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thelimitsofcontrol 4 years
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Hey everyone! wanted to share some more of the promo work i鈥檝e done to for valorant that has been released as always thanks for my team for help and feedback and Suke and Josh for help on final polish and feedback!
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thelimitsofcontrol 4 years
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Hey everyone! Super excited to finally be able to share some work I鈥檝e done for Riot鈥檚 new game and IP, VALORANT. I鈥檝e worked on this project for many years and I鈥檓 really happy to be able to share some of the work. This is a promo image for one of our characters called Viper, which was part of the announcement.
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thelimitsofcontrol 5 years
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Huh, Portal 2 is awesome game. Recommend it to everyone!聽
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thelimitsofcontrol 5 years
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Darksiders 3 Review by the Limits of Control
On the 1 hand, the trendy, effect-laden combos in the disposal stage to a match with battle experiences reminiscent of Devil May Cry's kinetic action. Nevertheless your fragility and the challenging challenge enemies gift actively dissuade you from coming up combat on the front , rather favouring a more systematic approach with an emphasis on tact and evasion. The Darksiders series has ever exploited its inspirations on its sleeve, but there was a feeling of focus and constant layout omnipresent in all its moving parts.
Fury wields a bladed whip referred to as the Barbs of Scorn, which delivers both good selection and a satisfying comments of meaty strikes as soon as you're up close and personal in certain demonic thing's face. Through the game you will get Hollows that grant exceptional secondary weapons--such as a lumbering mallet and rapid-fire chains--and start your traversal choices with different elemental consequences. Combos are relatively simple to do, with a single button specializing in main strikes and another for all those above secondary strikes. Button mashing is sufficient to get you through many experiences, but blending in minor delays between button presses allow you to pull off air combos along with other similarly stylish motions. It certainly looks the part of a gaudy action sport, but these showy combos are just feasible against weaker enemies.
Darksiders 3 has obtained some very clear inspiration from Dark Souls, therefore Fury's non survivability compels one to approach battle in a manner that belies its lush combos. Enemies are quickly and hit hard, and are frequently found in classes. Without a stamina meter to talk of, there is an emphasis on dodging and preventing risk that will detract from Dark Souls' stringent utilization of energy administration. Every absolutely timed dodge is rewarded with a slow-motion boom and also the opportunity to counter having a strong arcane assault, and many clashes are made around Fury's capacity to weave from the way of horn slashes and ravenous claws. There is a fantastic selection of enemy types, also; studying their attack patterns and understanding when to bypass is paramount to beating virtually every enemy you can not simply banish using one combo.
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However, Darksiders 3 never collapses to this procedure heavily enough, and out-of-place vestiges of its gaudy counterpoint frequently bring about frustration as it appears to divide between needing to be two quite different kinds of game.
You might have air juggles and respective strings of mortal moves available, but you are often forced to settle for secure combos since anything else will leave you open to a catastrophic strike. Then there is how that you lock on to enemies. This was obviously designed with one-on-one conflicts in your mind and certainly does not match in a match as hard as this. While there are definitely some hard enemies at Darksiders 3, the actual difficulty comes from confronting more than 1 enemy at a time as opposed to a singular hazard. This functions twofold: bands of enemies are tougher because of their amounts, along with the unwieldy lock-on plus a poor camera create these battles far more challenging than they'd otherwise be. The camera has a propensity to block your view walls and some other items in the area, which is only exacerbated with the claustrophobic environments that dominate nearly all the game. Dying because you can not see, or as shifting goals is too fiddly, are continuous annoyances. And of course the amount of times you are struck by strikes from off-screen. There is a sign for incoming strikes, but it is unbelievably hard to discern from the thick of the action, and no this warning is present for projectiles.
Dying because you can not see, or as shifting goals is too fiddly, are continuous annoyances. And of course the amount of times you are struck by strikes from off-screen.
Darksiders 3 also strips out lots of these RPG elements out of its immediate predecessor. Every time you achieve a checkpoint you'll be able to exchange them into a demonic merchant so as to level three characteristics: health, strength, and arcane. It is a really simplistic improvement system, and though it's possible to lose spirits by expiring and must then recover them , there is no tension borne in the danger of dying and dropping them because it is possible to bank spirits even in the event that you don't have enough to level up.
