Fated: The Silent Oath is a virtual reality first-person narrative-adventure game developed by Frima Studio. I didn't realize this came out until I looked through the available games on the PSN Store, plus it was on sale! I for one am really fond of Vikings/Norse Mythology and I don't think there are enough Viking games. So I'm happy to see not only a Viking game but a VR one too!

The story revolves around Ulfer, a Viking villager who doesn't believe in Valhalla. You start the game at death's door, seeing a light that forms into a Valkyrie. She asks if you'd like to see your family again, which you of course answer yes. However, the only way to come back is to make a deal. If you accept, your voice will be taken from you. You still accept and you end up waking up in the back of a moving cart with who you find out is your wife and father-in-law. This leaves your only means of communications are to either nod 'yes' or 'no' (which is a neat-o way to use the VR head-tracking) she begins to explain what happened.

There are four acts throughout the game. Act I, outside of the beginning, was a pain to get through. It started out well but got progressively boring. Then a few minutes into Act II it started to pick up speed. It was a rush to go through with some intense moments. Acts III & IV were heavier around solving simple puzzles and avoiding certain traps. Each obstacle helped create the great atmosphere the game already portrays. The best part of these trials were the swinging axes. As you get closer to them its almost like you feel them swinging right in front of your face. As you take the chance to go through I panicked each time. It was quite a rush. Though I wish the puzzles were a little more difficult.

The art direction Fated takes is very similar to a Pixar film, visually appealing all the way through. There were however some issues with the voice-acting. It wasn't 'Resident Evil' bad, but it had its moments when the lines felt blandly voiced out. It's not a deal-breaker for me though but it could be for other players that are looking for that full immersion kind of deal. The game is only about two hours which is a little bit of a mixed bag. Though the way Act IV ended left me playing through one more time to make sure I did everything correctly. It has me waiting patiently for a hopeful sequel.

My prime issue is some of the controls. As far as I knew there was only 'snap turn' which instead of turning smoothly it'll snap in a variant of either 20-75 degrees. 'Snap turn' is one of the worst things for me in VR. It's uncomfortable and it has a nauseating effect on me. I got used to it but it was still an annoyance. Another issue was the movement. You walk VERY slow in this game. I blame it on being spoiled with the ability to sprint in pretty much every game. I feel like they didn't make that an option due to the possibility of making people sick. However, it would've felt a lot better to control if they did.

Overall FATED: The Silent Oath is an excellent VR game. Within it's short time, it's able to take you on an emotional journey right from the start. It's definitely something I'd recommend!

Against the odds, I was able to buy a Nintendo Switch a few weeks back. I've been holding out to get one until a Splatoon 2 bundle was announced for North America but it never made it overseas :( . That's fine though, I'll just have to pick up Neon Pink & Green joycons when they become available and can pretend that I bought the bundle. Up until last week I didn't have any games for my Switch! I bought Arms at launch but lent it out. I was able to borrow Legend of Zelda: Breath of the Wild in exchange, so that's nice! It goes without saying but I also bought Splatoon 2 when that came out.

Legend of Zelda: Breath of the Wild!

Zelda: BOTW
I bought this originally on the Wii-U but didn't get past acquiring my glider. It was when I had too many games to play and not enough time. I must say, I'm a big fan of the Switch's portability. It's especially useful when I'm killing time before work or when I'm waiting on friends. It's a big reason why I'm even playing it now! Compared to where I was on the Wii-U, I've defeated my first Divine Beast and cleared enough shrines for a 4 or 5 hearts. I'm not a big fan of the Legend of Zelda series but I've been having fun with BOTW. My only complaint so far is I don't have a recipe book to store my recipes. I'm hoping I'm able to acquire a fishing rod and properly fish. I've resorted to throwing bombs in rivers in the hopes of snagging a few fish. Maybe I'm far enough where I acquire a recipe book or fishing rod.  Also hoping the Master Sword doesn't break on me, whenever I can acquire that. We'll see!

