Thursday, February 25, 2016

Episode 33 and Plans for Next Week

I know I'm sexy
Hello West Coast Nerd Corpsers!  We just put up our most recent episode of the podcast.  

Episode 33: Before I Kill You

In this episode, We give our first impressions of Z-Nation and a critique of zombie culture in general.  Then we try to figure out exactly what bad guys in video games and movies are trying to accomplish.  Finally we hop aboard the hype train.  What are we excited for or just tired of hearing about.  You'll have to listen in to find out.  On a side note, we have been having some audio issues in the past few episodes so we tried changing some settings.  Personally, I think it sounds better but let me know your opinions.  
Next week, we thought it would be fun to dedicate some time to one of the best handhelds ever made, the Nintendo DS/3DS.  The episode of the podcast will be dedicated to this little two-screen wonder.  We will also be dedicating some blog articles to the DS/3DS.  Our first watch for next week is going to be Mega Man Star Force.  Check out the first episode on Hulu and follow along with us as we discuss on the next episode.  Also, feel free to share your favorite DS/3DS memories in the comments below or on our facebook page.  Until next time.

-Big O


Tuesday, February 23, 2016

Deadpool Movie Impressions



Let me preface this by saying I have never cared much for Deadpool. His humor has just never connected with me on any level. Between the "chimichanga" jokes, and the mustaches and sombreros, he's just never been my cup of tea. So when I heard about the long rumored Deadpool movie becoming a reality it's safe to say I was less than enthused. Well I guess it's time for me to face the music because I have to admit, this is probably the most fun superhero movie since Guardians of the Galaxy. And while Guardians is still my gold standard for the genre, I'm sure Deadpool doesn't mind the silver medal. 

The plot is basic and pretty trivial for me, the main attraction here is Ryan Reynolds playing the role he was made for. Imagine his character from Waiting but pumped full of bath salts and gun powder. The one-liners and fourth wall breaks almost all hit the mark, especially his references to Hugh Jackman and the X-Men movies. After the disservice to the character in X-men Origins: Wolverine, it was great to see him finally get his big screen due.

The hyper violence and cursing while over the top and crazy, never left me feeling like it was used as a crutch. There is however a noticeable portion of about 20 minutes in the middle of the movie where I felt like the pacing just dragged to a halt. And while the flashbacks to Wade's time before being Deadpool are good for establishing him as something a little more than a homicidal lunatic, I couldn't help but look forward to going back to the present day and continuing on with the merc with a mouth.

As long as you aren't easily offended, I definitely recommend going to the theater and seeing Deadpool. It made a believer out of me which is really saying something, and who doesn't need a few Ryan Reynolds crotch shots in their life? 




-Rory

Friday, February 19, 2016

Street Fighter V Review



I haven't played a Street Fighter game in quite a few years, after dabbling with one of Street Fighter IV's earlier installments (since you know, they made about seventy of them) I had no desire to play Street Fighter V. The change to the new art design was unappealing and the combat felt strange and heavy, but despite my massive dislike for one of the most widely adored fighting game franchises I decided to give Street Fighter V the good ole college try. One thing I will say, it was not a strong showing from Capcom to say the least, quite the opposite. For a fighting series that is not only one of the most competitive games at a tournament level, but one loved and followed by such a huge fan base, this was a truly dissapointing entry to the Street Fighter franchise.

