April's fools, ha-ha.
TL;DR Version
Hilarious.
Thursday, April 1, 2010
Friday, March 26, 2010
[Review] Dragon Age: Origins - Awakening
For some peculiar reason, I feel the need to start this post by quoting the manual[*1] of the game:
"Dragon Age: Origins - Awakening is an expansion that continues the epic story of Dragon Age: Origins. Like Dragon Age: Origins, Dragon Age: Origins - Awakening is an epic story-based fantasy..." okay, enough already.
Aside from the point that this piece was probably written by a very dull high-school teacher, I get the feeling that Electronic Arts and BioWare really like the word "epic" but sort of miss the point of a blurb. Where am I going with this? Read on, if you would.
I have to confess that Dragon Age: Origins is one of my favorite games ever, and I consider it to be the finest RPG of the 00's. While it had its share of faults[*2], it featured the finest characterization and voice-acting I've ever experienced in a game, and presented the player with some of the most complex and difficult moral choices you could expect from a game. Moreover, battles were complex and required a lot of planning and thinking ahead. With that in mind, expectations for its expansion called Awakening were sky-high.
It was quite disappointing, then, to see that Awakening misses the point of why the original DA was so good and instead goes for the MMORPG expansion route of "throw new items at the players every five seconds and hope they don't notice we haven't changed much else."
Furthermore, I don't understand the decision behind removing almost the entire cast from the original game, as it severes the bond between the two games. I can think only one character[*3] where that makes sense, while everyone else ends up being sorely missed. Really, why remove one of the most memorable aspects of a game, especially when most of the new characters are going to closely resemble the originals? It creates a strange effect because characters feel familiar and also don't which only furthers the gap between the original game and its expansion.
Things DA:O - A does right:
- It's more Dragon Age. Seriously. Almost twenty hours of it.
- The actual story of Awakening has more depth and a few clever twists, while Origins was more of a straight-forward epic (there's that word again). I especially liked one of the new antagonists.
- New areas are beautifully designed and actually differ a lot from each other, and the graphics themselves seem improved.
- There's still a couple of really difficult "lose/lose" moral choices to be made, and the game is more than happy to show the repercussions of your decisions. We don't see that often enough in games.
Things about DA:O -A that aren't that hot:
- While the story and plot of Awakening is better than Origins, the actual writing is visibly worse. It's rather perplexing, given that they share the same main writer but where Origins felt fresh and inspired, Awakening feels stiff with pieces of dialog seemingly pulled straight out of a R. A. Salvatore novel. That's not a compliment.
- Awakening is so easy it hurts. I imported my level 23 rogue and set the difficult to Hard and never once saw the Game Over screen. Hell, the only time a party member died was when I got complacent and didn't heal anyone, or when a boss cheaply one-shotted them. On the other hand, with the new talents that are available from the get-go, I could one-shot epic Rage Demons and friggin' Golems, while also tanking 3-4 enemies on my rogue. Enemies just don't do any damage anymore.[*4]
- This reduced difficulty also has a dire effect on the tactical side of the gameplay. Namely, it obliterates it. There's no need to actually plan during a fight, take over all of your characters or use the custom tactics option, just press buttons and watch as stuff around you die. I mean, by Odin's unusually well-trimmed beard, I played through the majority of the game without a real tank and a healer, my warrior and mage were in damage-dealing duty. Way to ruin the fun, guys.
- The new cast really isn't all that memorable. I liked Sigurn, and especially Nathaniel and Justice (now that was a great concept for a character, and felt very Planescape: Torment-y), but the rest, eh... Anders is a wise-ass wuss like Alistair, just not as whiny, and Velanna is like Morrigan right down to the haircut, but without any of the charm. To make matters worse, you hardly spend any time with them, as the option to idly chat with them is no longer there. That's a huge part of characterization gone, right there.
- BUGS. Lots of them. Seriously, the game is plagued with them. Some quests refuse to complete, certain NPC's will hate you even if you did exactly what you asked them to, others will repeat the same dialog for eternity, the list goes on. It's not uncommon in a game this big, but there's no excuse for a game to be shipped with so many bugs.
Things I just don't get:
- Really, why remove the majority of the original cast? It makes sense in Mass Effect 2 after the cataclysmic events of the first ten minutes of that game, but in Awakening it's like all your companions said "Fuck you, Warden person, I've got better things to do with my time" and then stormed out. At least the epilogues seem to touch upon this issue a bit, apparently.