Splatoon 2

Splatoon 2
While I'm able to play Breath of the Wild wherever I please, I have to stay in one place for Splatoon 2! In the week that it's been released, I've had two solid days of playing and have not touched it since!.I had a real bad incident of constantly getting disconnected during launch day! I was temporarily banned from online! Devastated or more so furious, I ordered a LAN adapter (The Switch dock does not have one built in, boo!) and a long enough Ethernet cable that would reach my room. Needless to say, it killed any excitement I had to play, as Splatoon's multiplayer is the main draw of the game. On the bright side, by the time I arrive at my buddy's place, my ban was lifted and I played with my friends in the same lobby for the rest of the night. We didn't get to try the horde mode, Salmon Run but we have plans to tackle that the next week it's free.

I'm not thrilled about online Salmon Run being available at certain times of the day, every other day but at least I can play it locally. I'm waiting until I get burnt out with Breath of the Wild before I tackle Splatoon 2's single player mode. I enjoyed playing through it in Splatoon 2 but it got really intense towards the end. It reminded me of the old Mario 3D platformers. From what little I've played, there are all new supers in Splatoon 2. I believe no other super has made it to the sequel other than bomb rush/sub-weapon rush. They added "dualies" and they're a fun,close to mid range weapon. With Dual Pistols, you have the ability to dodge roll while firing and can dodge twice in a row. Those were pretty fun to use! I had such a good time that I haven't used any of the other weaponry. I did notice the Roller now flicks ink vertically in mid-air instead of horizontally. That'll be real fun to learn how to use; hopefully the next blog I write will be how rad Salmon Run is!

And that's that! I have a blog in the works on Fire Emblem Warriors! I saw last week a gameplay video was released so I'm getting around to watching that and watching the E3 '17 presentation of it. I've been putting it off until now because I've been on a hack n' slack kick for the past few weeks. I hope to get that out in the coming weeks!
Technology is an inexorable forward march, and in the case of video game technology in particular it is a march at double-time. This progress has brought about a lot of improvements, like wireless controllers that allow us to lounge in relative comfort at a distance rather than being tethered to the TV. Or autosave. Or standardized controls. And have you seen modern video game graphics?! But, there are always downsides to progress. These range from minor irritations to rage-inducing. So follow along with the 5 Gripes Of Modern Gaming (also known as Dictator Outs Himself As A Grumpy Old Man)


Ahhh, microtransactions, the lowest hanging of fruit, the whipping boy of modern gaming. The idea of spending real money to get in-game items does not necessarily have to be a terrible thing. It can help out players that don't have hundreds of hours to devote to a game by allowing them to purchase gear, rather than being left behind or being forced to grind. Or, in the case of Overwatch, they provide no gameplay advantage but simply let you customize your character's appearance to your own personal taste. Similarly, in Heroes Of The Storm 2.0, if you want to unlock a certain character or skin, you can earn the in-game currency rather quickly if you do your daily quests. But if you don't have time, you can just quickly buy into the character you want to play fairly easily. These examples are fairly unobtrusive and innocuous. But not all developers are as well-behaved as Blizzard. For example, in Ubisoft's For Honor, the in-game currency required to buy and upgrade your character's equipment is paid out through multiplayer matches at an abysmal rate. So if you want to stay competitive with other players, you either have to grind an obscene amount or shell out real cash. And the microtransactions were still a very poor exchange value. Another egregious offender was Konami's Metal Gear Solid V: The Phantom Pain, which added some soul-sucking microtransactions post-launch. As you built your base and researched weapons and gear, your overhead for maintaining the base and staff soared, to a point where you began seeing diminishing returns. The answer was to establish Forward Operating Bases (FOBs) but to get the special credits to found an FOB you either had to play the online mode (and then risk raids by enemy players that could steal your resources and money) or shell out real money. Don't do either of those methods and you were simply unable to research the best equipment.  You should never be able to play to win, or be forced to pay to stay competitive or pay to achieve further progress.

