I'll grant you that cover is broken. I've never used it outside of defending Clukin' Bell, I just use the old school cover system. Crouch and sprint.
Crouching always works, be it behind a car, or edging around a corner. It completely slipped my mind that the game even had a stick tite cover system, I've used it so little.
I just played the same way I do any semi realistic shooter, slinking along behind anything waist height or more and shooting anything that I could shoot at. Primarily hands.
Well cover isn't really broken, just inconsistent. Some times it works so well and sometimes you lock to a wall pointing your head towards bullets.
I'll grant you that cover is broken. I've never used it outside of defending Clukin' Bell, I just use the old school cover system. Crouch and sprint.
Crouching always works, be it behind a car, or edging around a corner. It completely slipped my mind that the game even had a stick tite cover system, I've used it so little.
I just played the same way I do any semi realistic shooter, slinking along behind anything waist height or more and shooting anything that I could shoot at. Primarily hands.
Well cover isn't really broken, just inconsistent. Some times it works so well and sometimes you lock to a wall pointing your head towards bullets.
I can handle him going on to the wrong cover, it's that HE WON'T BLOODY COME OFF OF IT!!!!! GRARGLE ARGLE ARGLE.
The problem was that, by the time the game got to Alderney, the writers and mission designers were evidently out of ideas. Judging by the poor design and abruptness of the final mission, they were also short on time. Furthermore,
You resolved some mafia plot that came in halfway through the game but you never resolve the Bulgarin storyline. Manny and Elizibeta are major characters who show up out of nowhere and are gone as fast. The game revolves around Niko's search for Darko, only to have the game give you a decision with no rewards and no consequences. Darko might as well as stayed in Budapest or Bucharest or wherever the fuck he was for all of his effect on the story.
I could go on, but what I'm driving at is that the story was half-baked and no morality-infused ending can make up for it.
a. it's too long
b. the last mission is poorly designed
c. the replay mission function should give you the armour and weapons you started with to cut down on tedium
I'd also add the replay feature should acknowledge some checkpoints, like the driving to the mission portion of the mission.
And wasn't that it was strictly speaking "too long", its just that the plot arc was unusually shaped.
Oh, I would love this game that much more if only I didn't have to do all that preamble shit each time I replay a mission.
Have you guys been calling up Roman after missions? Because if you do, you and Roman sometimes have funny conversations. My favorites are Three Leaf Clover and the Holland Play.
I'll grant you that cover is broken. I've never used it outside of defending Clukin' Bell, I just use the old school cover system. Crouch and sprint.
Crouching always works, be it behind a car, or edging around a corner. It completely slipped my mind that the game even had a stick tite cover system, I've used it so little.
I just played the same way I do any semi realistic shooter, slinking along behind anything waist height or more and shooting anything that I could shoot at. Primarily hands.
Well cover isn't really broken, just inconsistent. Some times it works so well and sometimes you lock to a wall pointing your head towards bullets.
I can handle him going on to the wrong cover, it's that HE WON'T BLOODY COME OFF OF IT!!!!! GRARGLE ARGLE ARGLE.
It's not even that it's when Niko has the desire to jump back and forth between NONE OF THE COVER IM TRYING TO GET TO.
I'll grant you that cover is broken. I've never used it outside of defending Clukin' Bell, I just use the old school cover system. Crouch and sprint.
Crouching always works, be it behind a car, or edging around a corner. It completely slipped my mind that the game even had a stick tite cover system, I've used it so little.
I just played the same way I do any semi realistic shooter, slinking along behind anything waist height or more and shooting anything that I could shoot at. Primarily hands.
Well cover isn't really broken, just inconsistent. Some times it works so well and sometimes you lock to a wall pointing your head towards bullets.
I can handle him going on to the wrong cover, it's that HE WON'T BLOODY COME OFF OF IT!!!!! GRARGLE ARGLE ARGLE.
It's not even that it's when Niko has the desire to jump back and forth between NONE OF THE COVER IM TRYING TO GET TO.
I assume some of that is because it's procedural rather than whatever I assume gears et al does?
I'll grant you that cover is broken. I've never used it outside of defending Clukin' Bell, I just use the old school cover system. Crouch and sprint.
Crouching always works, be it behind a car, or edging around a corner. It completely slipped my mind that the game even had a stick tite cover system, I've used it so little.
