TEAM FORTRESS 2 is now free on MAC & PC. Get the skinny here first though…

“I wasn’t the best because I killed quickly. I was the best because the crowd loved me” one said a sweaty Oliver Reed to a skinny Russell Crowe. But the same pathos could well rings true for Washington based Valve Industries. 15 years of development, delivering uber-mensch gaming masterclasses they’ve seen fit to give away their classic first person shooter, Team Fortress 2 to PC and Mac users. For absolutely nothing.


Co-operation is order of the day for Valve. From games such as 2008’s Left 4 Dead is a simplistic zombie based shooter which relies on the co-operation of 4 individuals for success against the slavering horde, to their internal design structure of Cabals – groups of individuals tasked with different bits of game problem to solve. But the release of their classic Half-Life’s Design Toolkit with the game code proved the initial game changer – one that opened up modification audiences to the infinite potential of this retail release.

Team Fortress 2 Trailer

In a nutshell, Team Fortress 2 is a crowd sourced class-based multiplayer game. A development team led by John Cook and Robin Walker, two Australian college students who created the original Team Fortress modification for iD Software’s Quake back in 1996. Cook and Walker were part of a blossoming ‘mod-culture’ whose growth paralleled that of the evolving and increasingly lucrative first person shooter.

Helpful graphical user interfaces spread via Bulletin boards, world wide web v1.5 and cover mounted disc on games mags allowed users to dig into the data files of first generation games like Doom, Hexen and Wolfenstein, and make designing levels a simple proposition, amalgamating basic computer-aided design ideas (of placing vectors and walls between them, and then defining attributes to that environment). From this blossoming community of modders, Cook and Walker of Quake World Team Fortress rapidly became seen as bedroom pros, with their small team being bandied about mod forums worldwide – partly due to the variation and depth of its nine different class of characters.

This open-sourced approach to gaming allowing the audience to produce levels created a crowd-sourced production line which begat games like Counterstrike – the iconic multiplayer FPS that created internet memes aplenty, solidified clans and in general (check this out for fandom), revolutionised the online multiplayer shooting experience – to  a legit ‘e-sports’ past-time, one which laid the foundations for Battlefield and Call of Duty to build upon.

Valve saw fit to bring Cook and Walker into the fold in 1998 to create a proper ‘gamers’ game’, one to satiate a vociferous internet modding community utilizing the free Half-Life Development Kit. Team Fortress Classic arrived, to show the potential of this software and a bit of creative application – and also to whet their appetite for what was to become a standalone title – Team Fortress 2.

Team Fortress 2 originally started life as a Call of Duty-style military shooter, but metamorphosed over a nine-year ‘vaporware’ development period where next to nothing with heard about the game. But during this time, it gained a unique cartoonish visual style segregating it from the pack, a fresh humorous narrative and a rewarding, balanced team ethic that straddled mission-based levels as well as out-and-out team warfare.

 

The story of Reliable Excavation & Demolition (RED) vs. Builders League United (BLU) is marked out in classes of offense, defence and support – each featuring a trio of vibrant characters, rendered in an exaggerated ‘The Incredibles’-esque visual style, based on the art of Dean Cornwell, J. C. Leyendecker and Norman Rockwell.  Initially, a requirement to differentiate between the nine classes, this OTT visual style has become one of the games most iconic elements, fuelling a back story to each character and making cult stars of each of the voice actors.

Each class has distinct strengths and weakness, requiring team mentality to efficiently function but crucially rewarding this team activity. Play as the flame-throwing Pyro, the room clearing Heavy, or The Spy, the baseball fan-styled Scout, Midwestern Sniper, the Gestapo-lite Medic or the iconic Demoman – all variants familiar to Black Ops, Battlefield and Brink players. But TF2 revolutionized adopting these techniques, and folding them into a multiplayer FPS that rewarded you for fulfilling your obligation to your team.

Team Fortress 2 was one of the first games to attach functionality to play statistics. Improvement, class-specific activity, completion of tasks, even game time. Each reward was then linked back to Valve’s online Steam community, buffing your personal stats and leaderboarding pro players – which doubled as digital portal for delivery of upgrades, new content – and now the digital distribution of non-Valve software, too. Releasing independent titles initially, it has now become one of the key hubs for the digital PC software purchase.