Weapons can be upgraded to improve their damage output, and improvements will fortify your arsenal with fans which may provide you 4 percent health back for every successful strike, or include more invincibility frames into your dodge. But there is no feeling of individuality , and battle never evolves because everything you are doing is fostering your damage output. It does not take too long prior to copying settles in.
This is an issue when battle is all-encompassing. There are a few basic puzzles sprinkled around, but they are few and far between and usually revolve round hitting a massive jellyfish monster into place so that you may utilize its mind to reach higher ranks, moving blocks, and utilizing volatile pests to get different locations. None of that is especially engaging, which goes for the infrequent cases of platforming too.
The apocalyptic wasteland of Earth isn't that interesting to oppose either. The interconnected world consists of dilapidated office buildings, filthy subways, and bombarded industrial places. Every one of these locales is wrapped in muted colors dominated by beige and gray, with just a few areas deviating from this dull layout. Sloth is a big grotesque insect, therefore it is reasonable that you will discover eggs cascading across the walls of the subway lair, and face off from arachnids and four-legged creatures.
Verticality plays a considerable role in these types of surroundings, but there is no sense of scale if you are often confined to dank corridors from subways as well as caves. It is a pity, too, because while the bulky, comic book art design of Joe Madureira remains represented in the superb character designs--even though he is not directly engaged Darksiders 3--the background for all these epic beings is that generic, insipid world. And while it underwhelms in the visual section, Darksiders 3 remains rife with continuous framerate problems --on a PS4 Pro--along with crashes, noise glitches, along with other specialized misgivings.
There are different components worth mentioning, such as the way the game length is padded out from the exception of an obscure in-game map which makes quick travel useless because you don't know where exactly you are going, or the counter-intuitive manner letting an enemy kill you ' is your best option in regards to replenishing your recovery things. However, declaring any more at this stage is simply too disheartening. You can find remnants of a fantastic match , buried inside the lively combos of a battle style this game does not wish to adopt. Regrettably, it is buried far too heavy to salvage.
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thelimitsofcontrol 5 years
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It. Is. Amazing. Jinx project skin
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Jinx - AL SO
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thelimitsofcontrol 5 years
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Wanna taste a Nuka-Cola bottle?
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thelimitsofcontrol 5 years
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Fallout: New Vegas is just greatest game of the recent years. Maybe RDR2 is better, but i鈥檓 not sure :P
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thelimitsofcontrol 5 years
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Nice jump :)
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Anyone else do this jump take down?
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thelimitsofcontrol 5 years
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Taiko no Tatsujin: Long but very deep review on my tumblr blog
The Taiko no Tatsujin matches are principles of Japanese arcades, and when you watch them, they are difficult to overlook: colossal cabinets shining with glowing lights, faux-paper lanterns enclosing a display, and also two huge taiko drums you use to perform with.
Additionally, it is available as two different versions for different consoles, both with various tracklists, attributes, and play styles. The fundamental gameplay, however, is exactly the exact same in each.
That gameplay is rather straightforward. Beats will roll across the surface of the display, and you want to hit the drum in certain ways so as to generate unique noises; hit on the centre to get a deep boom, the rim to get a milder clack, and utilize both drumsticks simultaneously on either the middle or the rim to get a more powerful overall sound. Having only one device with easy inputs may make the game look simple at first, but as soon as you proceed to a number of the harder issues, you're going to be challenged with rapid-fire noise buttons, amazingly quick beats, and gimmicks which challenge one to blow off that drum as quickly and as hard as possible. It is a whole lot of fun as soon as you get the knack of this, and watching a celebration of adorable small yokai and personified taiko spirits emerge at a cheering frenzy once you have got a huge combo moving is always satisfying.
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Obviously, the house versions are overlooking something from that preceding mentioned description --the drum. There is a custom drum control which may be used with all the game which recreates the arcade controllers marginally, but because it is not available out of Asia for the writing (although the North American sport supports it), you ought to contend with pressing buttons for drum strikes, tapping an onscreen drum with the Shift's signature performance, or employing the movement control function of this Shift Joy-Cons to simulate using drumsticks onto an electronic drum. (For Drum Session on PS4, your choices are much more restricted; you press the control buttons or invest an arm and a leg using a drum control. There is no Proceed assistance, possibly.)