I just played the same way I do any semi realistic shooter, slinking along behind anything waist height or more and shooting anything that I could shoot at. Primarily hands.
Well cover isn't really broken, just inconsistent. Some times it works so well and sometimes you lock to a wall pointing your head towards bullets.
I can handle him going on to the wrong cover, it's that HE WON'T BLOODY COME OFF OF IT!!!!! GRARGLE ARGLE ARGLE.
It's not even that it's when Niko has the desire to jump back and forth between NONE OF THE COVER IM TRYING TO GET TO.
I assume some of that is because it's procedural rather than whatever I assume gears et al does?
No i think it's just the controls being too context sensitive. When you push the RB you automatically try to go to the nearest cover so I guess when you're on cover and you push it sometimes it goes "OH SHIT GET TO COVER!" not counting that you are already on cover.
All I can really say is, I've got maybe a total of 10 hours across all of GTA 3, VC and SA. I'd start, run around for bit, want to see more islands and locations and weapons (OH MAN, PLANES AND HELICOPTERS AND JETPACKS AND ROCKET LAUNCHERS!), so I'd go do a few missions. Attempting these would leave me somewhere between tedium and frustration. Either the missions were designed to be painstaking and frustrating, or the controls would let me down so spectacularly that I'd give up after dying, finding more money, re-buying all my weapons, then attempting it again.
GTA IV had me hooked from the very start, I absolutely loved driving the cars (each one a new challenge, learning how best to get them round corners and up to speed), the prospect of having to shoot one person, (or multiple people), in a game about shooting people, didn't fill me with dread and trepidation, and I felt compelled to progress just to see what would happen next to the characters in a story that was pulling me along.
It might not have been a radical, sweeping change that was expected from the whole "things will be different" taglines, but somewhere between SA and GTA IV, Rockstar did something right by me.
Honestly, I thought I had done something wrong plotline-wise, and that's why all those characters that they introduce in the middle and dropped out shortly thereafter (Elizabeth and such) dropped out so quickly. I didn't care about them enough (and didn't have the game saved) to go back and try to change whatever I'd done to cause them to lose them from the plot. Apparently that's not the case though... which is somewhat of a relief, because I thought I might've missed a large part of the game by screwing up somehow.
I hope this isn't the last time we play as Niko. His story is far from over, IMHO.
I can't think of anywhere else for it to go. You can diminish a story retroactively by adding to it.
I agree about (the possibility of) diminishing it. But I think there is somewhere for it to go.
Bulgarin. The police DB website says he's dead so I could be wrong, but I'm pretty sure that Bulgarin was never truly dealt with during the game. Unless somebody could point out where I missed that he died.
It can also wrap up Niko's story in a happy little bow for those who need such things.
Honestly, I thought I had done something wrong plotline-wise, and that's why all those characters that they introduce in the middle and dropped out shortly thereafter (Elizabeth and such) dropped out so quickly. I didn't care about them enough (and didn't have the game saved) to go back and try to change whatever I'd done to cause them to lose them from the plot. Apparently that's not the case though... which is somewhat of a relief, because I thought I might've missed a large part of the game by screwing up somehow.
Frankly, that's what happens to a lot of side characters in GTA games. They show up, give missions, and go away. Sometimes they'll reappear for cutscenes or something, but they're usually only conduits for more activities.
The only way you can alter this experience in GTAIV is to, ahem, react negatively to certain people. Then they don't show up as randoms.
I think my favorite thing that has happned is trying to jack a car while its moving and you can't get niko to stop chasing it until it gets too far away.
Honestly, I thought I had done something wrong plotline-wise, and that's why all those characters that they introduce in the middle and dropped out shortly thereafter (Elizabeth and such) dropped out so quickly. I didn't care about them enough (and didn't have the game saved) to go back and try to change whatever I'd done to cause them to lose them from the plot. Apparently that's not the case though... which is somewhat of a relief, because I thought I might've missed a large part of the game by screwing up somehow.
Frankly, that's what happens to a lot of side characters in GTA games. They show up, give missions, and go away. Sometimes they'll reappear for cutscenes or something, but they're usually only conduits for more activities.
The only way you can alter this experience in GTAIV is to, ahem, react negatively to certain people. Then they don't show up as randoms.
Ahh... aye, I've briefly played all of the GTAs, but never really the missions... I never owned any of the GTAs before this one, so I usually only had time to play at a friends' house, so I'd spend it running around trying sandboxy-type things (like blowing up cars by shooting the gas tank cover and such in San Andreas).
