, you will get the idea. This game is a joke. A very good one. A very addictive one. 
Type: "Bullet-hell"  arcade shooter
How much? 7,99 
Who will like it? A masochist. Or someone who sheds tears because a lack of a challenge for his evading skills. Look at the screenshot below, and you will get an idea. Also, there is a very good backstory to this massacre of a game. Hardcore only. BUT, if you like a challenge, then go forth, and embrace the evasiveness required to win :D Otherwise STAND BACK (and watch someone else play this, it's epic even then)

Thursday, December 6, 2012

Eternity Awaits. An quick look to Project Eternity

Kickstarting a project

Some time ago, planing on creating an critically acclaimed game using donations as the only source of funding sounded, let's face it, PLAIN CRAZY. But after Tim Schaffer's success in funding Double Fine Adventure with a whooping result of  3,336,371 dollars, it stopped to look like that.
It set a new record for funding a video game on Kickstarter.

That is quite some cash, isn't it? And more then enough to make an adventure game, especially one that will be probably an old-school one (story gt; graphics and other stuff). 
But the are not the holders of the record anymore. Project Eternity has gathered an awesome result of 3,986,929 dollars. Not counting donations via PayPal. In total, according to the information you can find on their website, they have gathered
OVER 4,3 MILION DOLLARS
And those money will probably bring us something great.  

What we would, and what WILL we get?

Because, as Obsidian declared, all the money beyond the requested 1,1 million will go towards making the game even bigger than it was at the start. Their idea is to create an old-school rpg with an isometric point of view. Sounds like Baldur's Gate
During the start of their funding campaign, the plan was to create a game for Windows with:
  • three races
  • five classes
  • five companions
  • a giant hub city akin to Baldur's Gate, Athkatla, Kirkwall or anything along those lines
  • an epic story (as all rpg's, but shhhh... :D )
However, the funding went better than they anticipated (4,3 is better than 1,1 milion, right?), and now we have a game for Windows, MAC and, most of all, LINUX with
  • five races
  • eleven classes
  • nine companions
  • TWO giant hub cities
  • an option to make your own house
  • an possibility of becoming a lord of an stronghold
  • crafting and enchanting

Technical stuff

    We also know a few technical details for sure: the game will use the Unity graphic engine. Thanks to that we will be able to play the game on any operating system. Which is great news for everyone who does not use Windows on their PC. Also, we know that the game will be available on Steam and GOG (the latter offering a standard-for-them DRM-free version of it). That is not everything that we can tell about this game, but now you should know most of the important information. For more, you can always come and visit the kickstarter page for the game. There you can get some inside look on the creation process. And do not worry, I'm observing it, and will post updates anytime something very interesting comes up :)

    Tuesday, December 4, 2012

    Legends of old, reborn? Interview with a special person

    I think everyone has heard a thing or two about it. An old school cRPG player's dream that will come true.
    ...
    You did not heard about

     "Project Eternity"?

    Do not worry, we will fix that soon. A longer article about Project Eternity will come to life after they will end collecting funds for creating the game of our (mine for sure) dreams.



    All of us heard about Obsidian Entertainment. At least once or twice. They are the people that created such games as Star Wars: KotOR II, Neverwinter Nights 2, Fallout: New Vegas.

    And they decided to make an RPG with real-time combat with pause, and an isometric view. Smells likes Baldur's Gate or Icewind Dale. And is made by people who created Planescape: Torment, for example.

    And they gathered all the funds needed to make it happen from gamers around the world (they got mine 35$ too)

    A few words from Adam Brennecke from Obsidian Entertainment about how it all happened

    Could you be so kind and introduce yourself to our readers?

    I am an executive producer and lead programmer at Obsidian Entertainment currently working on Project Eternity. I've been at Obsidian my entire game development career which spans over eight years and five games including Knights of the Old Republic II, Neverwinter Nights 2, and Fallout: New Vegas. If you haven't heard of Obsidian - we are an independent video game developer specializing in role playing games based in Irvine, California. 

    How did the idea to make a game with funds raised by fans came to you?

    We joked about the idea for doing a game on Kickstarter a year ago (late 2011) when we saw board-games on Kickstarter break the $100,000 milestone in crowdfunding. We stopped joking when Tim Schafer and Double Fine launched their Kickstarter and really changed our outlook on how our games could be funded. Wasteland 2 and subsequent game launches solidified that crowd-funding is for real and made us seriously consider taking the jump too. 

    How did Obsidian prepared itself for the Kickstarter campaign?

    We came up with the idea for Eternity collectively as a team, and then I was tasked to put together a pitch plan and video. It took about two months to prepare everything for the launch. The process included a ton of work are effort from our talented artists, sound designer, and game designers. 

    When you combine the money from Kickstarter and PayPal, how much funds have you raised? And how many people have pledge their support to your idea?

    We raised around $4,200,000 with about 77,000 backers. 

    Where you prepared for this kind of attention, where you expecting it?

    We raised one million dollars in 24 hours and hit our initial funding goal of $1.1m in 30 hours, which was very overwhelming. We didn't expect it to come so fast. I don't think anyone could have expected it. 

    And the amount of feedback from the backers, how much did your initial idea of the game changed thanks to all the suggestions from the forums and the Kickstarter comments?

    We stuck to our original ideas for the most part - but we did see how fans reacted to certain ideas and then we discussed it internally. One of the most important things to remember is that nothing is set in stone this early in pre-production and we love reading and hearing everyone's feedback and ideas.
    This whole experience with fund raising, being right next to your fans (and future buyers of your game), being independent from developers making you go faster than you would prefer.. Is it very different than your previous experiences with creating cRPG's?

    Yes, it's quite a bit different from my past experiences making games. First off we typically don't go public with game details until way later into production; However with the Kickstarter we had to reveal a lot of details to our fans right up front. It's great to include our fans in the pre-production process because we can get immediate feedback on our ideas. 

    Will it all go to creating the game? Or will some part of it go towards the rewards given to your backers?

    All the money that we raised will go to making the game or will go to making and shipping the physical and digital goods for our backers. We have a few extra costs like the cost of using Unity (the game engine), recording live-music in the studio, hiring voice actors, and other software purchases. Any additional money over our goal really means we can add more people to the development team which equates to more content, game features, and a larger world. 

    Did you had all those stretch goals prepared, or did the enthusiasm overwhelm you, and you had to create new ones before you were expecting it?

    We did have the stretch goal plan prepared before we launched the Kickstarter, but we were caught off guard by how fast we reached our initial goal. It's a very iterative process, and new ideas for stretch goals were continually brought up by team members or fans - It was important to remain flexible during the campaign. 

    Did you tried to ask a producer to produce your game, or you decided just to Kickstart it?

    We have difficult time pitching projects that are PC focused and not on a console, and the publisher interest in funding mid-budget games like Project Eternity is small. Going with Kickstarter made a lot of sense to us, and the game we wanted to make really fit with the crowd-funding model. 

    Purely hypothetical question: If “Project: Eternity” will be a success, will you think of making another game funded this way? Or another part, let's call it “Project Eternity 2” ?

    Yes, we are very interested in continuing making games like Project Eternity if it proves to be successful. Why not continue a good thing? Obsidian owns the world and characters so making follow up games will be our plan if the first release is received well.


    Monday, December 3, 2012

    Since we have to start with a bang~~

    Welcome to my newly created blog about GAMING~~ everything here is still a WIP, but don't worry, it will come to shape "soon". (TM)

    Stay tuned for the first posts coming THIS WEEKEND~~