The Death of Local Multiplayer

This is a huge complaint of mine. Lately more and more games don't allow splitscreen play, with even some long-standing stalwarts finally dropping the practice. This is a shame because some of my finest memories of gaming involve playing local multiplayer content. Whether it was loading up and ripping through Locust with a friend in Gears Of War 2, getting pummeled by friends for annihilating them with double Needlers in Halo 2 or just the relentless smack talk no matter the game, it was always a riot. Being at a different location communicating through headsets just isn't the same experience.  From a moneymaking perspective, getting rid of local multiplayer makes a lot of sense. With splitscreen, they would sell one console, one copy of the game and 2-4 controllers.  Get rid of splitscreen and now they sell 2-4 consoles, 2-4 copies of the game, 2-4 controller and 2-4 internet service subscription. Some developers have cited technical reasons for tossing it as well. For example, Bungie/343 Industries, a long-term proponent of splitscreen, finally tossed the feature because the wished for the game to run at a constant 60fps and didn’t feel that was possible with splitscreen. At least they made a conciliatory gesture of allowing friends to play the campaign cooperatively without an active Xbox Live account. But I would rather be able to play in the same room as my friends than have super-amazing graphics.

Constant Updates/Ludicrous File Sizes

There is nothing worse than having a little bit of time to play a game and you power up your console and find that it needs to perform a 12 gigabyte update. Except for when it just did a 12 gigabyte update the day before. I have heard of people leaving their console off for a good bit of time and then finding that it needs 12+ hours of updating. And then there are the Day 1 updates. You wait 5 years for a game, get home from the midnight release and want to play a couple minutes before going to sleep but you can’t because it requires a 42 gigabyte Day 1 patch (Seriously, this happened to me with Mass Effect: Andromeda). How in the world does a game need 42 GB of updating on the day it releases? And not only is this a time-killer, these updates, along with huge initial installs, burns up memory. If you’d have told me back in my Xbox 360 days that its successor would have a 1 terabyte drive, I would have been skeptical. If you proceeded to tell me that it would be constantly at 90% memory usage, I would have called you an outright liar. Now every time I buy a new game, it turns into a juggling session of trying to figure out what games of the 12 installed I’m really going to play again in the near future.

Always On/Requires Internet

I have a real bone to pick with this one. Lately the number of games requiring a constant internet connection to play has increased exponentially. There are two issues with this, one short-term and one long-term. In the short-term, it is immensely frustrating when you try to play a game and have no intentions of playing with/against other players and then finding out that a weak connection or server-wide issue prevents you from playing even by yourself. Once again picking on Ubisoft's For Honor, playing the single-player story mode still strangely required you to use their servers, which were horribly flawed from day one. Unable to play the multiplayer mode because the servers were acting up? Well, you can't go play single-player by yourself either, because, well, I don't actually know why. The long-term issue is that nothing is immortal and that includes game servers (except for World Of Warcraft, which appears to be the closest thing). Eventually player count drops enough to where it is no longer sensible to keep a server active and the company closes it. What that means is that eventually a lot of these always-online games become a paperweight. And that means that future gamers cannot go back and replay possible future classics, such as perhaps the original Destiny. Reliving that experience will be relegated to fond memories and watching videos on Youtube (or perhaps whatever replaces Youtube. Remember that “nothing is immortal” line?). And I find that concerning.

Lazy Open-World Games

I have nothing against a well-made open-world game. And the industry has cranked out a number of excellent examples in the past few years. Look no further than examples such as The Witcher 3: Wild Hunt, Horizon: Zero Dawn and Legend Of Zelda: Breath of the Wild. But lately there have been a number of games where because A) open-world games are in demand and are all the rage, and B) new consoles have the processing power to make open-world games much easier, developers have been hastily throwing together open-world games where the open-world aspect adds nothing to the experience. In some cases, making it open-world even detracts from the game. A recent example would be Mass Effect: Andromeda. If BioWare had let the Mass Effect formula alone, it might have been a decent game, but they caved to the pressure of making it open-world and it resulted in lots of bland unchanging environments, filler missions to pad the length and justify the open-world format, as well as screwing up the story pacing. In a similar situation was Keiji Inafune's ReCore. While an interesting concept, why was the decision made to make an open-world game set in an inhospitable desert? The game was subsequently panned for it's bland repetitive environments, meaningless fetch quests and poorly-paced narrative. It's a case of good technology being used poorly, and I believe that a lot of companies need to take a step back in the early development progress and ask themselves if making the game open-world really brings anything to the table.

