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Julius

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Everything posted by Julius

  1. Damn dude Troy towers over Todd Holy shit Geoff got Harrison Ford?!
  2. Damn it Geoff let your Muppets fetish die already please Lmao never mind the sellout joke was funny
  3. This looks brilliant. Step aside, FIFA.
  4. Sifu creators made a multiplayer football game HOLY WHAT?!?! As someone who loves football but hates spending time with FIFA, this looks great!!! Sifu meets Rocket League?!
  5. Astro Bot win! Okay yeah it's for Family Game but fingers crossed, eh?
  6. The Secret Level episode meant something! Hwat
  7. The Pac-Man Secret Level episode was a tease and not a misdirect?! For a Pac-Man Metroidvania?! What?!
  8. I mean, at least we're getting the eSports stuff out of the way quickly
  9. Solid start in terms of announcements and trailers, shame that some award categories are still relegated to pre-show Climate collapse is one hell of a left turn though (even if it absolutely needs to be talked about)
  10. Gameplay trailer, still just labelled as having Early Access on 2025, which they cheekily acknowledge at the end
  11. First game of the TGAs – what a get for Dotemu!
  12. I'd love for it to. My biggest concern is that Shadow of the Erdtree has reared its head here in the nominees, I think Rebirth gets the nod over Metaphor, Balatro is the wildest of wild cards. Wukong shouldn't win (or potentially even be here). I've said it elsewhere, but it would be the best way to stick it to PlayStation after it didn't make internal slides for shareholders about this year and upcoming years in their catalogue, whereas Concord and future releases in their GAAS initiative did. Asobi deserves more respect and Japan Studio deserves to be avenged. This would be recompense. Plus, from all the interviews and BTS stuff, Doucet and the team just come off as lovely folks. Maybe they're stone cold murderers IRL but if the cosy vibes of Astro Bot are anything to go by, I can't help but imagine it's true to some extent. Best part of TGAs GOTY is the medleys, though there's been a drop in quality the last few years. Nice that it isn't a one- or two-horse race this time around, it's a real strong mix this year. My only other hope for award outcomes is probably Rebirth for Best Soundtrack? I know Metaphor apparently goes off but I was listening to Rebirth again earlier today and just...chills.
  13. I can confirm that my body is indeed ready It's pre-pre-show rambling time
  14. I have total faith in you @killthenet SO, THAT'S DK64 REMAKE CONFIRMED?!
  15. Right, just a few hours until kickoff, going to pop to the shop in a bit for some snacks and some fresh air to power me through the show -- but before that, let's get to some TGA hopes! Can I just copy some of the ones from last year? You're damn right I can! Knowing that Nintendo is generally a no-show, I will once again be hoping for something big and cool from PlayStation. Naughty Dog's or Santa Monica Studio's next game? Bluepoint's? Wolverine? I'll say this in hushed tones because of the leaks, but...*more hushing*...Venom? Last year really delivered with Valheim DLC for Ragnarök (even if I haven't got to it yet), so I'm hopeful that there'll be some PlayStation representation here. Maybe a Yōtei gameplay stretch and a release quarter? Ueda and Playdead have been AWOL for forever, so as always, holding out hope for them to turn up. And for new hopes and dreams to get us along... • a Square Enix remake or remaster announcement – look, just give me one of Final Fantasy Tactics, IX, Dragon Quest VIII Remastered or -- dare I suggest it? -- Chrono Trigger HD-2D announced ahead of its 30th anniversary. Would it make sense for Asano to be split between DQ III HD-2D and DQ I&II HD-2D and a Chronic Trigger Remake? Hell no! But this are my dreams, so get your logic out of here! • some epic shadow-drop – no, I don't think it's going to be Silksong, and up until a few months ago I was hoping for it to be Forza Horizon 5 coming to PS5 (just with how things were lining up and knowing it likely won't get a physical release on PlayStation if earlier Xbox ports are anything to go by) but I feel like that hope dried up with those rumours, and so I don't know what this is in particular. But I know I want it. So gimme. • the revival of...SOMETHING – Dino Crisis. Onimusha. Shenmue. Suikoden. Something, damn it, give me something where all hope is lost and its revival is announced! • that next From Software project – last but not at all least: From Software. Look I'll be honest Armored Core VI was a blast and so I selfishly hope it's this, but hey, I'll take whatever Miyazaki and co are cooking at this point. Hope it's a decent show with some great announcements either way
  16. There's going to be a vertical stream? This is a sign that Keighley is getting too powerful and must be stopped (I have no idea whether or not this has been around before and that scares me)