Going free over two years after release has created a controversy amongst people that have purchased it, but the injection of new blood and new investment is crucial to the continued success (and development) of TF2. The new free-to-play TF2 is supported by microtransactions for unique in-game equipment – a circulatory system ensuring an income stream to deliver regular content and keep programmers employed and teams fiscally viable – to keep the money men happy. New ideas, external to the community bubble are vital to keep the game agile and relevant to new players.

Valve’s incredible success is not only due to the high quality of human-focused software. It’s a social-by-design structure, that emphasizes reward for solving problems – and this is eminently visible in their games, from the team defense and cover of Left 4 Dead to the gravity based conundrums of Portal and Half Life 2. But Team Fortress 2 has to be heralded as more than just another FPS – a milestone in the FPS genre and gaming at large –one that remixed to past to be culturally relevant, and in doing shaped the future of the FPS genre. Catch a slab of formative gaming for free as soon as you can.

Team Fortress 2 is available FREE for Mac and PC at www.teamfortress.com

SHOPPING IN SPACE – Forgotten Worlds [ SEGA 1989 G-4016] – SuperVGA

FORGOTTEN WORLDS Megadrive JAP Scan G-4016 Hot Shop Owner

Just playing the new Shinji Mikami/Suda 51 joint and I came across Christopher, aka – the store keeper; even in 2011 a little store where points are swapped for power-ups still provides a solid mechanism to break up levels and sign-post boss battles. Still, Forgotten Worlds’ weapon kiosk owner, this rather doe eyed kawaii (seemingly imported from Phantasy Star) who doles out guns to the brothers.

Still, as a floating weapon shop, was she also kitting out the faux- Egyptian alien forces too? I mean, she provides a service right? It’s not personal – it’s just business…

SEGA Megadrive & Genesis games for SALE

Megadrive and Genesis Games for Sale - SuperVGA.co.uk

It’s with a heavy heart that I have to bid farewell to my games collection. Alas, needs must – bills need to be paid, and other less honourable things need to be purchased. So as a result, I’ll be listing games here daily, full photos – and they’ll all be for sale. Offers will be taken, Paypal will be for transaction so your purchases will be insured – the whole shebang.

Lists will be up soon, but if you are interested email supervga.blog [ at ] gmail [ dot ] com

16-BIT’S MOST OBSCENE BOSSES – Bad Omen [ Hot-B 1992 T-28043] – SuperVGA

All hail the sixteen bit era. I cam remember when Stormload Stormlord caused a massive fuss for its depiction of ‘over-sexualised’ fairies in bikini’s, kneeling provocatively on mushrooms. Obviously, to anyone commanding even an ounce of their brain could see that this was at best a bunch of orangey pixels, and hardly about the stimulate the youth of America. They had High Society for that.

Anyways, today we pay homage to the terrifying Penis-Eye-Monster from Hot-B’s cracking Breakout-clone box ‘em off Bad Omen aka Devilish in the US and subsequent Game Gear ports. Surprisingly absent from the Genesis manual, if the kanjii next to it doesn’t say ‘Fear the bulbous penis monster of doom. Dare you look it directly in the eye?’ I’ll eat the horse I rode in on.

HALO 4 – Microsoft’s big E3 fumble

Halo 4 official logo on White, fresh from E3 2011

Holy shit…talk about stumbling over your cock, Microsoft. With a cast iron embargo that US MS accidentally broke, Halo 4 has been announced.Halo 3 finished off nicely – so why go back to the well? Well, obviously Microsoft feel the risk is worth it. And with a license as big as Halo, i’d hope they wouldn’t take the risk. Anyways, heres the new trailer hot off the press from E3 2011 – plus a few screenshots. Let me know what you think. My copy of Halo 3 is still wrapped.

Halo 4 official logo on White, fresh from E3 2011

Halo 4 official logo on White, fresh from E3 2011

 

 

CURRENTLY UNDER CONSTRUCTION

So, I’m currently mid-migrating between websites. Its almost exactly the same a moving house – hurriedly transferring stuff in between two places, dumping everything in the corridor and then assuring yourself you’ll sort it out ‘when you have a moment’. Obviously, that moment is a drizzling Sunday afternoon, but with it being the beginning of summer, seems that I’m shit outta luck.

Life Under Construction

Shit currently be rolling - uphill.