Every one these control approaches have their own ups and downs. Control button input is extremely accurate but does not really deliver the expertise of drumming, and signature input ends in a chunk of this display being consumed with an electronic drum. Joy-Con input is most likely the most enjoyable since it comes closest to the sense of drumming, but in harder song amounts it will be plagued with incorrect input readings, therefore it is not suggested for monitors with quick notes.
Regardless of what input you select, however, you are going to be playing among several tunes from the variety-filled tracklist. The deficiency of Western tunes can be a little daunting at first, but there is lots of variety general, and also the first Namco compositions are normally rather great.
All in all, the PS4 tracklist is significantly more powerful, offering more songs in each class, together with a great deal of discretionary DLC songs. But it is disappointing that a number of the greatest songs, such as classic Namco game audio medleys and cherished Vocaloid tunes like Senbonzakura, are DLC-only. The Change tracklist is bigger and disagrees a reasonable bit, but provides exclusive Nintendo tunes such as the Super Mario Odyssey motif, a Splatoon medley, along with a Kirby medley. If musical number is the primary selling point and you do not find forking more than a little extra for DLC, then you will most likely need to check out the PS4 version .
What Drum'n' Interesting does possess that its PS4 brother does not, but are lots of mini-games and unlockables. These range from easy party games like jumping rope into the subject of classic Namco arcade game Hopping Mappy or jogging via a side-scrolling stage picking food up to more complicated challenges such as preparing sushi cooking or orders on a grill into a beat.
Additionally, playing with them unlocks extra content, like music and player-aiding avatar personalities, in the primary game, so there is lots of incentive to receive a lot of friends together and perform a few Taiko rhythm volleyball.
Taiko no Tatsujin in any type is a good rhythm game bundle that is simple to enter and rewarding the longer you perform it.
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The PS4 version does not possess these minigames; rather, it concentrates on a deeper audio match encounter. Apart from the larger song choice, it features an internet mode where you could download other players'"ghost" input information for tunes to compete against. (if you would like a direct head-to-head conflict, however, you will have to do local drama.) In addition you have a modest personified Taiko avatar you may personalize with goofy costumes and collectible things, which you purchase from lootboxes it is possible to purchase with money earned in-game.
In general, Taiko no Tatsujin in any type is a good rhythm game bundle that is simple to enter and rewarding the longer you perform with it --provided you are down using a mostly-unfamiliar tracklist. Though the different non-drum-controller control schemes are not always best, the Shift version provides many nice choices to select from--and in the event that you simply wish to play with a few standard-difficulty tunes with pals before competing in four-player noodle-slurping, movement controls end up being lots enjoyable. But if you've been yearning to get a unique, fun multiplayer music game, then possibly variant must scratch the itch rather nicely.
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thelimitsofcontrol 5 years
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Haha, i know i already posted 2 images from Portal 2. But you know what? Get another one!
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thelimitsofcontrol 5 years
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Underworld Ascendant Review
It was, basically, the immersive sim that asked the questions: Would you wish to battle your way in?
Crowdfunded through Kickstarter and subsequently signed by writer 505 Games, Underworld Ascendantwas initially pitched as a spiritual successor to Ultima Underworld developed by a veteran team comprising several men and women who worked to the first, most especially its direct designer Paul Neurath.
Regrettably, far out of a tribute to an influential classic, the end result is both a devastating disappointment for Underworld fans along with a really lousy match in its own right. Ascendant is riven with glitches. Each player-empowering attribute is reversed by a collection of bafflingly ill-conceived layout options. And where you go your advancement is continually chafed through an all-pervading absence of refinement.
The narrative, for what it is worth, informs an oblique narrative of warring gods and conveys only tenuous connections to the first Underworld games. You perform as a recognizable selected one teeming with the sole duty of rescuing the world from impending catastrophe. The game's main antagonist bellows his ghostly dangers at the start of every new place as yet another hour ticks by on the doomsday clock, but it is all bluster. Nothing about the planet feels imperiled before the game over screen descends and you are left feeling bemused rather than conquered.
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The Stygian Abyss of its subtitle was a multi-level, interconnected dungeon inhabited by varied, warring tribes that detected what felt like different cultural practices. Ascendant's variant of the is made up of seven different levels whose random design (here is a swamp, within a fort( within a volcano) obliterates any proposal of inner consistency and a massive but empty hub region that's so dull to traverse it gets really frustrating to go back to between assignments.
