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James Vogel
Sinistar is my patronus.
Sinistar is my patronus.
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Nioh, or The Last Samurai (is a White Guy): The Videogame.

(OK, yes, I know the protagonist of Nioh is based on an actual historical figure https://en.wikipedia.org/wiki/William_Adams_(sailor). I stand by my joke though.)

This is a game that starts with a strong core then almost ruins everything by piling on bells, whistles, and gongs. It's an uneasy blend of Koei-Tecmo's stylish and flashy Ninja Gaiden combat with design elements seen in From Software's Souls/borne games, whose central gameplay aesthetic tends toward the austere – and by contrast, it demonstrates the strengths of that austerity.

(This is of course a more polite way of saying "and here's why From didn't shit up their game with the loot system from Diablo", but I'll get there.)

But let's start with what works, because I don't want to give the impression I dislike Nioh. I like it… well enough.

The biggest strength of the game is that the central murderstabbing parts are really fun almost all the time. The actual number of melee weapons is pretty low: big sword, two smaller swords, spear, big fuckin' axe (or occasionally hammer, but it's the same moveset), and kusarigama (chain-sickle). They all play differently, and you also have access to three different stances: high, mid, and low. That's a pretty decent amount of variety. It'd be nice if high stance had more uses than cutting down easy or winded/debuffed enemies; its slow wind-ups will get you killed as fuck against anything that can actually hit back, and for the most part unloading on those enemies is easy enough and doesn't require a stance swap. Still, there are some boss fights where finding the right moment to really go HAM for a few seconds is rewarded.

Controls are solid, which is important because combat is on the fast side. I'd say individual attacks are even faster than Bloodborne, but the lack of the parry/visceral attack mechanic means encounters tend to be bursty: rapid exchanges interchanged with slower recharge periods. I like this - it feels different from other games of this style without tipping over into the button-mashing hackfest of your Devils May Cry and Gods of War. With some of the best-designed enemies this can go on for a while and starts to feel like a very authentic sort of fencing match.

The camera's a little twitchy at first but I eventually managed to tweak it into behaving itself.

The mission areas are well done. There are a good variety of maps and combined with lighting and environmental changes see plenty of re-use in ways that never feel lazy. If I have a complaint about the mission maps, it's that I wish they'd apply those options more often, especially on the main missions. While the side-quests have a broad range, almost all the main missions are "a generic Japanese village, most of which is on fire, at night". This mutes the color palette and adds a layer of difficulty that comes down to "I literally could not see that guy and now I'm dead", which is frustrating at times. The muted palette & occasionally repetitive architecture can also make the maps easy to get lost in, to the point where I could occasionally only tell where I'd been because the areas were suspiciously devoid of things trying to kill me.

The snow level is gorgeous.

My opinion of the encounter design is mixed but mostly on the positive side. I like that they avoid relying on the "easy gotchas" that are a trademark of the Souls/borne games and their most tedious imitators. You know the ones I mean - where you walk through a door to fight one dude and whoops there's another dude behind you! There are a variety of different encounter layouts and the game often offers you ways to thin them out without trivializing the fights, which adds some strategic elements I appreciate, especially when it often relies on your relatively small pool of ranged ammo. The humanoid enemies are nothing special but the wide variety of yokai are visually distinct and interesting, and often do a great job of mixing things up.

Where the encounters struggle is often about placement and routing. Nioh's mission maps try to split the difference between open exploration and linear levels. Each one is a mini-world with several shrines that you explore non-linearly, often unlocking shortcuts as you go. This is a very delicate balance between designing a level and designing a map, and while it has some advantages, I think it really hurts their encounter design that they can't make assumptions about the direction and route the player will take into each fight. It's somewhere that I think the game would have benefited from a little more linearity. This might also have helped the pacing of each mission, which occasionally bogged down into wandering about instead of having a proper interest curve ramping into the boss.

Minor aside: I'd really like it if the game was friendlier about letting you continue exploring each map after you killed the boss instead of almost all of them forcing you out and if you want to go back, you have to replay the map, including fighting the boss again. Not a big deal, but kind of annoying.

A few other minor things I liked: ranged weapons are really easy to use, especially compared to the awkwardness in Dark Souls; the obligatory checkbox-y collectables (which for the most part are only in main quest maps) are endearingly animated kodama and the game is civilized about letting you know how many are left on the map and when you've found the last of them; the animation overall is fluid and the enemy ragdolling is less prone to inappropriately comedic side effects than some games I've seen; and one of the main NPCs tells time by pulling a kitten out of his vest, which is pretty much the best pocketwatch replacement ever.