Now don't get me wrong the gameplay is far from faulty, in fact it has to be one of the tightest and cleanest when it comes to mechanics that I have played in a fighting game. Even though I have been out of the series for an extended period of time, I found not many of the inputs have changed. Ryu still has the traditional Hadoken and Tetsumaki commands, and for the most part my moves came out exactly as I planned, where I would chalk the rest up to incorrect inputs, or miss timing on my part. The technical points of the game are also very precise. Spacing is important, and playing the footsie game to keep your opponent where you want them to be is vital to success. One thing I really like is how short stringed the combos are in this game, unlike Marvel Vs Capcom or Mortal Kombat X, you will never find yourself in a situation where a single combo will annihilate your health bar, nor will you find yourself stuck in a chain combo so long you can set the controller down, walk your dog, go grab some dinner with the family, and come back and still have time to contemplate how nice your TV would look impaled through the wall. Just because the combos aren't endless doesn't mean you are out of the woods, this game is far more aggressive then I remember Street Fighter IV being. You can easily find yourself comboed by your opponent only to get up and hit with an overhead or low attack mix up to another string. It's things like these that keep the combat fresh, and makes you constantly adapt to not just your opponents character, but their play style as well. This game also introduces a couple of unique features like the V trigger, a unique move specific to each character that adds an extra layer of depth. For example, Ken possesses a short distance sprint that you can close the gap on your adversary, or hold the button to do a kick afterwards. This can lead to 50/50's like running in for a rush attack, or faking them out with the run to get a quick grab to throw them in the corner, forcing your opponent to react to you and counter in turn. Each character also has a V guage which empowers your fighter to enhance their moves and mechanics. Ken ignites his feet with his signature flames to add fire damage and properties to each of his attacks, allowing you to truly capitalize off each combo with maximum damage. Every character feels unique and individual which is something I haven't seen in Street Fighter in a long time; but the character roster suffers for this. With only a measly sixteen characters to complete the roster at launch, there isn't much to choose from. I played every character I wanted to try in about ten minutes, repeating each several times. For a series with such an expansive roster, and against games like Super Smash Bros., Injustice, and Mortal Kombat X with much larger character options at launch this was a major disappointment. The diversity isn't an excuse I'll accept for this either.  Mortal Kombat X had a whopping twenty-five characters, with almost half of them brand new entries, all with completely different play styles and stances to augment their gameplay, but Street Fighter V can only muster sixteen. I may sound jaded or spoiled but in the year 2016 I expect a healthy choice of options to choose from, or I'll take my business elsewhere.

This installment is not only lacking on characters, but on content as well. Opting out of a standard arcade mode which has become a staple for all fighting game single player content, and replaced it with a sub-par story mode.  Not only are they short and can be completed in a ten minute sitting per character, but god awful to get through. Not many people play this genre for the lore or story, but if you are going to slap the word "Story" on it, I expect it to have some resemblance of what you titled it. Other than whatever that story mode atrocity is, you have a survival mode, versus, and a training mode.  Standards in fighting games where you can test your endurance, play against your pals, or nail down those sweet combos and conversions we must all perfect to become titans in the arena. This however is all you have in terms of offline mode.  To say it is sparse on content is putting it mildly. A free update will be coming in March to add in more but I would have rather them push the game back and sold it when it was what they wanted it to be, rather than giving me half a product now, and a IOU due in a month after. The online is fairly stable and the search method is very useful. You create a fighter ID that is universal across Capcom’s network, but separate from your PSN ID or Steam ID to label yourself and establish your legacy. You can then jump into Ranked matches to claw your way up on the leaderboards, as well as pit you against fighters of increasing skill to truly test your own skills and abilities.  To Casual matches where you can just relax and exchange blows with random players, without risk of affecting your player ranking. This also earns you currency which you can use to purchase future DLC instead of paying real money, thereby rewarding players who invest their time with new content. You have a variety of search options that you can narrow down from connection strength and platform played on, to even character selection and rule sets if you are searching for lobbies. This feature allows you to set up the perfect online experience for you, and outside of minor latency issues and slightly longer than average wait times the servers were very consistent and stable, until you tried to play with a friend. I don't know if this is a glitch or a patch update scheduled in March with the rest, but at the moment it is impossible to invite a friend to play a game online. You are supposed to make a battle lounge first, set rules, character preferences, and a password if you only want friends in your VIP slug fest, then enter in your companions fighter ID. Simple enough right? Wrong.  My friend and I spent an HOUR AND A HALF last night trying to get into the same room to play, searching each other’s IDs, checking forums, and trying to figure out if we were doing something wrong.  Just for me to search for his room repeatedly until I found it and joined. This is the most absolutely ridiculous part of this game to me.  The fact that something this crucial was either overlooked, or just flat out ignored at launch despite numerous beta tests is inexcusable. Even Smash Bros. for the Wii U and 3DS have better lobbies for playing with friends online and they just got serious about online this generation. This is a major studio, with a major fighter franchise, making a fighting game centered around online play.  This should not be happening and shows that Capcom’s priorities are more about pushing a game out the door rather than giving us a completed product.  If you are going to charge me sixty dollars for your product and I don't enjoy the game fine, that's on me. But don't take my money, give me half a game, and not even let me invite my friend to play a game. You might as well spit in my face while you’re at it, at least I'd see that coming.