Anyways, things are happening. Things will be uploaded, logos are happening, uploads are happening – like Sherlock would say ‘the game is afoot’. Just not in the same context.

Artwork: www.fabriktheater.ch / Life Under Construction (14 April – 20th April 2010)

L.A. Noire [ XBOX 360 | Rockstar| Team Bondi | 2011] REVIEW – Point and cliche?

Advertising – a great barometer of faith. It’s always telling how much prime placement a publisher will secure and how far in advance they’ll start drip feeding the public. Rockstar (the publishing house behind the seminal Grand Theft Auto 4) have made it an art – a trailer dropped in the wake of post-Grand Theft Auto IV hysteria, incremental displays of a revolutionary bespoke 32 camera facial motion capture ‘MotionScan’ technology post-Red Dead Redemption – and finally a deluge of fantastic promotional artwork in the week of release. A recipe of anticipation and graft, with a healthy dose in the belief of the product that many publishers could only hope to replicate. And featuring a liner from the jumped-up commuter catalogue that is the Metro emphasises that Rockstar believe L.A. Noire is more than just a game.

L.A. Noire is an exercise in illusion. Touted by pundits as a revolutionary step in gaming, Rockstar’s Australian developers Team Bondi real success is in making one of the most successful game genres relevant for a new generation of consoles. On an interactive level, L.A. Noire is little more than a re-invention of the classic PC point-and-click adventures; The Secret of Monkey Island with added grit and extra Fedora.  At its heart, it’s a relentless interactive detective novel. One with just about enough interaction to convince you you’re in charge of the story.

Familiar action sections, distilled from the GTA series, have benefited from a late 1940’s Americana film noir makeover. Team Bondi have meticulously reconstructed the Los Angeles of 1947, bringing it back to life from actual photographs, blueprints, and public records. Investigations are delivered in serialised fashion – individual crimes, with an overarching storyline hinted to through newspapers, and recurring characters, which become more entwined as your investigations continue. Clues are gleaned from interaction and crime scenes (essentially walking around pressing ‘X’) and then employed during interrogation sections (using clues to disprove or collaborate suspects statements) which employ the fabled facial recognition technology to add ‘more-human’ mannerisms to each character, to enable you to spot who’s lying, and who’s telling  the truth.

So how does LA Noire’s revolutionary c-note function? Its inconsistencies belie a technique in its infancy – almost every woman seems to suffer from a severe nine o’ clock shadow – but more often than not it hits the spot delivering a new level of character expression. So from a technical level, Team Bondi certainly deserve a chilled quartet of tinnies for their work.

Its integration within the game is slightly less effective; with no benchmark for truth and lies (telltale Hollywood mannerisms, or real-world ones?) my experience with interrogations was largely arbitrary, and regularly incorrect (maybe I’m just not cut out to be a cop?). But L.A. Noire always offers a safety net in an effort to continue the game dynamic. The use of your ‘Intuition’ points will speed clue discovery, or remove incorrect lines of questioning. Ultimately a failed interrogation will lead to a car tail or a convenient coroner’s lead to continue the story. Suffice to say, while impressive they prove largely inconsequential to your progression – and, at worse – fragmented and pointless.

But through interrogations, you will discover L.A. Noire’s dark heart; a supremely clichéd, but (the majority of time) gripping noir crime thriller. It’s titular veneration of the 1940’s film noir style which saw the transposition of protagonists from super-sleuths to hard-bitten antihero with a career of questionable moral decisions. Utilising more creative elements of cinema, such as high contrast black and white, shadows and pronounced camera movement . The real experiences of displaced World War II veterans, returning to an unfamiliar American society. Rapidly developing industries, changing gender roles, and the lure of fame and stardom during Hollywood’s ‘golden age’. Cole Phelps‘ position as the war hero with a moral compass plays well against a backdrop of America’s postwar disillusionment and both the mental and fiscal corruption in L.A.

It’s a mature game – sedentary in pace, requiring mental investment and a keen eye for those extra successes. Case strands including race hate, child abuse, and rape, and investigations involving full frontal nudity are delivered in an unsensational manner – and are all the more powerful for it, evoking a degree of respect for each investigation.  Even the flagrant swearing (which emphasized GTA4’s desire to appeal to an adolescent audience) has been muted, opting for authentic cusses of the time.