Oh, also it has a really nice healing system. You have Elixirs, which are a lot like Bloodborne's Blood Vials: you can carry a limited number, any more you pick up go to your storage box, every time you pray at a shine your inventory is refilled to max from your storage. However, unlike Blood Vials, there is also a minimum number of Elixirs you can start with if you run completely out, which is great for repeated boss attempts where you spend a lot without having a chance to pick many up. They're also much easier to acquire in ways other than grinding them out of trivial foes. Big plus there.

Now for the complaints.

A few minor ones: inventory management is a bit iffy. Everything has a color according to its rarity, which matters somewhat for equipment but basically not at all for consumables and is just something to distract you and that you can sort by if you like sorting things in unhelpful ways. There are way too many different consumables cluttering up your list: the game showers you in them, and most of them are garbage. You also have a limited carrying capacity and items other than Elixirs do not automatically go to your storage box. So especially after clearing most of a map and backtracking for kodama, I was constantly walking past loot on the ground, thinking "I should pick that up", then finding out it was something I was maxed out on. You'd think eventually I'd learn. Or that it would go to my storage box like a civilized game.

Or that the game would stop dropping so much useless crap. And I never go through enough of my consumables to make a dent, because (a) they're bad, and (b) I only have eight quick-slots for item use and they're mostly full of useful things. Eventually I end up selling them off en masse for piddling amounts of gold and the cycle begins anew.

Speaking of useless crap: the skill trees. As you advance, besides levels increasing your stats, you also unlock skill points you spend in trees to unlock various abilities. There's a tree for each weapon type, plus one for ninjutsu and one for onmyo magic; the latter two mostly give you access to various utility effects. There's a lot of repetition in these. For example, every weapon has, for each of three stances, an attack you can use while blocking. You unlock all fifteen of these separately. Which is dumb. Not just because it's a layer of pointless accounting, but also because it results in me wondering why I'm not doing anything for several seconds before realizing oh, I didn't unlock that for high-stance spears, just mid and low, and also all three sword stances and maybe something else I don't remember?

It's fake complexity that doesn't do much besides pad out skill acquisition. Just give me the goddamned moveset, game, I promise I'll figure it out from there.

On top of that, a lot of the utility effects from the ninja and onmyo trees take the form of talismans that act like inventory items, which means, yes, more inventory stuff to keep track of and map to your fairly limited number of quickslots.

But let's move on to the real beef I have with the game: the weapon and armor systems.

There is so much going on with equipment in this game. Every item is the output of like eight different randomizers. It's not enough to generate, say, a Big Murder Axe. It gets a rarity, a numerical level, some number of bonus slots, each of those slots gets a random bonus, and the numeric values of those bonuses are also random. (I think? Not sure. Stopped caring.)

First off, that's way too much shit.

You can forge new equipment, where all that shit is randomized on the new item. You can reforge equipment, which re-rolls some or all of the bonus slots (but does not re-roll rarity or level). You can "soul match" equipment, which can raise its numeric level, which affects its damage or defense but not the numeric values of its bonuses. And some bonuses can be transferred to another item by soul-matching, but some transferable bonuses have certain banned combinations that prevent them from transferring (usually to prevent some kind of double-stacking).

I stopped paying attention to the majority of that almost immediately just to prevent information overload, and settled for picking weapons based on their Aggregated Murderability Index (a thing I made up to stay sane) and armor based on what looks cool.

You can also modify equipment to look like another piece of equipment if you're torn between The Fanciest Pants and The Most Stabby Pants, but I looked around for a fuck to give & couldn't find one.

The problem is that the further I got in the game, the less feasible this becomes. What you have here is a classic balance issue: are you designing for players with average gear, or with the best possible gear? And larger the delta is between those two lines, the worse this problem is. In a game with pretty simple gear progression, you can aim for maybe the 80% mark, and players above or below that line get a boss fight that's a little easier or harder but it's not fundamentally broken.

