My Decade-Long WoW History

World of Warcraft has easily become my most-played game of all time, and I’m probably safe in assuming that the all-time part is gonna stick. Due to this, when a recent reddit thread popped up asking people of their earliest WoW memories, I decided to recount just where this potentially unhealthy obsession all began.

When I was twelve my Dad bought me the Burning Crusade + Vanilla WoW BattleChest. He knew I played Runescape and thought I’d like this… though I’m not sure if he was aware of the monthly subscription fee. After being unable to download it on our family PC I gave up on it and spent a few months reading the game guides instead.

Eventually on some random day I decided to try the download again, this time with the WoW website open. According to my placebo-addled mind this made it work, and I promptly jumped in with the gametime provided and made a human warrior to get a feel for the world before I chose my real race/class combo. After making it to Goldshire I decided to reroll as a Night Elf Druid, as I’d seen people running around as bears and cats and wanted to be able to do that. Shapeshifting was clearly the coolest ability in the game, in the mind of a twelve-year old. And that’s how… I can’t say it with a straight face… that’s how the Druid Shadowmadman was born.

I’ve lost my original screenshots but luckily I made video slideshows of them that still exist on Youtube! Link’s at the bottom of this post, if you’re interested. It’s *very* 2008.

Over the course of the next few months I joined a guild called Dynasty Warriors (EU Karazhan), and ran around in Elwynn Forest and Westfall killing mobs and ignoring quests. I distinctly remember my guildies poking fun at me for levelling as slowly as I did. Oftentimes, I’d just hang out in Goldshire or travel across the world, dodging (often unsuccessfully) between mobs to make it to strange and hostile territories. I think I made it to Durotar once. Other naive noobish memories of this time period I have include running around Elwynn trying to figure out how to level woodcutting (not a skill), and leaving Dynasty Warriors to start my own guild (an edgily named Shadows of Destiny) which attracted many clueless players as low a level as their Guild Leader.

That message of the day is inspiring.

After about twenty levels of pissing around I was distracted by the ever-present call of Runescape, and that was that. I neglected to tell my Dad that I no longer played the game so he payed for about five months of WoW for no reason (sorry Dad) and I considered my WoW days to be behind me. But eventually – and I don’t remember quite how I came to learn about this – I discovered the existence of private servers for the game, allowing you to play for free (and against Blizzard’s wishes). I promptly hopped into an instant-level-70 server and began exploring Burning Crusade’s Outland on a pimped-out version of my Night Elf Druid. Over these next few months I’d spend many hours hopping between different servers as they got shut down or failed to work, from fast-levelling servers to “Blizzlike” servers. I vaguely recall seeing the Wrath of the Lich King loading screen for the first time, so around then must have been when I stopped playing private servers.

I didn’t earn this.

I even figured out how to set up my own private server for personal use, so as to mess around with GM commands. I recall turning myself into a giant, switching models to various boss NPCs in the game, teleporting to an undeveloped Emerald Dream and making NPC’s say weird and wonderful things. Looking back, this kind of experimentation was experienced by very few players, and I’m lucky that my bored teenage self took the time to bother figuring it out. Current me doesn’t remember a single step of the process. All I know is that I couldn’t get mobs to spawn or quests to work, so the single-player WoW I dreamed of never came to fruition. And besides, it felt astoundingly lonely in an empty Azeroth.

GM’s had access to a spell called “Hand of Death” which “Instantly kills all enemies.” Whatever resisted this, it was stronger than a GM.

What followed was the largest gap in my WoW history. I remember when Cataclysm was announced, and I was angry that they’d ruined Loch Modan. I remember hearing somewhere that Mists of Pandaria had been announced, and stating that the game was losing direction and probably on its way out. And then I stopped paying attention altogether. For all I knew, we could be 9 expansions deep by the time I next focused on it.

You know what they say about people with big feet…

In 2013 I became a uni student, and it only took a few months of having my own income and a new laptop before putting two and two together and re-considering World of Warcraft. I poked my friend Reece about trying the level 20 trial, to which he said he’d already done it on a Night Elf Druid. (We make very similar decisions sometimes.) Regardless, the idea of returning to WoW with one of my closest friends meant that I didn’t keep to the Starter Edition all that long, and before I knew it I was shooting past level 20, joining a guild and diving deeper into WoW than ever before. This was near the start of 5.4 (the last patch of Mists), and it’s worth noting that I levelled my first ever character from 1 – 90 and still had time to get bored of the endgame content. I don’t know how long-time players survived the content drought.