Most impressively though, as L.A. Noire develops, so does Cole, and his attitude to the world around him – something sorely lacking from Red Dead Redemption star John Marston’s outing in the previous Rockstar title. The sense of progression is palpable. When you start, you’ll be analysing every clue you come across, while the seasoned detective will go straight for strands of evidence needed to apprehend a suspect. To me, it feels when L.A Noire holds back, it wants you to exercise your grey matter – whether misdirected questions in interrogations are more often than not the result of a weak link in the chain of questioning are open to interpretation, but the game engine actively allowing you to read and respond puts a mature level of belief in the player rarely exhibited.

With its reliance on story and setting, you’ll have to be a fan of the era to really fully appreciate L.A. Noire, but comparisons will inevitably be drawn to Heavy Rain with its emphasis on emotional interpretation rather than twitch reflexes. With the emphasis so heavily placed on scripting, Team Bondi have advanced videogaming one more step towards film, and being the first videogame to feature at Robert DeNiro’s Tribeca Film Festival this year only further emphasizes this. The partnership between the narrative and the interaction might not be seamless, but serves to remind us not only how important scripting once was, and will again be in gaming but  with over 20 hours of dialogue the increased reliance on actors. L.A. Noire is very much that of a debut pilot episode; a few wrinkles need ironing, but it’s aim is true and all the tools are present. After 20 hours in Cole Phelps’seedy LA underbelly, you’ll be left wanting more.

L.A. Noire is out now for PS3 and Xbox 360.

RESIDENT EVIL Operation Raccoon City [ 2011 | Capcom | XBOX 360 | PS3 ] CAPTIVATE 2011 Screens

More sequel action, this time from the sublime Resident Evil games..Capcom and Vancouver’s Slant 6 Games set to shake up the franchise with a third person team based shooter against zombies and bio-organic weapons (B.O.W’s) “breaking the conventions of traditional team based shooters”….Big words. Leon S Kennedy returns (best hair in the business). Incoming Winter 2011.

PRESS RELEASE COPY – “It is September 1998 and the action centres on the ill-fated Raccoon City and the horrific consequences of the deadly T-virus outbreak. With a cover up required, Umbrella orders an elite team into Raccoon City to destroy all evidence of the outbreak and eliminate any survivors. Meanwhile the US Government has quarantined the city and dispatched its own team of elite soldiers to determine the source of the mysterious outbreak. Players take on the role of an Umbrella Security Service soldier (U.S.S.), competing alone or in up to four player co-op in a battle against all the competing forces at play in Raccoon City.

Rewrite the history of the Raccoon City outbreak. Revisit classic moments from Resident Evil 2 and Resident Evil 3 and watch events unfold from the perspective of the Umbrella Security Service.”


 

DEAD RISING 2 OFF THE RECORD [ 2011 | Capcom | XBOX 360 | PS3 ] Screenshots from CAPTIVATE 2011, Miami

Weak as all hell I know, but the lovely Capcom have just wrapped the annual Captivate conference, and have splashed some wonderous new titles across the internet. First up is the sequel to last years killer chop ‘em up Dead Rising 2….Off The Record see’s the return of Frank West to the fray, getting his churn on in a reimagining of the Fortune City outbreak. ”Frank West is back in the game!” shout Capcom, like small children high on E numbers.

Looks like more DR2 action, which can be no bad thing. More freakshow offcasts to offer a day to dismember, more combo cards and the return of photojournalism (new and improved says the press – if Frank’s rocking a hipstamatic, I wont be repsonsible for slicing my own face off in protest) for specific opportunities graded against criteria such as horror, drama, erotica and brutality. Also seems like a host of technical updates to keep the action thick and fast.

Out Autumn 2011. More news as and when.

HOMEFRONT [ Review | THQ | Kaos | 2011 | Xbox 360 | PS3 ] Keep the Homefront Burning

HOMEFRONT

Homefront_game_review_5

With Call of Duty: Black Ops clocking in as one of biggest selling game of all time ($787 million in North America alone), shooting pixellated foreigners has never been so profitable. Publishers THQ are obviously keen to silo off some of these bucks, based on the lavish marketing campaign for their new baby. A story of a unified Korean invasion of a cracked USA, penned by Hollywood talent. Homefront is THQ cashing in their chips and going for broke. But is all this wallet waggling overcompensation for it’s infant franchise’s shortcomings?  