In a game with complex asymmetric gear progression, your "average" character is a line drawn through a very noisy graph, and your "best" is a synergy-stacking loophole-finding engine of destruction. Designing a boss that's a fair challenge to both of them is borderline impossible. Nioh goes with the higher end of the curve, aiming as it does at fairly hardcore players looking for a challenge, and that makes equipment selection matter and bonus-fiddling hard to ignore, to the point where it just made me feel… tired. Tired and unmotivated to continue, knowing I every mission entails picking up another zillion pieces of gear and have to sort through their interminable lists of bonuses hunting for the most plusses.

Will I finish the game? Probably. Notwithstanding its flaws, I'd even recommend it to those who enjoy this style of challenging, highly technical gameplay. But if you're looking for why "Dark Souls but Diablo" isn't exactly two great tastes tasting great together, Nioh is a very teachable moment.

(Final note: I award the obligatory giant spider level a very strong rating of 4 Shelobs out of 5 and a bonus point for their "landing on your head out of nowhere" attack animation. Those who are not friends to spiders, be ye warned.)

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[Public] Before I post some video game thoughts where I talk about my opinion as though it's a universally true statement about the platonic ideal of fun as experienced by all functioning sentient brains:

A POLL.

Given a game in the action-rpg genre, assuming an inventory system designed by a reasonable person having ordinary skill in the art, do you find the specific experience of evaluating non-directly-comparable gear selection[1] an enjoyable element of gameplay in itself, assuming the occasion to do so does not occur so often as to become (subjectively) tedious?

[1] For example, pants that give you a bonus to parry and money drops vs pants that give you a bonus to heavy attacks and stamina recovery, such that the bonuses are large enough that you'd notice but not so large they create a strictly dominant strategy.
29 votes
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votes visible to Public
17%
Yes, that's super fun.
72%
It's not fun but it's tolerable.
10%
Fuck that noise.
0%
I don't play action-rpgs.
0%
Video games are stupid.

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First Civ6 win on difficulty 5. As Saladin, who I don't actually like that much and wouldn't play again by choice. Spent most of the game just noodling around getting in the occasional brush war with Egypt.

Eventually realized Germany had started going for the win and already had a lunar mission so I had to play some quick catchup. Managed to get my capital city up to 168 production, plus snapped up the Great Scientist Stephanie Kwolek for a cool 4800 Faith, who gives you +100% production towards all Space Race projects. Whipped through the science missions pretty handily after that.

Was neck-and-neck for the last Mars launch vs Barbarossa and I wasn't 100% sure I'd come out on top, so…

I nuked him.

I nuked the SHIT out of him.

So long suckers, enjoy your radioactive cinder, I'm off to Mars.

On the strategy front, I'm now convinced that the build of clustering your cities with industrial zones in the center providing overlapping bonuses is just the best thing going no matter what you have to do to make it work. 4 Industrial Sectors with Factory + Powerplant each = +24 production to each of four cities or +96 net gain. That's a lotta hammers.

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Eternally Yours
Another Eternal Weekend come and gone, and as usual I have some thoughts about it. The location: Columbus, I have to admit, mildly exceeded my (breathtakingly low) expectations. Minus points for the convention center being under so much construction, but pl...

Civilized Behavior [Public]

Finished my first full game of Civ6 last night, after a number of… let's charitably call them "false starts". Playing as England, difficulty 4. I was on track for a Culture victory, probably 5-8 turns away from it, when the game was abruptly ended by Sumeria winning a Religious victory I probably should have been paying more attention to.

I shared a continent with Barbarossa's "Holy" "Roman" "Empire", Cleopatra, and Gandhi. Cleopatra swung from early game trading partner to mid-game territorial rival, then back to friendly when I reached flight because her hidden agenda was apparently "Fuck Yeah, Airplanes" and suddenly she couldn't wait to be back on my good side.

Gandhi was an underdog the whole game and basically irrelevant. Frankly, I almost wiped him out for irritating me: he'd shamelessly bribed me into Open Borders for some reason and then promptly put his goddamned elephants ALL THE FUCK OVER THE PLACE, to the point where I was having trouble moving my fucking units. Remind me not to take that bribe ever again.

Barbarossa was a hilarious dickbag. He kept declaring war on me, we'd scuffle for a bit while I built a few units because I'm terrible at keeping my army up to date, then I'd roflstomp him with superior tech for a few turns whereupon he'd offer me huge bribes to stop the war. It was like a reverse protection racket or something. I never could figure out what he expected to gain.