I bought the Fey Dragon after a student loan payment. Can’t say I’ve ridden that thing more than 6 times. What an investment!

Since then, I’ve levelled 9 out of 12 classes to level 100+ and have sunk literally thousands of hours into the game. I’ve been a part of four wonderful guilds and have met a plethora of new friends. I’ve become an on-and-off-again kind of player – usually a few months on and a few months off – but I still spend time goofing off, pursuing alternate avenues of gameplay and generally falling behind on my ilvl after I’ve consumed all of the narrative content that a patch provides. I’m starting to think I’m in this to the end.

I’ve come a long way.

If they announce WoW 2, I’m fucked.

Screenshots Slideshow 1

Screenshots Slideshow 2

Screenshots Slideshow 3

Screenshots Slideshow 4 (The Series Reboot)


Ratchet and Clank: A Retrospective Ramble

(This blog post is not a review of Ratchet and Clank for PS4. Unfortunately, I do not own a PS4… yet!)

On what was probably my seventh birthday, I was joyfully tearing into the presents in front of me, likely anticipating some PS2 game or another that had been on my radar for the past year. It was within one of these presents that the first Ratchet and Clank game resided, and to this day I still remember how I felt when I opened it.

“Oh… uh… thanks. This looks… cool.”

I’d never seen the game before in my life, and therefore didn’t hold much hope for it in secret. And of course, I was very wrong. The day I popped that disc into the PS2 marked the beginning of a long and satisfying relationship with the franchise from Insomniac, who ever so recently released a re-imagining of that very first game onto PS4.

The reviews have been excellent, earning mostly 9/10 ratings across the board and even succeeding that on certain occasions. It’s a very heartwarming feeling to see a franchise you’ve loved for so many years return to the spotlight, as even though there were some fantastic PS3 titles, none of them ever received quite the same attention as their PS2 predecessors, for whatever reason.

Ratchet and Clank 2 was my favourite game in the series, as it introduced the ability to upgrade all of your weapons once (and a subsequent two times in your second runthrough of the game). However, Ratchet and Clank 3 was objectively better, with more incremental upgrades and better level design. Ratchet: Gladiator (or Ratchet: Deadlocked as it’s known in the US) was a stray away from the norm, with more emphasis on the shooter side of the game and less on the platforming. When I was younger, I remember not liking this type of gameplay as much, but as I got older this quickly fell into line alongside my favourite Ratchet and Clank games in the series. This was also the last Ratchet and Clank title for the PS2, and the last one I’d play for years.

One of my vivid memories outside of the actual game regarding Ratchet and Clank was reading a pre-release review of the third game in a gaming magazine during a long car trip. The review showed some screenshots of the second level of the game, and I remember getting very, very excited. However, when I actually got my hands on the game myself, I couldn’t get past the last level. As somebody who had played the previous games many times over, this was a point of embarrassment for me, and it wasn’t until sometime after Gladiator released that I went back and finished it.

I didn’t own a PS3 until 2013. Having arrived late to the game (so to speak), many of the next-gen Ratchet and Clank titles had already been released, and indeed I bought the first 3 as soon as possible. To this day, I’ve still not beaten Tools of Destruction or even played Quest for Booty, though! This is partially due to the fact that those two games didn’t have achievements, and I’d already been sucked into collecting them at this point. It was also, however, due to the fact that A Crack in Time was almost on par with Ratchet and Clank 2 for my favourite in the entire series. I plan on replaying this sometime very soon, and look forward to having a great time doing so.

So what of the next 3 titles? Insomniac tried something different with All-4-One and Q-Force, trying out party-platforming and MOBA gameplay with the two games. I did try out Q-Force, but it didn’t quite stick with me the way previous titles had. Nexus, however, was a return to form, and remains to this day one of the only games I’ve ever pre-ordered. I cannot comment on it here, however, as I’ve only played the first level and a half or so before being distracted by PC gaming, for I’d sort of accidentally switched over to PC as my main gaming platform by that point. Worry not, Nexus, you’ve not been abandoned. I’ll return to you someday. I promise…

They also released HD remasters of the PS2 titles for PS3. I’ve played a fair amount of each (having 100% completed Ratchet and Clank 2), and unfortunately have to report that they are riddled with bugs. It doesn’t exactly detract from the overall enjoyment of the games, but it’s definitely an annoyance that one could live without. It’s also amusing to note that I’d 100% completed Ratchet and Clank 3 on PS2 sometime before the HD remasters were released, having decided to fully dominate this title which had caused me such trouble over a decade before.