Capcom states they are putting the player first with the new currency system essentially giving free DLC, but punishes us at launch with lack of content and non-existent invite systems to play with friends. The exceptional gameplay and variety to strategy isn't enough to justify the price tag, especially seeing as how much they are withholding until next month. I wasn't a Street Fighter fan last generation, and Street Fighter V did nothing to justify its presence in my library of games.  Especially with far superior fighters stacked next to it. This topic could be revisited next month when they finish the product they sold already, but until then, unless you’re a hardcore Street Fighter fanatic, don't waste your time or money.

-Frankie

Tuesday, February 16, 2016

The Division Beta Impressions with Chris and Frankie


Hello all, I recently made a post on our Facebook page about how I tried to get into The Division beta and failed.  Luckily, I have many amazing friends and two of them who did get in responded.  Both Chris and Frankie were kind enough to share their thoughts about the beta test for Ubisoft's newest addition to the Tom Clancy brand.  They offer pretty differing opinions on their experiences, so read both if you want the full picture of what to expect.

-Big O  


Chris (Xbox One)

"Crap, crap, crap, crap, crap. Why can't I run any faster?!?!?" My thoughts as I hear the gunfire behind me and the bullets flying by me. I begin to start weaving in and out between the cars, crates and other objects in the street trying to elude the squad of three chasing me in the dark zone. "When are these guys going to run out of ammo?!?!" I finally get to the end of the street and take the right hand corner to continue to get away. I continue to run.  I run another tenth of a kilometer according to my GPS on the screen and find an alley to duck into for a minute. This all started simply with me finding some loot in the ground in the Darkzone, picking it up, and turning the wrong corner.


For those who may be new The Division is a third person over the shoulder shooter that has a lot of potential. The basic story behind The Division is that a virus has spread throughout New York City. The government is no longer able to provide military support and the NYPD is almost nonexistent now. A sleeper militia cell has been activated in an attempt to keep a level of control with the city itself. There are other agents that were also activated. Crime continues to build within the city even after The Division is activated. As the radiation grows in the city, so does the instability of New York. This single player to MMO title can change just as quickly as you read this sentence. Ubisoft did a great job with how quickly it would change from the single player free roam, to the duke-it-out or team-up MMO side of the Darkzone where you take on both players and A.I. 


I have to say, considering that this was a beta, I thought that The Division was solid. Now that does not mean that the was free of bugs and issues. Let's start with the good first and what could arguably be the most important, the cover system. It has a classic feel with a new twist. For those who are fans of the Gears of War franchise you will feel right at home with this mechanic. Sprint up to almost anything that looks large enough to provide you cover, press the corresponding button (which for me was the A button), and congratulations, you are now behind cover. The other great thing that was added to the cover system was the ability to move from one to the next fairly seamlessly. By simply looking at the next object you would like to hide behind you are able to look at that object and you will see the A button pop up, along with a line on the ground which is the direction that your agent will follow. You can use almost anything for cover: cars, boxes, crates, walls, etc. The cover system continues to be a Tom Clancy staple and once again did not disappoint.


The weapons and armor you start with in the beta were solid enough to get you up and running quickly. Now I doubt that you will be given the same items to start the game when it officially comes out, but you never know. A number of people have been comparing The Division to Bungie's MMO of Destiny. The only comparison that you can use on the two is the amount of grinding that you may have to do in order to get the weapons and the armor that you want. However, that is just about where that comparison ends. You can upgrade your weapon or armor in a variety of ways. You can receive it by purchasing it off of the vendors with the money you have gotten through out the game, by opening up loot crates that you can find in back alleys or even on the side of the streets, by getting the loot from enemies that have dropped them, or by going into the Darkzone and picking up the loot that other players have dropped after you have killed them. The drop system seemed fairly balanced and nothing seemed to show up more than something else. Everything from shotguns to pistols, LMG's to submachine guns, the variety in the beta was solid also. I was able to go from a M4 assault rife and a MP5 submachine gun, to a L86LSW and a M1014 Shotgun (I think) in a matter of hours. Ammo, like weapon pick ups, were never in short supply with this beta. It seems that no matter where you end up going there is a crate that you can use to restock your ammo. Plus, the pistol also has unlimited ammo, so that helps. Each weapon handles in its own way. It felt like no two weapons were the same. When you begin to add attachments to your weapons, they begin to change the stats to your weapons, along with the handling abilities. Everything from damage, accuracy, and range can change with each weapon depending on what attachment that is added to the weapon. You can pick up plenty of attachments also from grips, to sights, to magazine changes and quite a few other options for any player to be able to choose from. These attachments are found the same way as weapons and armor with the random drops.