And the final grade is...
No final grade this time. Why? I find myself at a loss on how to describe this game and the intentions behind it. On one hand, its heart seems to be on the right place, but at the same time it gets so many things wrong it's kind of hard to overlook it. Yet, at the same time, it's still a damn fun game despite its faults. AHHH, this is driving me nuts.
TL;DR version
Lookie, anchors!
[*1] You know, that thing nobody reads but everyone complains when it's in black & white.
[*2] Memories of the Fade still hurt. Oh, how they hurt.
[*3] Yes, her.
[*4] For comparisons sake, I played Origins on Normal and got my ass kicked fairly often. My rogue finished the game with 21 (twenty-one) injuries.
"Dragon Age: Origins - Awakening is an expansion that continues the epic story of Dragon Age: Origins. Like Dragon Age: Origins, Dragon Age: Origins - Awakening is an epic story-based fantasy..." okay, enough already.
Aside from the point that this piece was probably written by a very dull high-school teacher, I get the feeling that Electronic Arts and BioWare really like the word "epic" but sort of miss the point of a blurb. Where am I going with this? Read on, if you would.
I have to confess that Dragon Age: Origins is one of my favorite games ever, and I consider it to be the finest RPG of the 00's. While it had its share of faults[*2], it featured the finest characterization and voice-acting I've ever experienced in a game, and presented the player with some of the most complex and difficult moral choices you could expect from a game. Moreover, battles were complex and required a lot of planning and thinking ahead. With that in mind, expectations for its expansion called Awakening were sky-high.
It was quite disappointing, then, to see that Awakening misses the point of why the original DA was so good and instead goes for the MMORPG expansion route of "throw new items at the players every five seconds and hope they don't notice we haven't changed much else."
Furthermore, I don't understand the decision behind removing almost the entire cast from the original game, as it severes the bond between the two games. I can think only one character[*3] where that makes sense, while everyone else ends up being sorely missed. Really, why remove one of the most memorable aspects of a game, especially when most of the new characters are going to closely resemble the originals? It creates a strange effect because characters feel familiar and also don't which only furthers the gap between the original game and its expansion.
Things DA:O - A does right:
- It's more Dragon Age. Seriously. Almost twenty hours of it.
- The actual story of Awakening has more depth and a few clever twists, while Origins was more of a straight-forward epic (there's that word again). I especially liked one of the new antagonists.
- New areas are beautifully designed and actually differ a lot from each other, and the graphics themselves seem improved.
- There's still a couple of really difficult "lose/lose" moral choices to be made, and the game is more than happy to show the repercussions of your decisions. We don't see that often enough in games.
Things about DA:O -A that aren't that hot:
- While the story and plot of Awakening is better than Origins, the actual writing is visibly worse. It's rather perplexing, given that they share the same main writer but where Origins felt fresh and inspired, Awakening feels stiff with pieces of dialog seemingly pulled straight out of a R. A. Salvatore novel. That's not a compliment.
- Awakening is so easy it hurts. I imported my level 23 rogue and set the difficult to Hard and never once saw the Game Over screen. Hell, the only time a party member died was when I got complacent and didn't heal anyone, or when a boss cheaply one-shotted them. On the other hand, with the new talents that are available from the get-go, I could one-shot epic Rage Demons and friggin' Golems, while also tanking 3-4 enemies on my rogue. Enemies just don't do any damage anymore.[*4]
- This reduced difficulty also has a dire effect on the tactical side of the gameplay. Namely, it obliterates it. There's no need to actually plan during a fight, take over all of your characters or use the custom tactics option, just press buttons and watch as stuff around you die. I mean, by Odin's unusually well-trimmed beard, I played through the majority of the game without a real tank and a healer, my warrior and mage were in damage-dealing duty. Way to ruin the fun, guys.
- The new cast really isn't all that memorable. I liked Sigurn, and especially Nathaniel and Justice (now that was a great concept for a character, and felt very Planescape: Torment-y), but the rest, eh... Anders is a wise-ass wuss like Alistair, just not as whiny, and Velanna is like Morrigan right down to the haircut, but without any of the charm. To make matters worse, you hardly spend any time with them, as the option to idly chat with them is no longer there. That's a huge part of characterization gone, right there.