Has anyone nailed the hand-to-hand combat system with the dodging/counterattacks? I've been practicing it over the past few days and it still feels really clumsy and random to me. The only time I can consistently pull it off is against a big fat slow guy.
Yeah, I'm pretty much unable to dodge in HtH against most people. If I have to HtH, I just button mash until they die... which lacks finesse, but gets the job done. It seems you need trigger fingers of steel to pull of the evades on decently quick opponents.
Heh, I tried to get the counterattack achievement once... I saw a bum, and figured I could take him like that. He whupped me senseless while I tried in vain to dodge his crushing offensive, and I never tried it again.
Honestly, I thought I had done something wrong plotline-wise, and that's why all those characters that they introduce in the middle and dropped out shortly thereafter (Elizabeth and such) dropped out so quickly. I didn't care about them enough (and didn't have the game saved) to go back and try to change whatever I'd done to cause them to lose them from the plot. Apparently that's not the case though... which is somewhat of a relief, because I thought I might've missed a large part of the game by screwing up somehow.
Frankly, that's what happens to a lot of side characters in GTA games. They show up, give missions, and go away. Sometimes they'll reappear for cutscenes or something, but they're usually only conduits for more activities.
The only way you can alter this experience in GTAIV is to, ahem, react negatively to certain people. Then they don't show up as randoms.
Ahh... aye, I've briefly played all of the GTAs, but never really the missions... I never owned any of the GTAs before this one, so I usually only had time to play at a friends' house, so I'd spend it running around trying sandboxy-type things (like blowing up cars by shooting the gas tank cover and such in San Andreas).
End game spoiler (sort of) and a question:
Do all GTAs end as depressingly as this one did?
Not at all. Real basic spoilers just in case:
While less so in GTA 3, in Vice City and San Andreas, you basically beat the game with this feeling of "Yeah, I'm the king of the world!". In VC, you ended up with your own mansion, helicopters and speedboats galore, businesses all over the city, and your own gang. In SA, you had, again, a mansion, a casino, your own air field, a JET PACK, and you led, again, your own gang. GTA 4's staggering to a lot of people because it ends with you actually losing things by the end. I personally liked the change, but it was certainly unexpected.
Honestly, I thought I had done something wrong plotline-wise, and that's why all those characters that they introduce in the middle and dropped out shortly thereafter (Elizabeth and such) dropped out so quickly. I didn't care about them enough (and didn't have the game saved) to go back and try to change whatever I'd done to cause them to lose them from the plot. Apparently that's not the case though... which is somewhat of a relief, because I thought I might've missed a large part of the game by screwing up somehow.
Frankly, that's what happens to a lot of side characters in GTA games. They show up, give missions, and go away. Sometimes they'll reappear for cutscenes or something, but they're usually only conduits for more activities.
The only way you can alter this experience in GTAIV is to, ahem, react negatively to certain people. Then they don't show up as randoms.
Ahh... aye, I've briefly played all of the GTAs, but never really the missions... I never owned any of the GTAs before this one, so I usually only had time to play at a friends' house, so I'd spend it running around trying sandboxy-type things (like blowing up cars by shooting the gas tank cover and such in San Andreas).
End game spoiler (sort of) and a question:
Do all GTAs end as depressingly as this one did?
Not at all. Real basic spoilers just in case:
While less so in GTA 3, in Vice City and San Andreas, you basically beat the game with this feeling of "Yeah, I'm the king of the world!". In VC, you ended up with your own mansion, helicopters and speedboats galore, businesses all over the city, and your own gang. In SA, you had, again, a mansion, a casino, your own air field, a JET PACK, and you led, again, your own gang. GTA 4's staggering to a lot of people because it ends with you actually losing things by the end. I personally liked the change, but it was certainly unexpected.
I wonder what made them decide to do something different with this one. I guess they didn't want a three-peat of similar endings... I suppose I can't blame them. But as I've said in other posts, I would've liked for him to have some kind of glimmer of hope at least by the end. I was surprised that the next thing he did after the credits wasn't turning the gun on himself.
... what? A Jet pack? Can you get one of those in GTA IV?
Come to think of it, why didn't they let you ride a bike in GTA IV? In my brief playing of San Andreas, I thought that was one of the more neat/unique features. I liked that you could ride a bike (a bicycle, not a motorcycle I mean).