Again unlike the first game, which allow you to wander freely throughout the dungeon and pick up quests out of its own inhabitants, Ascendant requires a more contemporary and compartmentalized approach. There is a job board at the heart where you pick one of four assignments until you step through a portal site into the appropriate site. Critical path missions ask that you come across the abyssal key dropped in each of these seven worlds, however other assignments --every group by one of three factions with whom it is possible to get favor--might get you kill a specific enemy or amass a variety of a particular product. It is possible to just take 1 assignment at a time, but so there is a good deal of hiking back and forth between heartbeat and dungeon degree. And, curiously, any assignment that asks you to accumulate things will dismiss some of said items in your possession and make you collect new ones instead.
None of the assignments are complex and ultimately boil down into entering the dungeon, combating or sneaking your way into a specific place, picking up or murdering everything you require, and legging it back into the closest portal to twist into the hub. There are no NPCs to speak to, no discussions to have, no narrative choices to create, nothing but a lot of what feel as procedurally-generated fetch quests delivered over and over again. If you remember the arbitrary quests given to you from the different Jarls during Skyrim, that is pretty much the whole game hereexcept replicated more than seven inactive dungeon levels rather than spread across an entirely smooth continent.
The nearest Ascendant comes to honoring Underworld's heritage is in the way that it gives players the capability to personalize their playing style. Perhaps you're an axe-wielding fighter that has also mastered recovery magic?
In a wonderful touch, spells are not merely a substitute for firearms, but are far better suited to the cerebral player who would like to use the surroundings to their benefit. 1 spell allows you produce a chunk of fire, by way of instance, but it is not a normal fireball which you hurl in an enemy; it is rather utilized to place different things on fire , state, collapse the path that enemy has been standing on, or more mundanely, burn a weapon that has been blocking your path. The tree is adaptable and lets you craft a personality that reflects how that you need to play with, and leaves lots of space to experiment with different play fashions should you want to roll up a new personality.
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The odds of doing this are slim, regrettably. Underworld Ascendant is not only a bare-bones action-RPG, in addition, it is filled with glitches and bugs also conveys a very bizarre save system. I have encountered glitches which I would classify as insignificant: regular deep seated, untextured holes on the planet geometry; traces of dialog repeating on loop till you leave the place; becoming stuck liberally onto a stairs; unable to escape a knee-deep pool of water since the present is strong; standing too near a torso when opening it and using the physics fling you across the area. These problems, and a lot more, I will deal with. They are irritating, confident, but they are not game-breaking.
However, the bugs become game-breaking when, as an instance, your character becomes trapped between two pieces of geometry and the only way out would be to reload. Or if you can't use your bow though you still have plenty of arrows built. Or if you can actually use your bow and see the arrow shoot throughout the world but it apparently passes through the enemy without even doing any harm. Or once an enemy spots you and runs right into a corner and keeps attempting to operate through a wall at the same time you strike it from behind before it expires. Or if you pull on a lever and a rolling spike snare vanishes in the world but remains really there and kills you. Or when an enemy has trapped in a cycle of leaping in the air and throwing a smoke bomb in its feet. These problems, and a lot more, are ones that I can not cope with.
But perhaps most of all, I can not deal with the rescue system. To start with, you can't save wherever you prefer. You are able to conserve if you prefer, however loading this rescue may see you restart in the start of the level with your stock intact but any modifications to the degree reset. It's possible, however, plant a tree sapling at particular points during a level to function as a focal stage should you die, very similar to the Vita-Chambers at Bioshock. This would be fine if Underworld Ascendant was a run-based game in which you are mainly interested in just how far you are able to get and what loot drops. It is a mission-based game in which you are researching a degree for upwards of one hour every time, attempting to finish a particular objective. You are already revisiting the identical level over and over again by virtue of needing to come back to the heart to money in a mission and pick up the following. Needing to restart a degree from the start every time you load a rescue is simply adding insult to injury.