- BUGS. Lots of them. Seriously, the game is plagued with them. Some quests refuse to complete, certain NPC's will hate you even if you did exactly what you asked them to, others will repeat the same dialog for eternity, the list goes on. It's not uncommon in a game this big, but there's no excuse for a game to be shipped with so many bugs.
Things I just don't get:
- Really, why remove the majority of the original cast? It makes sense in Mass Effect 2 after the cataclysmic events of the first ten minutes of that game, but in Awakening it's like all your companions said "Fuck you, Warden person, I've got better things to do with my time" and then stormed out. At least the epilogues seem to touch upon this issue a bit, apparently.
And the final grade is...
No final grade this time. Why? I find myself at a loss on how to describe this game and the intentions behind it. On one hand, its heart seems to be on the right place, but at the same time it gets so many things wrong it's kind of hard to overlook it. Yet, at the same time, it's still a damn fun game despite its faults. AHHH, this is driving me nuts.
TL;DR version
Lookie, anchors!
[*1] You know, that thing nobody reads but everyone complains when it's in black & white.
[*2] Memories of the Fade still hurt. Oh, how they hurt.
[*3] Yes, her.
[*4] For comparisons sake, I played Origins on Normal and got my ass kicked fairly often. My rogue finished the game with 21 (twenty-one) injuries.
Thursday, March 18, 2010
[First Impressions] Blur multiplayer
Blur is a game that confuzzled me a lot. On one hand, I was a big fan of the Project Gotham Racing games (and Metropolis Street Racer on the Dreamcast) so a new racing game by the same was people was bound to make me feel all giddy inside.
On the other hand, Bizarre Creations -the people behind said games- decided to go in a different direction in their post-Microsoft era, eschewing what bits of realism the PGR games and going for "Wipeout with modern-day cars" approach.
I wasn't sure what to feel about that. Thankfully, this is why betas and demos exist. After nearly a week with the Blur multiplayer demo, I can safely say I was pleasantly surprised by its quality.
Blur isn't a game that's going to impress you visually, rather strange given that was a PGR trademark, but it gets the job done. If anything, the action is too fast and hectic to actually give a damn about the graphics. I know how this sounds, but I believe it's true in this case.
It's all about the action in this game. Blur feels like Wipeout, but better. Another way of saying this is that Blur feels like what it was playing Wipeout for the first time back in the mid-90's. The sense of speed is incredible, everything remains smooth even at top speeds, and the game itself is just damn fun to play.
Throughout every course you are given power-ups, as in the aforementioned Psygnosis game and Mario Kart, and you can carry a maximum of three at any given moment. The great thing about these is that there's a time and a place for each one. Use for example the shunt[*1] (a homing missile of sorts) right after someone speeds past you and you've probably wasted it. Keeping it for a more appropriate time can very well make a huge difference in a race[*2]. It's not unusual to win a race by coming back from behind at the last bend.
The courses offered with the beta have quite a few different routes in them, with certain routes being more of a shortcut while others offering better power-ups, so there's a lot of strategy involved in a race. And when you're racing against up to nineteen opponents, you need any strategic advantage you can get your hands on. It goes without saying that when you have twenty people in a race, the first lap is a hectic, chaotic affair and it's also fun as Hell.
All in all, Blur looks like a really fun multiplayer game. However, there's still no indication if the single player will be worth the asking price (and Bizarre Creations' games have had some trouble with their A.I. in the past), and the online multiplayer will only be a success if enough people actually buy and play this game, as races with fewer than five opponents aren't as exciting.
TL;DR Version
I'll admit it: The Project Gotham games are the only racing games I've enjoyed in the past... decade or so. However, I played Blur like crazy this past week. Make of that what you will.
*1 Hope I'm typing this right
*2 In a sense, the fighting game fan in me wants to compare it to the wakeup shoryuken.
On the other hand, Bizarre Creations -the people behind said games- decided to go in a different direction in their post-Microsoft era, eschewing what bits of realism the PGR games and going for "Wipeout with modern-day cars" approach.
I wasn't sure what to feel about that. Thankfully, this is why betas and demos exist. After nearly a week with the Blur multiplayer demo, I can safely say I was pleasantly surprised by its quality.