So… there we have it. I’m aware that there wasn’t really any coherent line of thought in this blog post, and for that I apologise, but I’m currently knee-deep in dissertation… and I just had to say something about my love for the born-again franchise of my childhood. It’s great to see people experience this game again for the first time, and I’m curious to see how the movie will be.

Cheat Codes

Remember cheat codes? They’ve been replaced by microtransactions, but they once stood as a grand pillar against boredom. If you had the internet then there were plenty of websites which had lists upon lists of them, which you’d scribble down onto paper and stick in the case of the game. Or, if you were someone like me, you’d collect lots of those little cheat code books that the gaming magazines handed out. Once I even bought a whole big book of ’em. Think I still have it lying around somewhere.

I was playing Tony Hawk’s Pro Skater 2 with a friend yesterday, and we didn’t have a save file. This, of course, led to a lack of maps, and it was a few moments before either of us stopped to realise that we could just look up the cheat code to unlock them all. (By the way, have you ever bothered to play the level editor presets? There’s a whole bunch of them. Some of them are pretty good!) It made me stop and realise just what we’ve lost with the lack of cheat codes. I think cheat codes were phased out due to a combination of conflicting with achievement progress, and possibly to open up the way for microtransactions. If you asked me to choose between cheat codes and achievements I’d be conflicted, but the latter can shove right off.

Here’s an example. In Grand Theft Auto: San Andreas, you could enter a cheat code to get more money, and of course, you could enter it as many times as you’d like. In Grand Theft Auto V, you can still get plenty of dosh quickly, but this costs you real money. Of course, there are still cheat codes in GTA V, but there’s far less of them and I believe (though I may be wrong) that these were patched in with a later update. You may argue that online multiplayer is a large aspect of GTA V and that cheat codes have no place there, and I agree, but perhaps that shouldn’t restrict single-player gameplay.

And GTA V is one of the only games I can think of since the launch of the last generation of consoles which has cheat codes in the first place. Saints Row: The Third allowed you to buy a DLC which gave you access to cheat codes, but even this was a redundant idea due to endgame abilities far surpassing the need for any cheats, with the character legitimately gaining powers such as invincibility and infinite ammo. (I’m not saying I dislike this as a mechanic, because it was something exciting to work towards, although the novelty did eventually wear thin.)

Well anyway, I suppose I shouldn’t whinge too much. Perhaps cheat codes simply had their time, alongside the importance of high scores and level codes before them. But whilst high scores and level codes were succeeded by achievements and, well, save files, cheat codes seem to have gone the way of the dodo simply because they were a back door which allowed gamers to play with their game instead of feeding it money.

M-M-M-MONSTER KILL! (Unreal Tournament)

My father bought the PS2 version of Unreal Tournament off eBay when I was around eleven years old. It seemed like a bit of a random purchase, considering we didn’t typically buy stuff online, but perhaps he was interested in it; perhaps he thought I’d be interested in it. If he thought the latter, then my goodness did he turn out to be right.

Unreal Tourmanent on PS2, in an exclusive map.

Unreal Tournament was the first FPS I ever played. To start with, I was somewhat dumbfounded by the controls, but after many agonizing hours of running into walls and falling off elevators, I got the hang of it. I came to like this new breed of game (from my experience), and then I came to love it. After many hours of fragging (always Free For All), I came to believe that I must have been one of the greatest Unreal Tournament players in the world, having become able to dispatch bots on Inhuman difficulty in both normal and Instagib modes with ease. This was, of course, innocent childhood arrogance that was quickly dispelled upon my first treading into online multiplayer waters.

I played the console version of Unreal Tournament for many years before I finally acquired the PC version, and a PC to play it on. I believe I’d already played some FPS games on PC, and had gotten used to the controls there, but that didn’t stop me from having to re-learn how to play Unreal Tournament after losing to average bots. I was also overwhelmed with the new amount of maps and characters and options there were. This, I realised, was the full version of Unreal Tournament, and not that junior version over on the console (although the PS2 did have some unique maps which I still miss to this day). Once I’d re-acquainted myself with the gameplay on PC and made myself at home, I figured I’d venture into the online servers and kick some butt over there.