  17. I've got some catching up to do (read: a lot), so let's try to keep this relatively brief, at least for the games I've talked about elsewhere on N-E.... Metal Gear Solid: Peace Walker | 2010 Set in Costa Rica 10 years after the events of Metal Gear Solid 3: Snake Eater, Peace Walker sees us once again suit up as Snake/Big Boss. The game serves as a follow-up to the ending of Snake Eater, with a recording of the voice of The Boss found -- more than enough reason for Snake to pick up the trail and want to get to the bottom of just what, or who, is the voice behind the voice, and the potential threat of nuclear war. Peace Walker is split between two main forms of gameplay, the first of which most will be familiar with: the more typical Metal Gear Solid missions - albeit pieced out in smaller and more digestible chunks, which is no surprise given the game was originally designed and released for the PSP. In terms of gameplay it feels like a stripped back Snake Eater, with mechanics like camouflage returning from that game, and naturally, you're ranked on your performance in each mission. As missions are typically short but also relatively barren, the game consistently felt to me like a marriage between Snake Eater and the first Metal Gear Solid; perhaps it was down to its pared back nature and design, but I feel like this really allowed for the gameplay to shine. I would typically go non-lethal through missions, with a bit of a keen emphasis on speed, and had a blast. This game also introduces the Fulton system, which allows you to quickly attach Fultons - a surface-to-air recovery system - to retrieve supplies and kidnap enemy soldiers. This leads into the other form of gameplay: an army management mode which will see you grow the Militaires Sans Frontières from a small band of mercenaries into one of the world's large private militaries from Mother Base. Enemy soldiers can be rehabilitated and recruited, squads can be formed and sent out on missions, and you can assign new recruits to different departments. Naturally, you gain some recruits through the story, too. What helps Peace Walker stand apart from other Metal Gear Solid titles is its distinct approach to cutscenes, with art clearly inspired by Yoji Shinkawa's art throughout the years animated in a graphic novel style, coupled with basic but interesting interatcive elements which go beyond the typical QTE structure - honestly, at times, these cutscenes are kind of like a point-and-click. There is a healthy balance between returning and new faces in Peace Walker, but what's most noticeable to me is just how memorable some of these characters are. Paz, Huey, The Professor, Miller, Amanda, Chico...it's an excellent ensemble, which is nothing new for MGS, but it's crazy just how well these characters are built up throughout shorter missions and cool but relatively basic cutscenes. Backed by great music which punctuates some stellar and epic story moments - songs like Heavens Divide starting to play when cornered by swarms of enemy soldiers and a Hind chopper, an excellent battle theme, or a touching piano rendition of the Snake Eater theme often accompanying any mention of The Boss - Peace Walker feels like an MGS game in every sense of the word, but is doing so by doing so much with so little. And the opposite of little is big, and let me tell you, the main bosses throughout the game you take on are these massive, hulking mechs which feel like a fun combination of Monster Hunter meets Metal Gear, from how you need to target different parts which can fall off during battle, to climbing into the boss and collecting Chips under the pressure of a time to help make your own nuclear deterrent back at base: Metal Gear ZEKE. Heck, one of the control layouts is based on - and calls out - Monster Hunter! So, as you might have figured out, there's a natural synergy between the different elements of gameplay: completing missions to earn credits to spend on the base, while using the Fulton system to recover supplies and soldiers to rehabilitate and then recruit, which all feeds into also helping you improve equipment, while building up your own formidable Metal Gear with pieces from bosses. On paper, it sounds great. In reality, it is...until credits roll, the game teases a secret ending with Chapter 5, and you have to build out your base in a very specific way and have certain departments at certain recruitment levels and have ZEKE at a certain capacity and unless you've been following a guide you're probably not going to know about any of this until it's too late and you're grinding things out to get to the desired level for a certain prison to escape...like five times, and between each time you need to grind out missions. Honestly, it was a pain, and while the secret ending and final fight were great and clearly set up what comes next for Big Boss, it definitely left a sour taste in the mouth after having such a great time with the game to find out at the end that some grinding out needed to be done. It creates this weird pace seeking out the secret ending in such a way that makes perfect sense for a handheld like the PSP where you can chip away at it, but playing it via the HD Collection on PS3, I was a bit letdown that they didn't think to shake things up a little bit with some other type of approach to unlock the ending, because it just didn't feel suited to a home console. That being said and put aside, I had a great time