For most gamers, particularly the time-poor, the rescue system will be sufficient to leave Underworld Ascendant unplayable. But if it had been addressed, and also a more traditional system patched , it would not be possible to recommend this game to anybody. At precisely the exact same time, even freed by the hopes its own historic baggage brings, it's a clear failure. The soul of Ultima Underworld resides on elsewhere.
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thelimitsofcontrol 5 years
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More of the Portal 2 arts :)
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thelimitsofcontrol 5 years
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Haven鈥檛 played Minecraft for long time. Still get impressed everytime when i see something like this.
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This is my friends and I鈥檚 realm where we beat the dragon in under 3 days, woo
The little town is impressive and I though I should share it with y鈥檃ll
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thelimitsofcontrol 6 years
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Typical DOTA 2 chat :)
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Every team game ever
via reddit
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thelimitsofcontrol 6 years
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One more word about Fallout 76
Fallout, the RPG series using a 20-year heritage , finds out its most recent entry taking another opportunity at braving a fresh leadership. It places a significant focus on working together with different folks in a planet with endless actions that try to sustain your participation forever. It presents significant changes to the established arrangement of Fallout 4 to allow it to be both a multiplayer and single-player experience. In doing this, both types of drama have problems with important compromises which exist simply to serve another, and consequently, both are feeble. Fallout 76 can feel and look as its illustrious predecessors occasionally, but it is a soulless husk of an adventure.
Fallout 76 doesn't have artificial human characters to socialize with. The rationale is that, since the dwellers of all Vault 76 are tasked to be the very first to re-enter and recover this postwar America, there are not many coherent beings. A number of the people who did live nuclear annihilation conveniently expired shortly before your arrival.
On the other hand, the dearth of people can also be Fallout 76's largest problem. The match goes to great efforts to paint an image which includes cities and towns with various cultures and populations, survivors who've banded together to form factions, and tales of individuals who were able to live against all odds. However, without having some of these individuals present to tell their tales , 76's planet is limited to become little more than just an ecological display with matters to kill. This means the art of dialogue is disappointingly absent, but more seriously, it implies there aren't any powerful emotional anchors that will assist you become genuinely invested in the planet, a complication which reduces the match's other core tasks.
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The largest victim is the pursuit system. Without really having individuals with needs and needs, initiating and job quests often entails using explicit found-object storytelling applications --listening to music logs, reading notes, and surfing via computer terminals for crucial info. A pursuit will frequently explore the tales of particular personalities, but they are characters which have since passed out, and all you get are extended monologues and one-way directives by someone who no longer exists and you can not interact with. Your activities ultimately will not impact anybody, or the remainder of the planet for that thing --each place you see will be flashed with enemies and items frequently --so it is hard to remain motivated.
. . .there are not any powerful psychological anchors that will assist you become genuinely invested on earth...
A number of those stories are fascinating to make sure, and if you happen across a story about a character who piques your curiosity, you become eager to find out more about their final living moments. The absence of a much more relatable and private connection between your activities, the planet, and its people --combined along with your lack of sway --signifies quests start to split into wild goose chases across the world to test things off a record, and also feel unworthy. It makes the concept of continuing to advance the narrative --listening to more sound logs, running round the nation to look for more doohickeys, reading more journal entries--sense exhausting.
The dependence on things like sound logs and notes that are written additionally demonstrates to be the largest hindrance to playing Fallout 76 in multiplayer. By teaming up, you can explore the entire world together, get help in carrying down tough enemies, and finish any exploration, but sure things are kept different to each individual participant's experience. Containers that hold things, as an instance, will possess unique loot for every individual who opens them. But pursuit objective completion also is not shared, and each member on your group should trigger things to get them count on their own development.
This is a superb idea on paper, since it makes certain everybody sees every bit of a story themselves. However, in playing both great friends and strangers, I discovered that every individual's individual need to progress quests seriously hinders the flow of progress. Due to the need to await your group to catch up, have every member take their own time to obey important sound logs (which can be impossible once you've got voice conversation proceeding ), and hunt terminals for applicable info, questing in multiplayer wants a great deal of patience and courtesy. Add to the fact that Fallout is currently a game which promotes constant, time-consuming equipment direction (which penalizes your movement rate to be over-encumbered), in addition to a basic, sometimes tiresome survival method (which requests one to keep meters representing thirst and hunger ), along with the notion of getting another squad member only feels to be an extra weight.