The map of New York seems to be exactly that. It feels like a one to one scale of New York City. Based on the map and how long it would take to run a block, or even a kilometer, it is definitely close to a one to one scale if it isn't. During the beta, you seem to spend quite a bit of time running, its like living in a Doctor Who episode. But, for those that tend to prefer something quicker, then good news! After about fourteen hours of playing the beta, running, and some one telling me that it existed, I discovered that there is indeed a fast travel system in the game! Who knew?!?! It was a nice feature to use once it was discovered. Not having to run for 15 minutes was a nice feature. It was tricky since nothing on the menu's said anything about it, but I am certain that this is an issue that will be fixed going into the full game. It seems that you are able to fast travel to different missions (or at least the one that was in the beta) and apparently to The Division home bases. There are apparently other options also, but I was only able to get to the missions via fast travel. Even so, running from place to place was not bad. Coming across the different look crates, enemies, and civilians are all great ways to get upgraded loot, which will be hard to find if you are using the fast travel system everywhere.    


Now on to one of the few issues that I came across. The first two days of the beta had server issues. It was bad enough that staying in a game for longer than 15 minutes was an accomplishment.  However, whatever magic Ubisoft did on day two to the servers worked out extremely well. I could play for a few hours I would randomly get kicked, but that is nothing more than usual. And on day 3, it seemed that Ubisoft hit it. I was able to play with absolutely no issues of lag of getting kicked from the game. It seems that Ubisoft seems to have learned from the atrocious start of Assassins Creed Unity. So far it does not appear that they are making this mistake again. Every issue that has arisen has seemed to be fixed as it has shown up. And I must applaud Ubisoft here for what they have done so far with this beta. Everything on the last day of the beta was extremely smooth and the servers almost could not have been better.


The different modes that were offered ranged from the basic missions to the normal side quests. The side quests range from hostage situations, to "escort" missions, to taking out bosses. The side quests were almost as enjoyable as the one mission that was allowed to be played in the beta. With the mission being a fairly basic one where you enter into a basketball arena and start fighting it out with the rioters. With the ability to play as a solo agent or having the ability to team up with other agents to clear the area and save a doctor along with her staff. After completing this, defeating a boss on the roof of the arena will allow you to complete mission. The side quests of the hostage situations are simple: defeat the rioters; unlock a door, release hostage. Pretty simple right? The escort missions are, at least the one in the beta, a little misleading. After expecting to escort the person you just found you hold a brief conversation with them, then some random CPU shows up to "escort" them back to home base. Finding them is a different story. You have to track down the links to figure out how to find this person based on the information at each link. 


The home base for The Division starts about as well as you can expect for the start of the apocalypse. The home base is split into three areas that you are able to upgrade over time. The areas include: the medical wing, the tech wing, and the security wing. They are pretty self explanatory as to which does what, but with each upgrade to the wing, it will unlock a skill of some sort. So that offers even more incentive to actually upgrade all of the wings. Here you will also find vendors who will sell weapons, armor, and modifications.  Right across the hall from the vendors is the player stash where the weapons, armor, and modifications you choose, can be stored for later use. Just to the left of player stash was a crafting table. Outside of seeing it, it served no purpose in the beta outside of a cosmetic appearance.  You will also have the ability to replenish your ammo and medikits before you decide to go out on you next outing.


Were there other minor glitches and bugs, of course. Just like any new title that comes out something will pop up. I personally only ran into one incident which occurred while I was in the Darkzone. As I tried to step up onto a ledge in the middle of combat, my agent stepped up and then froze entirely. I was able to move the camera, but that was about the extent of it. I could not change weapons, reload, move, jump or fire. I was able to back out and restart the game without any issues after that. But outside of that sole incident, I had no other major issues. 


As a beta, The Division was great. I am extremely excited to see what the final product will end up being, as well as you should also. I believe that this game has potential and can do very well. However, I am slightly concerned for lack of content and hoping the servers will hold up. These are arguably the two biggest questions. The game play was great and the story seems to have potential. I can’t wait to see what this game can do with all the potential. Hopefully it lives up to it all.