with Peace Walker, and thought it was a more than worthy follow-up to Snake Eater. Elden Ring: Shadow of the Erdtree | 2024 Shadow of the Erdtree is on par, for me, with Bloodborne's The Old Hunters DLC as the greatest DLC/expansion that I've played through. After over 30 hours in the Land of Shadow, I think what makes this DLC so strong is, despite only looking on the map like it's the size of a couple of regions in the Lands Between (the map of the base game), there is a keen emphasis on saturated newness by all means when it comes to every element of the map. Enormous cliff faces or chasms constantly greet the player with a question of "well, how do I get up/down there?", much more so than in the base game, while secrets and hidden paths are concentrated around every corner (a ladder? A tunnel? A hold in the ground?), and a smaller map means you are constantly running into something new and exciting. This is great, as while you are following in the footsteps of Miquella and running into his followers, the challenge in Shadow of the Erdtree is a noticeable step up from the base game -- yes, even the endgame content, which was nothing to sneeze at. For me, the DLC then being locked behind taking down Radahn and Mohg, two of the tougher six main story bosses in Elden Ring, makes perfect sense. After first arriving in the Land of Shadow, everything - and I mean EVERYTHING - is out to show you how much of a step up the challenge is, and even having finished the main game at Level 210 (after plenty of grinding) and respecing after some research to take my magical knight a step further by adopting DEX and a long samurai sword into my strategy, I was getting beat down early on in this DLC. This is because there is a unique type of power-scaling in the Land of Shadow, the Scadutree Blessing, which requires you to find and collect Scadutree Fragments throughout the world in order to level up, which directly applies a multiplier to a number of your stats from the base game, most noticeably damage taken and damage given; naturally, this emphasises exploration in order to level up and get to grips with how tough so many of the unique enemies of the Land of Shadow are. And, while I won't get into specifics, the bosses are easily some of the best in the game, too, even if some do, I think, show that From might be going a bit too far in terms of what is fair to the player of times, with one or two bosses in particular being very difficult to read or just janky enough to feel unfair due to the in-game camera getting overwhelmed. The music for the bosses is a step or two up from the base game, so still not quite at that Bloodborne level, but there are certainly some fights backed by equally epic scores. So much of Shadow of the Erdtree manages to look different and wholly unique compared to locations in the base game. The legacy dungeons in Shadow of the Erdtree are brilliant, with one in particular - the Shadow Keep - easily becoming my favourite in the entirety of Elden Ring for the way it hides so many secrets, has so many entrances, and so many more exits. The place is massive, and its placement, but also where it leads, just raises so many questions, while making sure to hand you just enough indirect answers to tease you along, in typical From Software fashion. This was perhaps my favourite element of playing and so quickly completing this DLC: for the first time with a From Software game, I found myself constantly checking item descriptions in the search for answers and directions, and time and time again, piecing the world and its history together in such a way blew me away. One in particular tied into a one of the earlier trailers we got for the base game, and it gave me chills to learn of the words we saw mouthed but never heard in the trailer. Similarly, though, answers aren't just found in item descriptions, but as is the case with all From games, the clues are left strewn out there in the world - whether it be in an abandoned village, ornate murals, statues, or the kind or creepy words of an NPC - to help you build your own ideas of what happened. A number of revelations in Shadow of the Erdtree, once I twigged on to what the game was hinting at, overwhelmed me and left me needing to walk away from the game - in a fictional world which is, by its nature, so filled with malice, without words exchanged with anyone I found myself overwhelmed with a feeling of hollowed out empathy. "What if I, or they, had been here to stop this?", I often found myself wondering. To say that feeling and question is timely given the real world atrocities we have come to see committed regularly in the last few years would be an understatement; some locations and the aftermath of some events haunt me still. The overall vibe of the Land of Shadow, which feels even more damaged and broken and abandoned than The Lands Between, as well as its music, makes Shadow of the Erdtree one of the absolutely pinnacles of gameplay-relayed storytelling. One minor complaint I had about the base game was in the form of smaller dungeons just due to the repetition and samey feeling of them all, and while catacombs return, every catacomb I found myself trudging through felt fresh and full of