Somebody head rolled allll the way down.

Unreal Tournament, at this point, was already almost a decade old. I failed to account for the fact that the only remaining playerbase would therefore be one of hardcore fans who’d played for hundreds, possibly thousands of hours more than I. They were also multiplayer veterans in the sense that they didn’t train themselves on bots; they were used to the unpredictability of players, which rivals that of even the highest level bot. Needless to say, the walls of Deck 16 were painted red with my repeated loss of blood and limb.

And dignity.

I decided to stick to bots, mostly because I didn’t feel like sinking hundreds of hours into getting as good as the hardcore players around me. I’m not a particularly competitive gamer, certainly not enough to warrant such a commitment of time and frustration. If I’m competitive at all, it’s in the sense of single player progression; I’d happily do some sort of achievement race, and often try my hardest to get the rarest achievements in a game. But dying over and over in the hopes of getting better and defeating strangers I’ll never meet again? Not my cup of tea. Not to say that that’s a bad way to play, of course. If you find something fun, do it!

The one thing I dislike about UT2004 is the design of the pulse rifle.

A few years ago I got my gaming-capable laptop, and bought all the Unreal Tournaments on Steam after having been deprived from the sequels for so long. I remembered looking up videos of Unreal Tournament 2004 and longing to play it, but having an awful PC and no money. UT2004 may be my favourite of the Unreal Tournament games, partially for how it looks; it has an aesthetic which ages incredibly well. There’s also a fair amount of tweaks to the movement, and of course, a different selection of maps. It’s my go-to fragfest, if I want to kill a few hours with a podcast.

I vividly remember reading about “Unreal Tournament 2007” in a gaming magazine on a long road trip and becoming highly excited. This would go on to become Unreal Tournament 3, the estranged cousin of the franchise that nobody’s really certain about. Epic decided that combining the grittiness of Gears of War with the happy-go-fraggy gameplay of the previous games was a good idea. It was not. That’s not to say it’s a bad game, though, as I’ve spent a few hours playing it and whilst it’s not currently installed, I can see myself going back to play it in future. Maybe for the achievements- yes I’m aware that I have a problem.

I’ll quickly mention that they’re making a new Unreal Tournament that’s completely free, and it’s playable now. However, last time I tried to play it, it was very unoptimised and my PC didn’t like it, so I’ll wait for the full release and hope that it gets better. I’m very pleased that the folks at Epic decided to make another Unreal Tournament. It’s awoken a dead community from the slumber of eternal replayability.

The entire reason I’m writing this blog post is because of a series of events which happened yesterday. The website Bundle Stars was selling a Quake bundle which I was tempted by, but ultimately did not end up buying because I’m currently as rich as the quality control in a Ubisoft game. I then remembered Quake Live, the formerly free to play Quake game which I’d dabbled with for about half an hour in the past. I say “formerly free to play” because an interesting turn of events has taken place; the game, which had been free to play with a premium service for the last five years, is now listed as costing £6.99. I’m not sure when this happened, but it was sometime this year. People are furious, because it’s no longer free and it reset everyone’s progress, but I’m in the rare position of being better off for it as the premium service no longer exists and the game is already registered to my account! Having access to all 100+ maps, I decided to give it a proper spin, and learning this alternative (let’s be honest, probably original) arena shooter for the first time caused me to reminisce about my first time playing Unreal Tournament. I do miss the announcer from UT, though.

The Diversity We’ve Lost (Darksiders and the Gaming Industry)

Yesterday, my friend brought Darksiders 2 over for me to try out, thinking I’d like it. And he has good taste! It’s now on my to-buy list, after I play the first game. For me, the game hearkens back to the PS2 era, where games held more of a unique flare to them.

I only played the first few hours of Darksiders 2, but it was brilliant. That game is an intertextual haven for other genres, and it pulls it off flawlessly, without falling into the trap of trying to be too many things at once. It has the combat of Devil May Cry, the dungeons and lock-on combat of Legend of Zelda, the loot system of games like Dark Souls and Diablo; galloping through open fields and finding gigantic bosses is reminiscent of Shadow of the Colossus. It even has a portal gun, if my friend is to be believed. And it does this all without feeling like it’s stealing from other games, or being unoriginal; it’s taking the best of other genres and blending them into the most delicious smoothie you’ve ever tasted. Unless you don’t like smoothies, in which case you’re like me, and we should head for the milkshakes immediately. And if you don’t like milkshake? Well, you’re beyond saving.