 Frankie (PS4)

Going into the Division I was extremely excited. The first E3 trailer I saw made it look absolutely breath taking, with a mix of third person/cover fire shooting mechanics, some RPG elements, and bits of what you would find in a standard MMO, I felt like there was no way I couldn't fall in love with this game. Even though I did enjoy what I played, it definitely did not meet the expectations that I had envisioned it would reach.

Before I get to ahead of myself allow me to break down the different aspects of what I delved into starting with the premise of the game. You are a sleeper agent from a secret government faction called The Division (obviously), and after a terrorist attack releases a deadly virus in New York City on Black Friday, the city is quarantined off and it's your job to figure out what happened and how to stop it. Early on you meet another agent that helps you get into the thick of the fray, but honestly I didn't really care who she was, just as much as she didn't seem to care about my character as well. The story is not the main pull with The Division, even though it does seem that they are trying to make it a focal point. After you hop off a quick helicopter ride with her and do a quick mini mission you are introduced to one of the big attractions of the beta, your base of operations. This is where you not only restock and rest up, but as you progress through the story and unlock different wings, you also unlock new talents and perks. This is something I really like even though they only gave a small taste of it. You have a Medical Wing, that focuses on team support and healing, a Tech Wing that focuses on gadgets and disrupting enemies, and a Security Wing, that focuses more on tank and damage abilities. This is a pretty unique way to tackle character progression and creates a but more incentive to complete those story missions and build your base, rather then the typical grinding you see in most MMOs and RPGs.

The Division also has a leveling system for your character as well, but all this does is enable you to use the new and better gear you acquire throughout the game. The loot drops very similar to most MMOs and has a rarity system designated by a color and name. White being common, Green uncommon, Blue rare, Purple legendary, and Yellow high-end. Each type of gear has different stats and effects, and weapons have different parameters and mod capabilities depending on how high level/rare the piece is. Now as a standard RPG goes, all this does affect your damage per second or DPS if you are familiar with the genre. This is something that bothered me about the gameplay a lot. One thing they said is the time to kill would not feel natural because of it being more of an RPG then a shooter, which is fine, until it becomes a bit unreasonable. I would find myself putting several sniper shots into a NPCs head, or emptying an entire magazine of an assault rifle before the enemy finally decided to die. Not to mention that grenades and pretty much any explosive was rendered useless because of the pitiful damage output. I get that bosses are supposed to be a bit of a health sponge because they are essentially the finale to your mission or encounter, but this is still a shooter at it's core, and I feel like even though everything is based on DPS, it needs to reevaluate the time to kill. The shooting mechanics were overall tight and relatively consistent, but it was just a run of the mill cover fire shooter. There was no new ideas, no new mechanics, nothing to set itself apart from games like The Last of Us, Gears of War, or even The Order 1886. I was hoping for some more really cool gadgets, or even different ways to interact with the environment, but The Division doesn't seem concerned with setting itself apart from the pack here.

Now we come to the main attraction, the Dark Zone. This is the most promising part of this title, and the one thing that still gives me hope for it. This is not only the PVP area, it is also where all the strongest enemies, and best loot is. I'll start off by saying even though it has its faults; this is by far the most enjoyable part of the beta I experienced. The Division's takes on PVP is quite different then you see in most games, there is no Team Deathmatch, no point capture, no attack and defend, nothing. You can squad up in teams of four, speak to other nearby players to work together to take down larger territories, or eliminate opposing agents. Now killing other players has it's advantages and disadvantages. The downside is when you attack another player you go rogue, showing up on every nearby agents radar and placing a bounty on your head. If another agent manages to take you out, they collect your bounty. However if you manage to survive through your rogue timer, you get to collect your own bounty. Everything you kill in the Dark Zone rewards you with DZ EXP, currency, gear, and etc. And the bigger the target, the bigger the reward. This is where the risk comes in as well, when you collect loot in the Dark Zone, it isn't yours until you extract it, which is only permissible at designated points. If you manage to hold out and get your loot extracted (which takes roughly 4-6 minutes) you have some sweet new items waiting for you at your base. The loot you have obtained is also visible via a small yellow canister attached to your backpack until it is extracted, and if a enemy player decided he wants to kill you for it, he can, and is rewarded your loot for doing so. It's not over there though, because not only will they go rogue for doing so, but they have to extract what they just stole from you, giving you a shot at tracking them down and reclaiming your prize. While squaded up with a friend and a couple of his gaming buddies, I found myself constantly in tense situations, surrounded by other agents with or without loot wondering if they were going to attack to steal what we had acquired, or simply remain neutral. Chances are if you showed up next to us at an extraction point without a spiffy looking canister, you were planning on killing us for it, and I had my cross-hairs on your head waiting for the signal to shoot you in the face. This was such a clever and unique way to approach PVP that I really appreciated, even if at the end most people just went around trolling other players by killing them for giggles, it still was a joy to be in the carnage of 10+ people in a fire fight.