 

‘Fight The Power’ Chuck D once told the world (NB. Check out the chaotic Dillinger Escape Plan cover on the free downloadable soundtrack). You’ll be doing a lot of that in Homefront. But mainly with the game engine. Yes, Homefront is a brutally linear experience. One where waiting for command prompts is order of the day, and shouting ‘what do you want me to do?!’ is the battle cry.

I’ve not shaken my fist so hard at game since Demon’s Souls. Whether it’s a member of your team to climb off a ladder before you can get on, or finding a remaining enemy soldier clipping into the scenery you need to kill to set off the next chain of events (after having expertly avoided through years of FPS training).  

Homefront_game_review_2

Admittedly, Homefront isn’t in a rush. At its worst, the interface is positively archaic. When most FPS having adopted a parkour style ‘vault’ for scenic obstacles, repeatedly jumping at a prim white picket fence you’re unsure you need to cross just doesn’t quite cut the mustard. The languorous control system is something akin to wading through treacle and evasive action is limited to jumping, kneeling and lying prone – all the more infuriating, when your team-mates are blind firing and leaning round walls. You know – like they do in other games.

Yet in surrendering to linearity, it does have one up over the opposition. The games rigid ‘story units’ delivers the John Milius (Apocalypse Now/Red Dawn) penned story in true filmic fashion, with some genuinely memorable set pieces (a blundered white phosphorous strike and the outstretched work camps of Montrose Colorado, to name two). It’s pseudo sci-fi setting and comic book characters are more Neil Marshall ridiculous than Christopher Nolan cerebral. The gleeful abandonment doesn’t stop there – satisfying (if uninspiring) weapons with neat touches like sniper rifles blowing enemies clean off their feet, or the remote control tank flinging bodies skywards (cue some ridiculous rag-doll effects)

Homefront_game_review_1

 

The excellent voice acting also helps legitimise the characters motivations and the Colorado resistances rogue status – but not necessarily your involvement in it. Milius has obviously worked hard to deliver a big story, but not necessarily one that works in the context of a game. You’re a total nonentity, detached from emotive elements in the game, making for a purely observational experience, rather than an engaging one.

Homefront_game_review_3

Online, Homefront ramps up the nifty ideas. 32 player maps with a 16 on 16 US vs. Korean invasion force. Developers Kaos have introduced an mid-battle currency of Battle Points. Kill opponents to earn points, and purchase different weapons and perks – or save use to respawn with a vehicle after death. The now obligatory experience points unlock more multiplayer variants the longer you play.  The cumulative system that continues past death is far more appealing than COD ‘Killstreaks’. Customisable classes will be familiar to Battlefield fans, each offering a redeemable bonus after several kills.

Another nice twist is the kudos the game awards for small successes. The Battle Commander mode allows you designated a key target for your team to off. Nail an unbroken streak of kills and your designated ‘prime target’ on everybody’s map. Survival equals a point multiplication – as does the prize for your eventual slaughter. An excellent way of shifting a battles flashpoint, while stroking the players ego.

Homefront_game_review_4

Maybe we’ve just been deluged with a swathe of surgically precise games as of late. Homefront is an uneven experience, littered with schoolboy errors. Yet the package as a whole has an unexpected charm – of an updated retro experience. It’s ropey and jagged, yet ripe with personality and a touch of human fallibility. Homefront is comfort food gaming. Imagine a slow cooked lamb shank stew. The most basic element of the dish becomes eminently more enjoyable whilst everything else melts into obfuscation.

It’s entry level FPS with many compelling ideas, one that guides you by the hand, and spins a good yarn along the way. It certainly won’t suit the highly tuned reflexes of the hardened COD fan, but it’s a pleasant experience while it lasts.

Homefront is out now on Xbox 360 and Playstation 3.

 

 

MOTOGP 10/11 REVIEW [ 2011 | Capcom | XBOX 360 | PS3 ] Biker Mice from Mars

Motorbikes are strange pixel fruit. Give something four wheels, and you’ll be drowning under the gaming real estate that wants to replicate real-life dynamics, turning circles and tuning. Take two of those wheels away, and you’re more likely to pop up as a bit part, where your sole USP is the ability to use your hands to flip off other racers. Motorstorm, Dirt, Road Rash, Grand Theft Auto…the motorbike is the automotive choice of the arcade gamer, who just wants something different.