Blur isn't a game that's going to impress you visually, rather strange given that was a PGR trademark, but it gets the job done. If anything, the action is too fast and hectic to actually give a damn about the graphics. I know how this sounds, but I believe it's true in this case.
It's all about the action in this game. Blur feels like Wipeout, but better. Another way of saying this is that Blur feels like what it was playing Wipeout for the first time back in the mid-90's. The sense of speed is incredible, everything remains smooth even at top speeds, and the game itself is just damn fun to play.
Throughout every course you are given power-ups, as in the aforementioned Psygnosis game and Mario Kart, and you can carry a maximum of three at any given moment. The great thing about these is that there's a time and a place for each one. Use for example the shunt[*1] (a homing missile of sorts) right after someone speeds past you and you've probably wasted it. Keeping it for a more appropriate time can very well make a huge difference in a race[*2]. It's not unusual to win a race by coming back from behind at the last bend.
The courses offered with the beta have quite a few different routes in them, with certain routes being more of a shortcut while others offering better power-ups, so there's a lot of strategy involved in a race. And when you're racing against up to nineteen opponents, you need any strategic advantage you can get your hands on. It goes without saying that when you have twenty people in a race, the first lap is a hectic, chaotic affair and it's also fun as Hell.
All in all, Blur looks like a really fun multiplayer game. However, there's still no indication if the single player will be worth the asking price (and Bizarre Creations' games have had some trouble with their A.I. in the past), and the online multiplayer will only be a success if enough people actually buy and play this game, as races with fewer than five opponents aren't as exciting.
TL;DR Version
I'll admit it: The Project Gotham games are the only racing games I've enjoyed in the past... decade or so. However, I played Blur like crazy this past week. Make of that what you will.
*1 Hope I'm typing this right
*2 In a sense, the fighting game fan in me wants to compare it to the wakeup shoryuken.
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Thursday, March 11, 2010
[Review] Soul
Soul is an indie game for the Xbox Live Arcade platform that was recently released and created some buzz amongst its massage-simulator peers. Your goal in the game is to guide the soul of a recently departed person through a series of... corridors and into Heaven. Fail, and the soul ends up in Hell. And boy, are you going to fail a lot.
Now, I have a confession to make. I haven't finished Soul, for no other reason than because I can't. It's weird, nowadays the only reason I don't finish the game is lack of time and/or interest, but with Soul (as with fellow XNA community game A Fading Melody) I find myself lacking the skill set necessary to finish it. Last time this happened, it was with Prehistoric 2 and I was something like twelve years old [*1].
With that in mind, it's hardly fair to review the game so this post will not follow the usual structure and will be significantly shorter. You're also free to hate on me for reviewing a game that I haven't finished, but it's not unprecedented and I doubt the game gets that much different in the later areas I haven't visited. If it does, mea culpa.
Soul looks amazing for a indie game on the XBLA, probably the best looking 2D game yet. The backgrounds are colored wonderfully and the nasties that occupy the game's corridors and try to stop your escape have great animation. It's also dirt cheap, at 80 Microsoft points.
Sadly, that's about all the positive things I have to say about the game. Navigating through the corridors that make up the game's environments relies on nothing but luck and trial and error, as enemies come up from nowhere without any real way of telling when this will happen. To make matters worse, touching the walls means instant death as well. Worse yet, controls seem a bit off, at times I'd swear something was wrong with my controller. I even tried playing with my arcade stick but it's an old Hori model[*2] and the d-pad is not supported in this game, so that idea went out the window.
Maybe I'm just bad at this game. But there's no denying that this style of gameplay gets old, fast. No matter how good you are, you'll eventually die in Soul, and probably in an unfair manner. Then you'll have to hope you memorized the current room correctly before you died, or you'll have to die again. And again.
Furthermore, there's the issue of atmosphere. I appreciate the subtle things, like the game is trying to do, with the slow heartbeat in the opening menu that eventually stops once you start the game. But then you die and you are hit with a screamer, and you are left wondering what the fuck. That's not scary, that's not making the game more atmospheric. That's just some tacky bullshit. You might flinch the first time, but every following death (remember, there's lots of those!) will just make you cringe and wish they'd get over it.