This game is more than just a love letter to the gaming universe, however. It has its own unique plot involving the Four Horsemen of the Apocalypse, multiple realms of existence connected through one world tree, that kind of thing. Similarly to its gameplay, its story takes influences from all kinds of places, whilst still making it unique. They have dwarves who are huge and built like tanks! Like I said, I only played around in the game for a few hours so I can’t exactly do a review on it as such, but even within the first few hours I was able to identify the game’s shining features.

And the art design! That is how you do art design. Not just the weapons you wield, but the very world around you is just delicious. From the vibrant green fields to the luminescent lava pools, this game will make your eyes pop out with happiness. And I was playing this on a PS3!

When I mentioned the PS2 era of gaming earlier, I was talking about how diverse the game library was for that system. Sure, you had your Need for Speeds and FIFAs, and Call of Duty was still making its baby steps towards competitive multiplayer… on console, anyway. But then you had Motor Mayhem. And Ratchet and Clank. You had Jak and Daxter transition into Jak 2 of all things, you had RC Revenge and Fur Fighters and Shadow of the Colossus, you had Wipeout and Smash Cars and you had god damn Road Trip Adventure, a game which I will surely cover in the future; it didn’t know whether to be Penny Racer or an RPG. And, hell, does anyone remember Herdy Gerdy?!

I’m not discounting the games we have today. Borderlands was a brilliant mesh of gaming genres. But it was an FPS. And in my eyes at least, Destiny is a different flavour of Borderlands, with a little bit of Halo mixed in there, asking me to buy ridiculous emotes as opposed to unnecessary character skins. And these games are all first person shooters. When I was a child, I used to read gaming magazines – my favourite was Games Master – and I used to enjoy reading through the many varieties of upcoming games that looked interesting and fun, and new. And I remember buying one of those gaming magazines for the first time since the 360 and PS3 came out, a few years after, and being disappointed that everything had descended into gritty shooters. Although the grittiness, to be fair, is something we seem to finally be leaving behind, as can be seen from the transition between Fallout 3 to Fallout 4, between CoD: World at War to CoD: Advanced Warfare.

Indie titles have been a step back towards this era of gameplay, and it’s something that’s really taken off in the last four or five years. We’ve had Bastion, for example. We’ve had Super Meat Boy, we’ve had The Binding of Isaac, we’ve had Trine. But these games are noticeably smaller in size, which is understandable given the limitations of independent resources and the lack of funding. When are we going to see an influx of unique games on the scale of Okamiden?

Probably not any time soon. Much as I’m sure we all hate to admit it, the gaming industry is an absolute mess right now. We’ve got DLC and microtransactions being enforced by corporate greed, ruining the integrity of the gameplay; we’ve got an oversaturation of half-baked indie titles burying truly talented games, and early access allowing developers to lose motivation after recieving a released game’s worth of money for an unfinished product; we have publishers rushing out titles before they’re finished, leading to broken and buggy gameplay.  The free-to-play model has leaked off of phones and into our consoles and computers, providing the most expensive, paywall-ridden games to date. We’re in a new age of online discussion and vocal minorities, harassing developers to make changes to their upcoming games which show of overly ambitious, unique changes that we don’t like because we’re already invested in the series. Seriously, never has game development been so public to its consumers, and people now more than ever are falling prey to the trap of judging a game many many months before it has been polished and balanced into its final release. And the developers understand this, but the pure visceral nature of community backlash is what forces them to change things.

But as long as games like Darksiders 2 can exist, there’s hope. And it’s not all bad; there are new indie titles which are brilliant, and early access games which have been a huge success. Hell, once in a blue moon we may even see a triple-A title like Darksiders emerge. It’s just a vastly different gaming world to the one we’ve known before, and whilst modern games shouldn’t be discounted for their progress in furthering entertaining gameplay, I, personally, would certainly welcome some miraculous transformation back into the diversity of the PS2 and previous consoles.

Pandora’s Box Art (Borderlands)

Years after the first Borderlands game came out, I purchased it and tried it out. And now, years after buying it, I’ve finally mustered the attention span to fully dive in and immerse myself in its world.

I’m currently level 26 and have made my way to New Haven, and so far I’ve been pleasantly surprised by the amount of content available. I decided to complete all of the side quests in the Arid Badlands, the starting zone, mostly because I’m not that great at the game and if I attempted to only do story missions as they first became available, I’d be skag meat by now. Safe to say, I opted to go collecting skag meat for a few levels, instead.