The other continent was basically just Gilgamesh doing whatever he wanted and a few Chinese cities utterly failing to keep barbarians in check, which made trade routes to that side of the planet pretty iffy. By the Atomic age it was a strictly bipolar world of Big G and I passive-aggressively sniping at each other over espionage actions. ("Caught your spy." "Why, I never! Your accusation wounds me, sir, it wounds my very soul!" "You can have him back for some whale meat, 40 gold, and Dogs Playing Poker." "Throw in your least favorite Beethoven and you've got a deal.")

Overall pretty impressed with the game. I like the split of tech vs civics, and I think they have a good amount of interplay. I like the "eureka" bonuses, though I feel like the more I play the less interesting they'll be as they stop being a surprise perk and start being "OK time to build three Privateers even though I don't really need them to get X tech boost by the time it comes up to pick".

Some quibbles I had:
- The barbarians in this game are bullshit.

- It felt like I was constantly teching far faster than I was building. I'd hit a research tech for something like Banks, then by the time I'd gotten around to actually building Banks in most of my commercial districts, I'd researched the next tier of every district's buildings, so felt constantly behind my tech curve. Maybe this is deliberate, but it felt like it left me very little slack to fit in things like pumping out a few more Builders or keeping my army up to date unless I let myself fall even further back. It may also that I built too much research (hahahahahaha yeah right) vs industrial capacity.

- I get the idea of districts encouraging city specialization, but is it just me or does pretty much every city need an Industrial sector eventually regardless? Everything else is civ-wide, so one city with an Uber-Campus trades off fine vs two cities with underdeveloped ones, but you can't really ship production around: cities without an Industrial center just can't build anything in a reasonable amount of time in the mid/late game.

- I mostly ignored religion. Halfway through, someone else spread Hinduism and I brutally abused its power to buy Campus and Theater buildings with Faith, then I went back to ignoring it. This eventually cost me the game, since I completely missed that Sumerian Buddhists were quietly taking over the world. Whoops.

- Goddamned fucking barbarian spawns.

- The rules for establishing a National Park are opaque and stupid.

- There are way too many highly niche policies and the interface for navigating them is awful. I like the idea of mix-and-matching them to customize things, but their values seem all over the place. It would be really nice if there were an "outcome" panel where I could see what the effect of, for example, doubling adjacency bonuses on my Campus districts would actually have.

- A bunch of minor UI quirks that I'm sure will be smoothed out in patches and/or mods, like not letting me pan the camera with WASD, a weirdly low maximum zoom-out, some annoying friction trying to find a specific unit or class of units, and the frustrating hex occupation rules that let Gandhi's ten thousand fucking circus elephants turn moving a dude from one side of my empire to the other into a ten-turn chore of micromanagement.

- I swear to fuck the next civilization that drops a Settler into the tiny gap between two of my cities is getting burned to the ground.

- MOTHERFUCKING BARBARIANS IT IS 1947 WHY DO YOU STILL EXIST.

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[Public] Seraph: A game what I played this weekend.

It's a fun little 2D action platformer: run-and-gun your way through procedurally generated areas, murdering demons with guns and superpowers. Your guns auto-aim and the superpowers tend to have pretty generous hitboxes, so the bulk of gameplay is more about movement, positioning, and avoidance than precision combat.

The character animation is probably the best part of the game. The main character looks great, with simple but strong action poses and smooth acrobatic movement. Even the little animations like entering/leaving level doors look good. Many of them remind me of the "gun kata" from Equilibrium and I'd be shocked if that weren't a strong influence.

Between the animations and very clean controls, gameplay feels pretty great, with high marks for responsiveness and friction. I have a few quibbles around the blink/dash ability not always being the most consistent thing in the world if left to its own devices: if you hold a direction when you blink, it does the thing you want, but if you just blink without holding one, it doesn't always do the thing you intuitively expect, which has gotten me in trouble a few times. But that's relatively minor not hard to adapt to.

Enemies come off a little worse: except for the one boss I've fought (so far), they're a collection of grey faceless assholes with various numbers of limbs and wings, often obscured by particle effects or ability icons. The boss looked good – damn good. And the mooks at least have very distinctive silhouettes that help keep them distinct in a busy firefight and give you good hints about what range bracket you want to hold them in. All things told, boring but functional is better than too busy, but they could use a little more visual oomph.

Audio-wise, the music is a forgettable, vaguely industrial soundtrack, but at least the sound effects are top notch. Gun fire is great, with each weapon having a slightly different profile, from a quick metallic rat-tat of the autopistols to the low, beefy thump of the railgun. (I don't know if that's the sound a railgun actually makes, but it certainly sounds "right" for the game.) There are also no voice stabs, a decision of which I entirely approve that makes it feel oddly retro at times.