possibilities, whereas one cave took me from the top of a mountain to the bottom of another. There is also the addition of a new type of mini-dungeon, forges, which reward you with top tier crafting items upon completion. These places are filled with interesting puzzles and ideas which build upon the solid foundation found in the base game, while also looking for any excuse to do something new and different. Back in 2022, Elden Ring was my Game of the Year; it is not a flawless game, but it is undeniably brilliant. So, for me to be sitting here, typing that Shadow of the Erdtree feels like some of the best that Elden Ring and From Software has to offer - whether it be for the feeling it gave me epicly scaling a mountain in hunting down a dragon in a way which evoked myths and legends of yore, or falling into a bottomless, purple abyss to be met with a face I thought I'd meet elsewhere - and is as essential a game to play as the base game is no mean feat. Shadow of the Erdtree isn't just a great piece of DLC and quite possibly one of the best pieces of DLC released in the medium to date -- it is a masterfully crafted gaming experience in its own right which deserves to be appreciated and played by any and all remotely interested in the best that gaming has to offer. Star Wars: Knights of the Old Republic | 2003 The second game I completed this year on my list of Pledge Games, Knights of the Old Republic is an absolute sweeping epic across The Galaxy Far, Far Away, the story, dialogue, and basic mechanics of which hold up to this day. Unfortunately, the combat - which is what you'll spend most of your time with outside of exploration - felt pretty dated, and there's a good bit of jank to this game which resulted in one or two brief moments of frustration. KOTOR hasn't aged the best, but it's clear to me now why it is appreciated as much as it is, and while I think it is a blessing in disguise that the remake seems to be stuck in a bit of a devlopment hell, I do hope that someone capable pulls their finger out and can make a remake worthy of this game. Star Wars Outlaws | 2024 Star Wars Outlaws is the worst game I've played in years and not worth digging into and bringing attention to here when I've done gone on about it more than it deserves in the game's own thread, so I'll just link those posts instead (warning: I kind of go off about the game) - Post 1, Post 2, Post 3, Post 4, Post 5. Even with lowered expectations, I am immensely frustrated and disappointed in what Ubisoft and Massive put out. They should be ashamed of themselves for releasing this mess. Katamari Damacy | 2004 The third game I completed from my list of Pledge Games for the year, Katamari Damacy is the exact type of game in my backlog which I hoped pledging to play would bring out: this is one of the most pure, joyful, and unique experiences I've ever had with a game. For those who don't know, you roll around a ball to pick up objects which stick to and expand the ball, but the genius of this game is that you can't pick up objects greater in diameter than the ball you're rolling. Definitely takes a beat or two to get used to rolling the ball, as both the left and right sticks are responsible for different aspects of rolling. You're doing this all to put stars in the sky at the behest of your father, and so each main level has you needing to make a ball of a certain diameter by the time that, well, time is up. This means that every level ends up being a unique journey of escalation from micro- to macro-, and similarly, every main level is a perfect escalation from the last: while you pretty much always start off small, one level you might end up with a ball big enough to roll up a couple of pieces of furniture, the next you might be rolling up people, and after that you might be rolling up houses! I won't spoil it, but let's just say that the escalation up to and including the final level makes it perhaps one of the greatest final levels I've ever played through in a video game. We're talking Tetris levels of calculated perfection. There are optional bonus levels unlocked after most if not all of the main levels, but I'll be honest, I only did a couple of these - I was having too much of a blast experiencing the main story levels. That being said, the highlight of these for me was one level which wanted you to roll up the biggest cow you could find, but the twist to this level was that there were cows everywhere, and the first cow you rolled up would count as having cleared the level. Clearly, the aim of the level is to roll up everything you can that isn't a cow to the roll up the biggest cow you could find. Hilariously, though, the game sets up one of the smallest cows I've ever seen right next to the starting point, and so I just nudged the ball into it and clear the level - my father was not happy, but I was absolutely laughing my ass off. I think what helps to tie this game together is its style. There's its flat but bright colour palette, and I feel it's rare to see a game after the advent of 3D gaming which clearly intends to look as solid and flat as this one does, and so then the feeling of rolling around a ball - a distinctly 3D shape - in a flat yet colourful 2D-looking world. The game's