This game was weird for me. I beat the Storyline but haven't had any desire to play the game since.
I did one thing after I beat the game. I called Packie and we went drinking after Kate died. After, I haven't touched the game since. Maybe it's just burnout from playing it so quickly, but it's kind of dissapointing.
This game was weird for me. I beat the Storyline but haven't had any desire to play the game since.
I did one thing after I beat the game. I called Packie and we went drinking after Kate died. After, I haven't touched the game since. Maybe it's just burnout from playing it so quickly, but it's kind of dissapointing.
OH! I did that too! I'm glad I'm not the only one who thought that way.
Thinking that he'd at LEAST talk about Kate if I took him drinking, I did the EXACT same thing. (He had called as soon as the credits stopped rolling and talked about Kate, and then I called him right back to ask him to go drinking). I figured that the game was giving a hint to go talk to him in order to continue the storyline/get some resolution.
Nothing doing. He didn't mention her on the car ride, didn't mention her while we were drunk... it was like it never happened. Then I realized that the phone call he gave just after the credits was supposed to BE the resolution... but it wasn't much of one. It was just him feeling horrible. They never programmed him to have any future responses about what happened, which I think was too bad. =(
Darko is dead. Now what? All the other missions are done, and I can't do Brucies exotic export mission for some reason. Am I supposed to be doing something that I missed or am I just waiting for a phone call?
Darko is dead. Now what? All the other missions are done, and I can't do Brucies exotic export mission for some reason. Am I supposed to be doing something that I missed or am I just waiting for a phone call?
Hmm... I think eventually you'll get the call from a certain friend. If you've heard about the choice you have to make, it's coming. But I think it does start with a phone call you get. I don't know if you can speed up getting the call somehow though.
If you want, you can try calling Pegorino to see if he'll talk to you about it immediately. He's the one who ends up calling if I remember correctly.
Darko is dead. Now what? All the other missions are done, and I can't do Brucies exotic export mission for some reason. Am I supposed to be doing something that I missed or am I just waiting for a phone call?
Hmm... I think eventually you'll get the call from a certain friend. If you've heard about the choice you have to make, it's coming. But I think it does start with a phone call you get. I don't know if you can speed up getting the call somehow though.
If you want, you can try calling Pegorino to see if he'll talk to you about it immediately. He's the one who ends up calling if I remember correctly.
Tried that, got voice mail. Maybe I should call at noon or something instead of 2 in the morning, though.
I hope this isn't the last time we play as Niko. His story is far from over, IMHO.
I can't think of anywhere else for it to go. You can diminish a story retroactively by adding to it.
I agree about (the possibility of) diminishing it. But I think there is somewhere for it to go.
Bulgarin. The police DB website says he's dead so I could be wrong, but I'm pretty sure that Bulgarin was never truly dealt with during the game. Unless somebody could point out where I missed that he died.
It can also wrap up Niko's story in a happy little bow for those who need such things.
What it really needs is just an extra costume that you can wear if you need cheering up. Niko runs around in a party hat.
This game was weird for me. I beat the Storyline but haven't had any desire to play the game since.
I did one thing after I beat the game. I called Packie and we went drinking after Kate died. After, I haven't touched the game since. Maybe it's just burnout from playing it so quickly, but it's kind of dissapointing.
OH! I did that too! I'm glad I'm not the only one who thought that way.
Thinking that he'd at LEAST talk about Kate if I took him drinking, I did the EXACT same thing. (He had called as soon as the credits stopped rolling and talked about Kate, and then I called him right back to ask him to go drinking). I figured that the game was giving a hint to go talk to him in order to continue the storyline/get some resolution.
Nothing doing. He didn't mention her on the car ride, didn't mention her while we were drunk... it was like it never happened. Then I realized that the phone call he gave just after the credits was supposed to BE the resolution... but it wasn't much of one. It was just him feeling horrible. They never programmed him to have any future responses about what happened, which I think was too bad. =(
I did this and he talked about Kate :O He definitely has a conversation about her. He rants about how Kate is dead, Gerry is in prison and one of his brothers is dead/a cop/an addict then talks about how he's all his Ma has left and that's becasically a piece of shit anyway.
Yeah, I don't know for sure... I thought it happened pretty soon after the event.