It sports has a persistent level advancement and unlockable upgrade system that… I'm not a big fan of. I haven't gotten super deep into it, but looking around the Steam forum there's a lot of discussion about where to farm various things most efficiently, which in my experience is rarely a good sign.

The plot is pretty much just there. A perfunctory excuse to run around shooting demons. I'm okay with that.

The levels are the other real let-down. Areas are procedurally-generated using what appears to be a fairly simple box and grid layout, and each area uses only a single visual tileset from a small selection. There's no minimap and with every room looking visually similar and being some variation on "a big metal rectangle", I've spent an embarrassing amount of time wandering around through areas I've already cleared. The game does point you towards your objectives (and the pointers are actually smart enough to "route" you toward it, not just point in a general direction and make you figure it out) but if you're exploring for bonus shit or whatever you may end up wandering through the same part of the map over and over getting increasingly annoyed. Fortunately stages aren't too huge.

This game would really benefit from more variation in each tileset and more interesting procedural generation. Something like Spelunky operates under similar limitations but consistently produces much more engaging areas.

Alternately, given the solid controls and gameplay, hand-designed levels could have really elevated it to another tier of quality, but the focus seems to be on "replayability via randomness" instead, which disappoints me a little.

There are some "challenge" modes where you compete on leaderboards - one daily challenge that changes every day and has various unique rulesets, and a weekly "survival" version of the story mode generated with the same random seed for every player. It's an idea I tend to like in procedural games, but in this case I think it's really hampered by the advancement system giving a leg-up to people willing to go full timesink (many upgrades don't cross over between normal & survival mode, but some do). Not a big fan of that.

Conclusion: A fun, well-polished diversion. I'll probably play Seraph to completion to see the rest of the bosses but it's unlikely to earn a spot in my permanent rotation. Next time it's on Steam sale, you could definitely do worse.

Home safe, and if it's still warmer than I'd like, my AC has at least begun the Sisyphean task of rectifying that.

I am of many minds about game patches.

On the one hand, I look at games like No Man's Sky and Stellaris that were released in states one could charitably describe as "in need of a bit of polish". And I'm glad we live in a world where those games will (probably) get better over time instead of just being bad forever.

On the other, in the world of "you burn your game onto a cartridge and THAT'S IT. DONE FOREVER." maybe we would get fewer games released so clearly in need of that polish? And devs and studios would move on to the next project instead of every game becoming this perpetual thing that must be tended.

And on the gripping hand, sometimes patching bugs is not the right thing for a game! I think of games like Magic: The Gathering, where the "mistakes" are often a huge part of what defines it, especially in larger formats, compared to something like Hearthstone where they can just patch it to make a card cost 2 more. Or imagine if Super Metroid had been patched and 1.1 "fixed" sequence breaks like the mockball. Would that game have endured as well as it has?

I dunno. Shit's complicated.

Gnome Man's Sky

At its best, NMS is the game adaptation of The Martian we weren't sure we wanted (but might as well give it a shot). At its worst, NMS is the worst parts of every Bethesda-spawned inventory system all mashed together and blended into a cold, lumpy frustration smoothie.

---
"What is 'fun', and what is 'joy'?"

"If I take a lamp, and shine it toward the wall…"
---

In my Destiny review[1] I called it "a clockwork machine that converts time into a feeling of accomplishment". NMS is the smoke-belching cobbled-together steampunk version of that. It's not as efficient, but it's got a bit more character and sometimes it does something interesting. Was that by accident or by design? Do not seek to know. You will be the sadder for knowing.

NMS wants to have it all. It wants to have procedurally generated environments and survival management mechanics and a sense of the vast wondrous majesty of a universe in which you can get lost and none of these things get along with the others.

The SF Mad Libs[2] of procedural generation make it hard to maintain the atmosphere when too many worlds are either slapdash purple nonsense or the same as the last world but with a different skybox filter. What mysteries shall I find on this strange new world? Giant cockroaches and drop pods again.

The mechanics also clash against that sense of exploration, mostly by annoying the shit out of you. "Life support is low", intones a GLADoS-esque voice. Is it? Is it really? 75% is low? Fuck you, robot. Shut up and go away and die alone.