In closing, while Soul starts off pretty well and has a price you can't argue against, overall offers far too little to make you justify the money you could instead spend on something else, like a chewing gum. The potential for a genuinely good indie game is there, but neither the intentions behind Soul nor the end result are what they should be. Therefore, it earns the title:
TL;DR Haiku
Ugly screamo freak
Is not really that scary
Please stop that, okay
[*1] Something that isn't really all that surprising, given that most games back then were created by small companies staffed by gaming enthusiasts, much like XNA games. I mean this in a good way. Too much hand-holding in mainstream games these days.
[*2] Never thought I'd need a Madcatz TE stick to play a non-fighting game.
Now, I have a confession to make. I haven't finished Soul, for no other reason than because I can't. It's weird, nowadays the only reason I don't finish the game is lack of time and/or interest, but with Soul (as with fellow XNA community game A Fading Melody) I find myself lacking the skill set necessary to finish it. Last time this happened, it was with Prehistoric 2 and I was something like twelve years old [*1].
With that in mind, it's hardly fair to review the game so this post will not follow the usual structure and will be significantly shorter. You're also free to hate on me for reviewing a game that I haven't finished, but it's not unprecedented and I doubt the game gets that much different in the later areas I haven't visited. If it does, mea culpa.
Soul looks amazing for a indie game on the XBLA, probably the best looking 2D game yet. The backgrounds are colored wonderfully and the nasties that occupy the game's corridors and try to stop your escape have great animation. It's also dirt cheap, at 80 Microsoft points.
Sadly, that's about all the positive things I have to say about the game. Navigating through the corridors that make up the game's environments relies on nothing but luck and trial and error, as enemies come up from nowhere without any real way of telling when this will happen. To make matters worse, touching the walls means instant death as well. Worse yet, controls seem a bit off, at times I'd swear something was wrong with my controller. I even tried playing with my arcade stick but it's an old Hori model[*2] and the d-pad is not supported in this game, so that idea went out the window.
Maybe I'm just bad at this game. But there's no denying that this style of gameplay gets old, fast. No matter how good you are, you'll eventually die in Soul, and probably in an unfair manner. Then you'll have to hope you memorized the current room correctly before you died, or you'll have to die again. And again.
Furthermore, there's the issue of atmosphere. I appreciate the subtle things, like the game is trying to do, with the slow heartbeat in the opening menu that eventually stops once you start the game. But then you die and you are hit with a screamer, and you are left wondering what the fuck. That's not scary, that's not making the game more atmospheric. That's just some tacky bullshit. You might flinch the first time, but every following death (remember, there's lots of those!) will just make you cringe and wish they'd get over it.
In closing, while Soul starts off pretty well and has a price you can't argue against, overall offers far too little to make you justify the money you could instead spend on something else, like a chewing gum. The potential for a genuinely good indie game is there, but neither the intentions behind Soul nor the end result are what they should be. Therefore, it earns the title:
TL;DR Haiku
Ugly screamo freak
Is not really that scary
Please stop that, okay
[*1] Something that isn't really all that surprising, given that most games back then were created by small companies staffed by gaming enthusiasts, much like XNA games. I mean this in a good way. Too much hand-holding in mainstream games these days.
[*2] Never thought I'd need a Madcatz TE stick to play a non-fighting game.
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Wednesday, March 10, 2010
[News] Hakan revealed for Super Street Fighter IV
An unscheduled update today, but due to recent developments I felt the need to write an opinion piece. Hakan[*1], is the latest and last character to join the Super Street Fighter IV and also the most controversial. Who is Hakan, you ask?
This guy:

For more screenshots, you can visit IPlayWinner.
This guy is... I'm not sure what's the word for it. I don't mind "freaks". I liked two thirds of Street Fighter III's cast. I play Rufus and El Fuerte in SFIV. I like funny characters, and I like characters you'd feel embarrassed to lose to. But this guy is... he's just...
I don't know. The dude looks like he escaped from some demented porn version of a Zelda game, visited Wario's and Apocalypse's stylists and then asked Ron Jeremy for some sweet moves. Oh and his main colors are blue and deep red[*2]. Blue and deep red.
He's a clusterfuck of influences foreign to each other and Street Fighter itself, and to me he feels completely out of place.
Then there's his status as a joke character. Humor is a curious thing. A failed attempt at humor can be a painful, embarrassing thing. Kind of like a literal fart joke when the fart is wet and squishy. Someone might laugh, but most people will be too busy cringing.
I guess it comes down to preference. For some people there's no such thing as too over-the-top. Personally, Hakan makes me feel that Capcom tried way too hard with this one. At least his gameplay seems interesting.