Now that I think about it though, I think I went out playing darts with two or three friends before it happened... generally after every mission I'd go out with Dwayne, Packie, and Kate
goddamn son of a raaaaawwwrrrrr argh
, so I imagine that was no exception... maybe it just takes time.
(Another ending rant with major spoiler... don't read if you don't want to know.)
The most bastardly thing about the ending was that "The Deal" choice purposely was crafted to let the game know which character you valued more, so that it could kill them off. Obviously Roman wants you to make the deal, Kate wants you not to... so if you're highly attached to one of the characters, you try to appease them by doing the mission in such a way as to satisfy them. Once you've done that, you've fallen for their clever trap... the game knows (or at least has a good idea of) which character you like more, and can now kill them off and make sure that the ending is extra bitter for you.
I hope this isn't the last time we play as Niko. His story is far from over, IMHO.
I can't think of anywhere else for it to go. You can diminish a story retroactively by adding to it.
I agree about (the possibility of) diminishing it. But I think there is somewhere for it to go.
Bulgarin. The police DB website says he's dead so I could be wrong, but I'm pretty sure that Bulgarin was never truly dealt with during the game. Unless somebody could point out where I missed that he died.
It can also wrap up Niko's story in a happy little bow for those who need such things.
What it really needs is just an extra costume that you can wear if you need cheering up. Niko runs around in a party hat.
lol, if it's any consolation, I sort of got an extra costume out of it... but it didn't make me feel much better.
Before I went to pick up Packie to take him drinking, I walked around the Statue of Happiness thinking that maybe there'd be some kind of extra cutscene/reflection there. I didn't find one, but I DID find the Statue of Happiness souvenir T-Shirt. "Happiness is... land." I'd have preferred the party hat.
This game was weird for me. I beat the Storyline but haven't had any desire to play the game since.
I did one thing after I beat the game. I called Packie and we went drinking after Kate died. After, I haven't touched the game since. Maybe it's just burnout from playing it so quickly, but it's kind of dissapointing.
OH! I did that too! I'm glad I'm not the only one who thought that way.
Thinking that he'd at LEAST talk about Kate if I took him drinking, I did the EXACT same thing. (He had called as soon as the credits stopped rolling and talked about Kate, and then I called him right back to ask him to go drinking). I figured that the game was giving a hint to go talk to him in order to continue the storyline/get some resolution.
Nothing doing. He didn't mention her on the car ride, didn't mention her while we were drunk... it was like it never happened. Then I realized that the phone call he gave just after the credits was supposed to BE the resolution... but it wasn't much of one. It was just him feeling horrible. They never programmed him to have any future responses about what happened, which I think was too bad. =(
I did this and he talked about Kate :O He definitely has a conversation about her. He rants about how Kate is dead, Gerry is in prison and one of his brothers is dead/a cop/an addict then talks about how he's all his Ma has left and that's becasically a piece of shit anyway.
It's pretty damn depressing.
See, that's what he said to me over the phone BEFORE I went drinking with him... when he called me just after the credits were over. I got the exact conversation you describe, but it was over the phone. Then when I called back to invite him drinking (and during the whole picking him up/taking him there/having a drink), it was like none of it ever happened.
This game was weird for me. I beat the Storyline but haven't had any desire to play the game since.
I did one thing after I beat the game. I called Packie and we went drinking after Kate died. After, I haven't touched the game since. Maybe it's just burnout from playing it so quickly, but it's kind of dissapointing.
OH! I did that too! I'm glad I'm not the only one who thought that way.
Thinking that he'd at LEAST talk about Kate if I took him drinking, I did the EXACT same thing. (He had called as soon as the credits stopped rolling and talked about Kate, and then I called him right back to ask him to go drinking). I figured that the game was giving a hint to go talk to him in order to continue the storyline/get some resolution.
Nothing doing. He didn't mention her on the car ride, didn't mention her while we were drunk... it was like it never happened. Then I realized that the phone call he gave just after the credits was supposed to BE the resolution... but it wasn't much of one. It was just him feeling horrible. They never programmed him to have any future responses about what happened, which I think was too bad. =(
I did this and he talked about Kate :O He definitely has a conversation about her. He rants about how Kate is dead, Gerry is in prison and one of his brothers is dead/a cop/an addict then talks about how he's all his Ma has left and that's becasically a piece of shit anyway.
It's pretty damn depressing.