Materials stack to 500 in ship inventory but only 250 in your suit. Why is that? What game design decision caused that to happen? Was there a meeting? Were there minutes? I imagine the following: "We want bulk crafting mats to require between 7 and 14% more micromanagement." "What if we have the same stack take up two slots in personal inventory, but only one on your ship?" "Oh my god, that's perfect. You're a genius. Now get in there and program some more smeerps!" Or maybe it's unintentional. That might be even worse.

Then there are the jerkass robots. Mine too much? Jerkass robots attack you. Shoot open a locked door? Jerkass robots. Grenade some crabroaches? Jerkass. Fuckin'. Robots. Even if the crabroaches started it.

And if you want to take your sense of wonder and discovery to a planet fewer jerkass robots? Hahahaha you wish. They're everywhere. Even more than being told you "discovered" a location that already has literally like ten landing pads and a trade station already set up, the constant unrelenting march of the Jerkass Robot Brigade undermines any feeling of the unknown. "Here I go," you might think, "a whole planet to explore all to mysel… oh hey Frank, didn't see you there. Nice outpost. Gimme a spaceburger and a spacebeer to wash it down. Planet still invested with flying metal park rangers? Cool. Cool." It's fine. Frank's a pretty chill guy. Might give you a blueprint. Probably one you already have though.

It's terrible in aggregate. But it's also not actually that bad. The two dozen little irritations seem intolerable only when I write them all down at once. They loom large in retrospect, but I did keep playing, and it wasn't just because watching meters fill up fires my dopamine receptors (which: it does, because meat brains are stupid, but I'm used to controlling for that in my evaluations).

The problem isn't the many little things. Those bespeak merely a lack of polish.

The real problem is that NMS is not at peace with itself.

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"But what is 'fun'? And what is 'joy'?"

"… Put your face in the book." [3]
---

The gameplay has too many intrusions to truly wander around & enjoy the sights but isn't refined enough to evoke the moment-to-moment delight of an Ikaruga or Super Metroid, or even a Destiny. The resource management isn't demanding enough that mere survival is an accomplishment but the game won't allow you to ignore it. You have to deal with it, but dealing with it rarely rises above Charging Your Wireless Controller: The Video Game[4]: just some shit you gotta do if you want to do the other shit.

NMS is for everyone and no one, and that is the true problem. For every axis on which you approach it, it's neither challenging enough to engage the joy of mastery nor elegant enough to engage the joy of simplicity. Instead it fights you just a little at every turn, poking and prodding when you wish simplicity but dissolving away when you grasp at mastery. It is in that swampy middle ground of doing too many things not quite well enough. What joy there is to be had in whatever part of the game appeals to you must be wrested from the grasp of parts that don't.

There are less dark timelines where the NMS released is an NMS that commits, whose mind and spirit are united in harmony. Those na-NMSes probably sold fewer launch copies, but I bet the people who bought them like them more. Perhaps one's a gorgeous, self-directed universe simulator that gives you little more than a spaceship, a camera, and the chance to witness C-beams glittering in the dark off the Tannhäuser Gate; another might be a fiercely demanding struggle for survival on strange alien worlds, battling your way to a far off destination through wit and force of will; a few could even be slick, clean shooty sci-f… actually, you know what, no, never mind that last one. We're pretty well-supplied with slick shooty sci-fi games. I mean, just go play Doom 2016 again – that game's fuckin' brilliant. Sound of the summer.

In Magic: The Gathering circles, players sometimes speak of the Prime Directive: "Do not play a deck that's a worse version of another deck." NMS's great sin is that it violates the Prime Directive. It compromises itself to be a worse version of games we already have plenty of. It could have flown, but its soul is weighed down by gravity[5].

Is it fun?

It's okay, I guess.

[1] https://plus.google.com/+JamesVogel/posts/AjMv2gK3ejr And if I keep coming back to that description it's because I'm really proud of it.

[2] This planet has ADJECTIVE plant life, extreme WEATHER CONDITION OR CAPTAIN PLANET VILLAIN environmental hazards, and NUMBER species of ANIMAL KINGDOM life some of which will annoy the VULGAR TERM FOR FECAL MATTER out of you.

[3] Yes I know those are two different G'kar scenes.

[4] I would like to once again complain about the PS4 controller eschewing swappable rechargeable battery packs. Come on, Sony. Get your shit together.

[5] Gratuitous Gundam reference: check!
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