cutscenes are just straight-up hilarious. The hijinks and back and forth - or rather, lack thereof - with your father always made me chuckle. But you know what really puts the cherry on top of this mountain of an ice cream sundae of a game more than anything else? Its music. There's the punchy jazz-pop vibrancy of Lonely Rolling Star... The simple, childlike expression of innocence found in Cherry Blossoms... And the rock and roll of the game's credits, Ball of Love... If you ever find yourself fawning for fun and simpler times, I think the gaming equivalent to an antidote would be Katamari Damacy. This is one of my favourite games that I've played through this year, and I look forward to seeing what the deal is with other Katamari games in the future! Metal Gear Solid V: Ground Zeroes | 2014 After the mess that was Outlaws, one aspect of the game left me with a feeling of wanting to do one thing above all else, which I can only sum up in three words: Tactical. Espionage. Action. Ground Zeroes takes place mere months after Peace Walker, serving as a prologue to Metal Gear Solid V proper, The Phantom Pain. In it, you once again step in as Big Boss, this time infiltrating a black site in Cuba to save some of your friends from Peace Walker. I loved it. If I'm being honest, I just replayed the main mission a couple of times for a quick stealth fix, and it's just so crazy how deep some of the systems seem to go. The game also just looks absolutely stunning a decade later, to the point that if it released today, I would probably think it was a brand new game (lack of 4K aside). My appetite is absolutely whetted in anticipation of getting to The Phantom Pain, the last of the Metal Gear Solid games. Next year to round off what will then be a 5-year MGS journey, perhaps? Uncharted: The Lost Legacy | 2017 The Lost Legacy really surprised me. It was originally intended as DLC for Uncharted 4, which in my opinion is the weakest of the Uncharted games, and so I wasn't quite sure where to place my expectations, even knowing that the game eventually evolved into a shorter standalone title ahead of its release. Well? It's probably my second favourite Uncharted title after Uncharted 2. Obviously I knew Chloe from earlier games in the series, but Lost Legacy really peeled back some layers and did an excellent job of getting me to connect with her -- she feels like more than just a female Nathan Drake, and by the time credits roll, has really carved out her own space as a potential protagonist for future games. What really helped to flesh out Chloe was her back and forth was Nadine's presence, as the two come to loggerheads several times throughout the game, but there's just a contrast which makes for some great character growth as well as just some hilarious moments (such as when talking about the Drake brothers). In terms of gameplay, Lost Legacy is your pretty typical run-and-gun, hide-behind-wasit-high-walls cover-based shooter, just like the other Uncharted games, but I think what sets it apart is an open wide section where you can explore and traverse to your heart's content and in whatever order you see fit relatively early on in the game. While The Last of Us Part II has something similar, I think the combination of a throughline - tracking down these tokens, which eventually unlock a reward - and the Jeep to help you quickly traverse this section elevates it up above what Part II manages to do with its open-wide section. The reward I mentioned the tokens unlocking is the Queen's Ruby, which helps you locate the typical Uncharted treasures you find throughout the game via controller vibrations. It is a simple yet effective reward, and the proof is in the pudding: I ended up with dozens more pieces of treasure than I typically collect in Uncharted games, and it really helped me to try to explore that bit more when I knew something was around, as opposed to just aimlessly looking around where it feels like there might be treasure. With an epic and daring climax, Lost Legacy has me wondering -- when will we next get to go on a new Uncharted adventure? Astro Bot | 2024 I feel like I've already said a lot about Astro Bot in the game's own thread, so to keep it relatively brief: what a tremednous celebration of PlayStation's 30 years, and gaming in general. Playroom back at the start of this generation was a sensational early experience with what the DualSense would offer, and now with Astro Bot, it feels like Asobi have taken things up a notch - when no-one has come close to even trying to match what they did with Playroom back in 2020 in the four years since the start of this console generation. Every surface feels so textured with the DualSense in hand, and so many of the new mechanics - my personal favourite being the time-slowing mechanic - feel so uniquely and interestingly integrated. It's a joy starting up each level and being met with fresh bursts of ideas, and new Bots - VIP cameos or otherwise - to collect along the way, and the way in which they infest the game's main hub world is absolutely awesome. Each of the main 'worlds' end with an absolute A-bomb of a level, too, some of which capture the essence of what they're trying to emulate to a very silly degree. My