TL;DR version
I mean, come on, what the fuck is this shit? Especially the second ultra, where he's practically shitting people away.
And then there's this collection that's borderline NSFW, and is making me feel pretty uncomfortable. Keep cumshots out of my Street Fighter, thanks.
[*1] And part of the worst kept secret in recent months, SSFIV's new characters.
[*2] There's probably a word for this color, but what do I know? I'm a dude.
This guy:

For more screenshots, you can visit IPlayWinner.
This guy is... I'm not sure what's the word for it. I don't mind "freaks". I liked two thirds of Street Fighter III's cast. I play Rufus and El Fuerte in SFIV. I like funny characters, and I like characters you'd feel embarrassed to lose to. But this guy is... he's just...
I don't know. The dude looks like he escaped from some demented porn version of a Zelda game, visited Wario's and Apocalypse's stylists and then asked Ron Jeremy for some sweet moves. Oh and his main colors are blue and deep red[*2]. Blue and deep red.
He's a clusterfuck of influences foreign to each other and Street Fighter itself, and to me he feels completely out of place.
Then there's his status as a joke character. Humor is a curious thing. A failed attempt at humor can be a painful, embarrassing thing. Kind of like a literal fart joke when the fart is wet and squishy. Someone might laugh, but most people will be too busy cringing.
I guess it comes down to preference. For some people there's no such thing as too over-the-top. Personally, Hakan makes me feel that Capcom tried way too hard with this one. At least his gameplay seems interesting.
TL;DR version
I mean, come on, what the fuck is this shit? Especially the second ultra, where he's practically shitting people away.
And then there's this collection that's borderline NSFW, and is making me feel pretty uncomfortable. Keep cumshots out of my Street Fighter, thanks.
[*1] And part of the worst kept secret in recent months, SSFIV's new characters.
[*2] There's probably a word for this color, but what do I know? I'm a dude.
Labels:
Fighting games,
News,
Opinion,
PS3,
Street Fighter,
Xbox 360
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Sunday, March 7, 2010
[News] CING files for bankruptcy
Bad news day, this.
CING, the independent company responsible for their own brand of idiosyncratic adventure games, such as the wonderful Another Code and the vastly overrated Hotel Dusk, has filed for bankruptcy after suffering losses amounting to 256 million Yen (roughly 1.8 million Euros).
An unfortunate turn of events, given that CING games offered fresh gameplay ideas and brilliant writing, but their products failed to become commercial successes so this development wasn't all that surprising.
Hopefully, the talented individuals that comprised CING will find employment in a different company, as the industry would be worse off without them.
(Source here, via NeoGAF)
TL;DR version
Personally, I think it royally sucks when small (according to Wikipedia, CING employed just twenty-nine people), independent companies are forced to shut down. *insert angry rant about the state of the industry here*
CING, the independent company responsible for their own brand of idiosyncratic adventure games, such as the wonderful Another Code and the vastly overrated Hotel Dusk, has filed for bankruptcy after suffering losses amounting to 256 million Yen (roughly 1.8 million Euros).
An unfortunate turn of events, given that CING games offered fresh gameplay ideas and brilliant writing, but their products failed to become commercial successes so this development wasn't all that surprising.
Hopefully, the talented individuals that comprised CING will find employment in a different company, as the industry would be worse off without them.
(Source here, via NeoGAF)
TL;DR version
Personally, I think it royally sucks when small (according to Wikipedia, CING employed just twenty-nine people), independent companies are forced to shut down. *insert angry rant about the state of the industry here*
Thursday, February 25, 2010
[News] Peggle Nights for free!
The sequel to the smash-hit "casual" game Peggle by PopCap games is available for free at their site, provided you sign up for their new service, PopCap Passport.
Peggle Nights offers a whole new Adventure mode and even more Challenge levels, while retaining the level of addictiveness that made the first game such a hit.
TL;DR version
You are giving away your e-mail address for it though, so do expect e-mails from them. Hey, you can't get something for nothing, after all.
Peggle Nights offers a whole new Adventure mode and even more Challenge levels, while retaining the level of addictiveness that made the first game such a hit.
TL;DR version
You are giving away your e-mail address for it though, so do expect e-mails from them. Hey, you can't get something for nothing, after all.
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