Motogp1011_screen_shot_mugello_sunny_motogp_010

MotoGP is currently the only franchise on the market that seeks to add a touch of realism to the proceedings. And as a monopoly product, for an internationally renowned motor sport, it has a responsibility to its community.

Motogp1011_screen_shot_mugello_sunny_motogp_003

Last years MotoGP was very much akin to a skinny albino kid, who was good at the 100m. It was individual, quick but more than a little pale. Well, said albino kid has taken the criticism on the chin. He’s back, with 30” quads, no neck and a fresh body wax.

Motogp1011_screen_shot_mugello_sunny_motogp_002

10/11 is faster and shinier than its predecessor. At high speeds, even on the entry level bikes, it does a sterling job of making you feel like you’re in danger of tearing a hole in time and space barrelling down the straights. Each looks great, with fully customisable team livery and colours.

In addition to the steadfast Time Trials, Championship and Challenge Modes, MotoGP have also taken the bold step to go further than ever before with its Career mode, incorporating RPG elements into the management of your team, PR and research. No longer is racing sufficient – now you’ve got to worry about paying the Lycra-wrapped dollybirds who jiggle around you in the pit lane like you’re Diddy Dirty Money.

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It’s certainly breaks up each race, adding neat short-term goals to spur you on each race. Bike tuning returns, albeit on a far deeper level – tires, gearbox differential, suspension levels, distance of wheelbase. If you spend all your time worrying that your Suzuki GSV-R’s wheels are too close together, this’ll be like a month of Sundays.

Yes, MotoGP 10/11 is very keen to be taken seriously. But whereas 09/10 featured the split personalities of Arcade and Simulation games, its cousin chooses to blend the two elements. Novices can opt for set or customisable assists, to aid with new, more rigorous control system – incorporating a far more noticeable weight shifting technique, and a front and reverse break, to sharpen corning, and cling perilously to the racing line mapped out for you.

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On paper a sensible idea. But even with the racing line being colour coded to your speed, the difficulty levels are ruthless. Even switching off the breaking assists, I spent a lot of time pootling about the track just to work out breaking distances. And going from a comically slow corner into a thunderous straight makes for an inconsistent ‘race’ experience in the early days.

The illusion of realism falters over rubbery collisions, and with customisable assists turned on, a frankly incomprehensible crash detection system, which seems to throw you off the bike at random stress moments. A ‘second-chance’ time rewind system goes some to alleviating frustration though. Additionally it also seeks to pummel your ears with some irksome motor sounds from the low CC bikes, as well as a surreal soundtrack I can only describe as ‘elevator trance’.

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Once you do get going with the pro-spec bikes and a firm control of the control system, you really appreciate the difference between the bike and the car simulation. The 2 player split screen modes, as well as up to 20 players racing online will certainly crank up race-day emotions.

With the official MotoGP stamp, all the livery from the 2010 season, plus forthcoming 2011 content, it certainly appeasing the faithful – and for the moment, it’s as close as the series has come to the giddy statistics-orgy that is Gran Turismo. MotoGP 10/11 is a ruthless game – and its inconsistencies certainly won’t charm new adopters. It will punish accelerator junkies. But if you can persist with its problems, there’s the solid bike racing experience for years hiding underneath.

In an effort to legitimise the serious motorbike game, its not likely to convert many new followers, but it’s a decent successor to last year’s release – and shows that the franchise seems to have refined the motorbike game as a simulation. It now needs to refine its experience as a game.

MotoGP 10/11 is available now for the Xbox 360 & PS3.

Review originally written for Don’t Panic

 

GRAYSON HUNT ENGRAVED BULLETS FOR BULLETSTORM? Hell Yes. [ Bullet Storm | EA | 2011 ]

This arrived in the post to coincide with the launch of Epic Megagames’ Bulletstorm on the 360, PS3 & PC. This is all kinds of awesome.

Bulletstorm_bullet_storm_grayon_hunt_engraved_promotional_promo

Which is good, becuase I’m kind of losing track of all these FPS’ that’ve been arrived as of late. I guess I’m quite glad its not my name on it.

That might’ve been cause for concern.

Review up in the week.