favourite example of this is Astro doing the "squeeze through a tight space" which has become so common in the realm of AAA, that got an audible chuckle out of me. The Mario Galaxy inspiration is clear, but given that it has been well over a decade at this point since Mario Galaxy 2 released on the Wii, if someone was going to attempt to emulate what Nintendo were doing with those games -- who better than Asobi, at this point? The addition of a collectible-seeking bird you can pay to use on level replays to point you in the direction of missed collectibles was an excellent in-game solution to looking up collectible locations on, say, your phone -- which felt so distinct and made the game feel very accessible. It feels like so many studios with a history of strong platformers have moved onto bigger - but not necessarily better - things, and so this game existing after the closure of Japan Studio feels like nothing short of a miracle, and the game's success combined with Concord's failure feels like it has shined a harsh bright light on those at the very top of PlayStation with the question of "well, how are you going to capitalise on this?" One of my favourite games of the year, for sure. Astro is that unique combination of cat and small child which means he is adorable and aloof. Oh, and shoutout to Kenneth C.M. Young for his work on the game's OST. Crash Site, the hub world song, is this high energy take on a Morricone-type spaghetti western, whereas Marine Serene is very obviously an homage to David Wise's Aquatic Ambience. My favourite, though, has to be Tite Mites (Crystal Cave): A really special game, which I'm glad to see Asobi have continued to support, and while I don't know where it will rank in terms of figuring out my personal GOTY come the end of the year, I will absolutely be pulling for it to win at the TGAs tonight. Games completed in 2024 We've still a few more games to go, but I'm tapped and want to get a nap in before TGAs tonight, so will leave it there for now. I'll be back before you know it to round things off ahead of the Christmas holidays, where I've still got a couple more games I'd like to get to in store
  18. Well, looks like we've got a TV spot leak ahead of tonight's TGAs -- this is coming Summer 2025. Trying to buy fewer games on Day 1 next year (at least AAA), but this'll be one of them. Loved II, really enjoyed Definitive Edition, maybe this gives me time to go back and play III?
  19. Grain of salt and all that, but an accessory maker for the Switch has purportedly shared images of the Switch 2 in their case design. Seems to be in line with the other purported leaks we've had the last few months.
  20. One of my friends got Role Player as our shared BG3 campaign must have pumped up his RPG numbers, because he's definitely anything but. So, it's safe to say as the guy who is squarely the RPG guy in my group, I'm taking that very personally and as an affront to my very being to make it sting even more, my Rebirth + Elden Ring playtime is greater than his BG3 playtime for the year! So, I will destroy him next year And it only looks like it's going to get crazier next year, which is mental. I'm trying to mentally drop the idea of a backlog (I think it contributes a lot to some of my gaming burnouts), but even just planning on taking 5 games with me forward from this year, 4 of them are RPGs, and 3 of those are JRPGs. What's really great to see is that not only are we now getting a lot of them, but it generally feels like this year, the bar was higher in terms of quality across the board for JRPGs. Hopefully that carries on in 2025!
  21. Here's mine The Big Boy Stats FC24 being #1 - and only by a couple of hours - kinda hurts, the Euros excitement + late night sessions added up it looks like. BG3 being #2 mostly from my co-op playthrough(s) with friends feels real good,fantastic game, but still one I want to find some time to play through solo my real aim for next year is to not pick up FIFA, or at least, have my #3 GT7 top it - and given it can now stay on my PS5 for the rest of time with my recent SSD addition, I mean, it's got a shot VII Rebirth and Elden Ring being #4 and #5 respectively feels great, though! Loved those games. Hard to not wish more JRPGs made it up here in the Year of the JRPG: Part I, but ah well, we'll see what we can do about that next year. Ya know, considering I took something like 2 or 3 months off from gaming this year, this is kind of nice. I mean, until I think too much about FIFA being 15% of my time played Huh, I've got down here that the only Plat I got was for Astro Bot, so what could this be-- Oh right, that auto-popped PS5 to PS4 Plat for GT7. You bastards. Social Stuff Month-by-Month Breakdown Profile Card / in summary Weird year for me and games - I mean, it's just been a weird year for me, gaming or otherwise. But that's cool with me; let's see what 2025 brings
  22. Was scrolling through mine and went to refresh the page to see it in desktop mode aaaaaaaand it's down again So I guess I'll be posting mine later whenever it's back up
  23. Tetris DX is now available:
  24. The NES version of Tetris is now available: Awesome stuff.
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