I swear, Claptrap, tell me you're dancing one more time and I will shoot out your eye.
I swear to God, Claptrap, tell me you’re dancing one more time and I will shoot out your eye.

I think one thing that attracted me to Borderlands, despite its visual style (more on that later), was the gun system. As I’ve mentioned in a previous blog post, Ratchet and Clank happens to be my favourite video game series of all time. One thing that franchise focuses on in terms of gameplay is various unique styles of weaponry, from a gun the shoots flying stars which split off and home back in on a target, to a gun that shoots black holes. Borderlands feels like a logical step up from that era of play, with third person cartoonish combat replaced with first person shooter. You may not be able to upgrade the guns as you can in Ratchet and Clank, but you are instead upgrading your character, in both levelling up and weapon proficiency skills. The weapon classes and quirks (explosive ammo, scopes, etc) mirror the custom guns aspect of Ratchet and Clank, whilst the actual loot system is more akin to World of Warcraft – another personal favourite.

I find Borderlands to be similar to Fallout 3 on many levels, mostly the base gameplay. You’re in a wasteland, there’s RPG elements, there’s bad dudes, there’s guns. Shooty shooty pow pow loot grab dash. All that good stuff. The thing is, I never really liked Fallout 3. (OPINION ALERT!) I found the overall theme and aesthetic to just be too… gloomy. And don’t get me wrong, that doesn’t make it a bad game, it achieves what it sets out to do. But that green filter over the screen just depresses me, and the serious tone just doesn’t really appeal to me. Fallout 4 looks like it’ll be less dreary, at least, so maybe I will be able to get into the Fallout universe sometime. But Borderlands’ cel-shaded landscapes appeal to me in ways Fallout never could. Aesthetically, it’s brighter, clearer, and a damn sight less bleak.  I’m not exactly a kid who needs a bright and cheerful world to feel at home, but I’d take the Arid Badlands over the Capital Wasteland any day. It’s just personal preference.

That moment when a purple is in every way worse than the rifle you found five levels previously.
That moment when a purple is in every way worse than the rifle you found five levels previously.

The loot collection system is more satisfactory than any other RPG I’ve played. It may help that it uses the white, green, blue, purple, and orange system that I’m already accustomed to in the sense of feeling accomplished. However, whilst collecting loot was infuriating at the start of the game due to limited backpack space (this was actually one of the things that originally put me off), your backpack grows over time and soon you’re hauling a whole personal armory on your back. The random chance of gun you’re going to get is enrapturing, too. Throughout the entirety of the Arid Badlands zone, Sledge is hyped up to be the main boss dude that you have to confront before moving on with the game. At level 19, after struggling through the entire level, I found a purple assault rifle immediately before the Sledge fight which had promising stats. Figuring I’d give it a go, I took him on with it, downing him in just five seconds of continuous fire and dozing down all the minions that were giving me trouble beforehand. 7 levels later and this gun is still superior to any other I’ve found.

One thing I’ll fault this game for is its inventory system. Comparing guns against each other is a pain in the ass, and on a controller the story grows worse. This was the other thing which caused me to question playing Borderlands to begin with. You can only track one quest at a time, there’s no minimap, and I only just discovered the page for milestone goals yesterday due to having never hit the Y button in the quest log screen. (Alright, maybe that one was on me.) I play with a controller on PC due to personal keybinding issues (and I’m a noob scrub who needs to git gud), and whilst controller support per se is not an issue, the prompts still all show the keys I’d need to press rather than buttons, causing some initial frustration whilst I was new to the game. Some of these problems are addressed and improved in Borderlands 2, I know, but some still remain. It is, however, an oversight I believe I can cope with when posed against the rest of the awesomeness of Pandora.

I’m glad that I finally have a shooty pow pow loot grab dash game that I can happily stick on and get lost in for a while. I’ve had some problems, personally, getting into a good FPS that comes with replayability and decent content. Fallout was too bleak, Destiny was too expensive; speaking in broader terms, many other FPS games are campaign based or just never really grabbed me. It’s been a while since I’ve been so completely satisfied with just playing an RPG, and whilst I may be six years late to the party, it’s still as an enjoyable experience to me and it must have been on release. It’s just that now, I have Destiny and soon, Fallout 4 to compare it against.