See, that's what he said to me over the phone BEFORE I went drinking with him... when he called me just after the credits were over. I got the exact conversation you describe, but it was over the phone. Then when I called back to invite him drinking (and during the whole picking him up/taking him there/having a drink), it was like none of it ever happened.
All I got in the phonecall was a convo where he basically says "Oh man she's dead", I'm pretty sure I got the rest when I took him drinking.
Posts
Well cover isn't really broken, just inconsistent. Some times it works so well and sometimes you lock to a wall pointing your head towards bullets.
I never asked for this!
I can handle him going on to the wrong cover, it's that HE WON'T BLOODY COME OFF OF IT!!!!! GRARGLE ARGLE ARGLE.
I could go on, but what I'm driving at is that the story was half-baked and no morality-infused ending can make up for it.
Oh, I would love this game that much more if only I didn't have to do all that preamble shit each time I replay a mission.
"Hey NB, killed anyone recently *laugh*"
"Well, now that you mention it..."
"Shit Niko! I wasn't being serious!"
It's not even that it's when Niko has the desire to jump back and forth between NONE OF THE COVER IM TRYING TO GET TO.
I never asked for this!
I assume some of that is because it's procedural rather than whatever I assume gears et al does?
No i think it's just the controls being too context sensitive. When you push the RB you automatically try to go to the nearest cover so I guess when you're on cover and you push it sometimes it goes "OH SHIT GET TO COVER!" not counting that you are already on cover.
I never asked for this!
GTA IV had me hooked from the very start, I absolutely loved driving the cars (each one a new challenge, learning how best to get them round corners and up to speed), the prospect of having to shoot one person, (or multiple people), in a game about shooting people, didn't fill me with dread and trepidation, and I felt compelled to progress just to see what would happen next to the characters in a story that was pulling me along.
It might not have been a radical, sweeping change that was expected from the whole "things will be different" taglines, but somewhere between SA and GTA IV, Rockstar did something right by me.
that was sort of the point
It can also wrap up Niko's story in a happy little bow for those who need such things.
Frankly, that's what happens to a lot of side characters in GTA games. They show up, give missions, and go away. Sometimes they'll reappear for cutscenes or something, but they're usually only conduits for more activities.
The only way you can alter this experience in GTAIV is to, ahem, react negatively to certain people. Then they don't show up as randoms.
I'm over half-way through the game and I don't have his shit done.
Hell, all games should end like that :P
Ahh... aye, I've briefly played all of the GTAs, but never really the missions... I never owned any of the GTAs before this one, so I usually only had time to play at a friends' house, so I'd spend it running around trying sandboxy-type things (like blowing up cars by shooting the gas tank cover and such in San Andreas).
End game spoiler (sort of) and a question:
Heh, I tried to get the counterattack achievement once... I saw a bum, and figured I could take him like that. He whupped me senseless while I tried in vain to dodge his crushing offensive, and I never tried it again.
Not at all. Real basic spoilers just in case:
... what? A Jet pack? Can you get one of those in GTA IV?
Come to think of it, why didn't they let you ride a bike in GTA IV? In my brief playing of San Andreas, I thought that was one of the more neat/unique features. I liked that you could ride a bike (a bicycle, not a motorcycle I mean).
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OH! I did that too! I'm glad I'm not the only one who thought that way.
Nothing doing. He didn't mention her on the car ride, didn't mention her while we were drunk... it was like it never happened. Then I realized that the phone call he gave just after the credits was supposed to BE the resolution... but it wasn't much of one. It was just him feeling horrible. They never programmed him to have any future responses about what happened, which I think was too bad. =(
What it really needs is just an extra costume that you can wear if you need cheering up. Niko runs around in a party hat.
It's pretty damn depressing.
Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
Now that I think about it though, I think I went out playing darts with two or three friends before it happened... generally after every mission I'd go out with Dwayne, Packie, and Kate
(Another ending rant with major spoiler... don't read if you don't want to know.)
Cunning, but bastardly.
lol, if it's any consolation, I sort of got an extra costume out of it... but it didn't make me feel much better.
How so?
Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
You are going to have to cave.
Well, there may be a PC version, but I hear only losers and jerks use a PC for games. It's dying out, you know.
Crime doesn't pay.
Yay Morals!
Facebook: MeekinOnMovies
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My 10 commandments of game reviewing
7 Great Games Playing Watch_Dogs will remind you of/url]
Far Cry 4: 10 Essential Features it Must Have
10 Videogames Ruined By The Hype