The Division has some promising aspects to it, specifically the Dark Zone and PVP, but it's going to take a lot more to sell me on this game at launch for sixty big ones. Once again I feel Ubisoft have shown us one thing, and delivered something completely different. Even though this is nowhere the extreme shift that they did with Watch Dogs, I fear it's a trend Ubisoft is starting to show with their triple A games. The best parts of the game have been saved for the retail copy, and I'm sure they will address some of the issues presented in the beta. But with that they have shown us they definitely have not won me over, and is not a game I am willing to invest my time and money in at launch.

Wednesday, February 10, 2016

Firewatch Review With Big O and Rory


Firewatch is one of those rare games to come along that really makes you appreciate all the work that went into it.  From the gorgeous sceneries, to the brilliant dialogue, and even the compelling story, you would be hard pressed to find no enjoyment from this game.  Rory and I both bought this game launch day and have since completed it. I though it would be fun to compare both our thoughts of the game.  We’ll start with Rory’s report and I’ll respond after.

Rory: Firewatch broke my heart.  Once in the first 5 minutes, and once in the last 10.  A tale of loneliness and grieving, Firewatch hits more emotional strings than any game I've played int he last few years.

Exploring the Wyoming forest as a fire lookout, a woman begins talking to you on your walkie-talkie. She runs another fire watchtower across the valley, and you spend the whole summer with only her voice as your only companion. Your character, Henry, and her have an instant chemistry. They have some of the best banter I've experienced in a video game.

They get to know each other on a more personal level as the summer goes on, as mysteries begin to unravel in the woods around you.

The artstyle is beautiful. A minimalist almost cell shaded look makes the vistas look fantasic. Unfortunately the PS4 version of the game runs very poorly. Texture pop-up and frame rate dips are the main culprits, but the game did freeze at one point and forced me to close the app. The game is also very short, being able to be run through in 3-5 hours. That being said, Firewatch uses it's short time wisely and does not feel cheapened by the short run time.
Regardless of those few qualms, Firewatch is a must play for anyone who loves a great story. I had a hard time putting it down to do anything else. Firewatch has found a place in my heart, even if it had to break it to get there.

Big O: I have to agree with Rory about he intro to this game.  It can be heart wrenching.  The biggest comparison I’ve heard is the intro to Up (spoiler for first 5 minutes of Up I guess).  I was playing it with Panda and we actually had a difficult time getting through it.  At the same time, this sequence is vital to understand the mindset that your character is in when he decided to take this job away from anyone.  I didn’t find the ending upsetting, more I felt empty once it was done.  I had just gone on this amazing journey over the past few hours and now it was over. 

I’ll say that the game felt a little short.  I clocked in around 3.5 hours from start to finish.  I’ve been discussing this with some people online and others have been saying it has taken them around 5.  So, I guess that comes down to how you play.  I find this funny because I defiantly didn’t speed through this game.  Truth be told, I got lost a couple times.  I agree with Rory about there being graphical hiccups, but at the same time it was nothing game breaking and I feel these things can easily be patched out later.  I had the game freeze on me once and I’m almost curious if it was the same place where Rory had his.  None of these inconveniences were enough to take me out of the experience.  I was still thoroughly engaged and didn’t want to put the controller down. 

I’ve already mentioned how strong the narrative is, but I find this particularly interesting considering almost the entire story is told between Henry and Delilah.  The game really makes you feel the isolation as the relationship between these two develops.  The two characters share witty quips back and forth.  I grew so dependent on this banter that I actually felt lonely when Delilah wasn’t speaking to me. 


This game is a buy for me, however you should consider the game length when determining whether you wish to spend $20 on the final product.  For some of you, it might be better to wait for it to go on sale sometime over the next year.  Whatever you decide, I highly recommend this journey into the wilderness.