In case you've got a squad that's pleased to bypass the story content matters will go a lot more easily, but then you are denying yourself the 1 vector which provides these quests taste. However, the capacity for random fun is an unremarkable characteristic. The benefit of questing solo rather than having to wait about is definitely a major advantage, but it's its obstacles too--packs of enemies will frequently have a couple of foes which are 10 or 20 degrees over you, and with someone to watch your own back is undoubtedly a element that needs attention, warts and all.
Fighting enemies also does not feel that purposeful in 76, a morbid result of the deficiency of in-universe characters. The new area of Appalachia is full of a variety of beautifully manicured creatures both old and new, such as humanoid enemies such as the Scorched and Mole Miners who will wield firearms. Nonetheless, it is not as amusing to carry on enemies which have not wronged you or anybody you know.
Appalachia is full of a huge range of multiplayer-focused public occasions which encourage everybody on the host to assemble and take part in a exceptional task tied to a certain site. However, these largely boil down to escort and protection assignments which request that you hold back several waves of enemies and also execute fundamental aims.
That is also partly as a result of alterations to V.A.T.S.. What was formerly a tactical pause-style ability that let you take the time to evaluate your environment, target specific body parts, and also make the most of your battle strengths, is currently a mostly an opt-in real-time auto-aim system, an alteration presumably left for the purposes of multiplayer. In case you choose to update the ability, it serves its purpose in being in a position to make precision strikes on limbs once the activity is more manageable, however in more extreme situations this edition of V.A.T.S. does little to bridge the constraints of this real time battle system as it did.
Nevertheless, the overwhelming bulk of quests have apparent linear throughlines for their individual objectives, all which include shooting a great deal of things.
A few of the choices in Fallout 76 are optimistic, though. The flexibility of this new perk system (that is currently card-based) lets you modify your skills at will, which has encouraged me to utilize Fallout's stranger abilities, based on my own situation. In my experience, the game's distinctive spin on player-versus-player contest is good at deterring unprovoked attacks when researching the entire world --killing someone else is a good deal of work for little benefit if your goal does not retaliate. Base-building carries more than Fallout 4 and includes a couple quality-of-life alterations. You have the capability to maneuver your base camp to get a trivial fee, and you'll be able to save patterns of whole arrangements for simple placement elsewhere.
Most disappointingly, if you do start to come across some little joy in researching Fallout 76's planet, you are frequently not much from falling prey to the show' now attribute penchant for specialized oddities. Whether due to the game or the internet server-based nature of this match, I have run into innumerable problems in the PC version, even following the match received a significant patch inside its first week of launch. Issues like cutting throughout the planet, suspended animations, whole buildings failing to loadenemies becoming stuck in walls or not moving, music logs not enjoying enemies spawning from mid-air, delayed harm detection and planet effects, host disconnections, and being not able to finish a pursuit because somebody else on earth murdered your goal, requiring one to log off and on until it respawns. These are only a few examples, and experiences will change, naturally. But in my own time with the game, Fallout 76 didn't feel as though it ran smoothly for protracted periods, technical problems were acute and frequently frustrating, and they overshadowed any fondness which has been, at the point, beginning to grow.
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Fallout 76 tries to perform some significantly new suggestions for the show, but with few exceptions, they especially restrict the significant aspects of the sport. The novelty of multiplayer could be somewhat entertaining, but it is not an ideal way to enjoy mainline development, along with the shooting mechanisms are not powerful enough to produce the concentrate on combat-heavy activities really enjoyable. Matters feel like a solo participant, along with the Appalachian landscape surely has fascinating things to watch. However, the lack of in-universe characters along with your inability to create a significant effect on the entire world means getting spent in the entire travel is remarkably hard.
Bethesda has said it plans to keep on supporting the match for quite a while, but at launching, Fallout 76 is a bad encounter. You can find echoes of this show' admirable attributes, but look beyond that facade, beyond the adorable Vault Boy cartoons, beyond the radio paths, and you will discover no heart--an inconsequential wasteland doomed to be nuked over and over again.
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thelimitsofcontrol 6 years
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The Forest review by IGN
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thelimitsofcontrol 6 years
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The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury, not a curse. To know you're close to the end is a kind of freedom. Good time to take... inventory.
Call of Duty, Cpt. Price.
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