So, what changes have come about in modern gaming that really grinds your gears? Anything that I missed or anything that I was wrong about? Let me know. In the meantime, I have to go yell at some kids to get off my lawn.
Summons are a staple of the Final Fantasy series. It's one of the coolest things about the series. What's better than being able to decimate enemies with a dragon? or even a Chocobo? Since Final Fantasy III, you have been able to summon these magical beings with either offensive or supportive effects. There are a ton of summons throughout the series with Final Fantasy VII having a total of sixteen summons and Final Fantasy VIII having twenty-three. In some games they aren't referred to as Summons. They are also known as Aeons, Astrals, Avatars, Eidolons, Espers, and Guardian Forces. There are numerous recurring summons that have been in the series from III to XV. Though in Final Fantasy XII most of the recognizable summons are names of airships/dungeons.  Obviously there may be some story spoilers just so ya'know.

One of the most recognizable summons is the series, Bahamut is one of the strongest beings to come to your aid during battle. Usually he is the final summon you acquire in the main story of each game outside of the side quest summons. In Final Fantasy VII there are three different forms of him!

Shiva is the known as one of the more compassionate Summons in the series. Especially in Final Fantasy XV. Every Astral in the world of Eos has a very disapproving stance on humanity. Shiva however, looks upon humanity in a brighter light. When it turns out that the woman Gentiana, who has been around since Noctis and Lunafreya were young is Shiva. Its a nice surprise. Plus her fight with Ifrit is pretty sweet. 

Knights of the Round
The ultimate summon. The only way to get the Summon Materia for Knights of the Round is to get a gold Chocobo. Which can be achievable in two ways; Breeding Chocobos or defeating the optional boss Emerald Weapon. Either way it will take awhile. When activated, the 13 Knights of the round table will come to your aid and decimate any enemy you send them towards (except the Weapons or Safer Sephiroth.). While they appear in a few other Final Fantasy games; they aren't summons. The Summon animation itself clocks in at about a minute and a half. At it's maximum, it can deal 129,987 damage. You could use the time during this summon to go to the bathroom or even make a sandwich.

A massive sea serpent that controls water and dwells in the oceans. His Summon move is "Tsunami" which can destroy a large amount of foes. Him and Bahamut are some of the prominent Summons in the franchise.

Do you like Transformers? Well Alexander is like that, but way cooler. He's a gigantic weaponized platform of destruction that deals 'Holy' damage. Alexander can be a tall robot or even a large castle. However in a handful of the titles, there is a great cost for summoning Alexander. It's really cool though so who cares?  

One of the more darker Summons in the series, Anima is one of the few Aeons that have a backstory. Originally summoned Seymour Guado to annihilate the fiends in Luca, she's drug up by a chain from the darkness and unleashes her power upon enemies. She is an optional Aeon acquired in the Baaj Temple. 


Yojimbo is a pretty cool Summon/Aeon. He is acquired by visiting the Cavern of the Stolen Fayth, where you must hire him to become Yuna's aeon. When you summon him you must pay him and he does one of four attacks. Zanmato will kill any enemy or boss in one hit. Everything he does is smooth AF.

Eden is the most powerful summon in Final Fantasy VIII. Obtainable from drawing a optional boss, Eden is able to break the attack counter (9,999 damage). Eden is the longest summon in FFVIII, and the second longest in the series.  

As opposed to causing destruction, Carbuncle aids you with heals and protects the party. In most cases you'll find that Carbuncle is extremely handy to have around.

It was either this or the Brothers from VIII.

Ever since our launch event, I've been having a blast with Master X Master. I'm putting together a resource to help people understand some of the important mechanics towards getting the most out of your Masters: Attunement System, Nodes and Skill Upgrades. The Attunement System is just like Pokemon's elemental strengths and weaknesses but with only 3 elements. MXM's Nodes work similar to League of Legends' rune pages. You have 3 types of nodes that can best be described as one set that help auto attacks, survivability + utility and nodes that help skills. It differs by each Master having a preferred combination of these 3 node types . Adhering to these preferences will grants you 100% of your node bonuses. Failure to do so will reduce your node bonuses. Last but least, I'll touch up on Weapon Skill Upgrades and "Stage Skill" Upgrades. "Stage Skill" Upgrades only apply to PVE. This is because PVP will either give you skill points in the Combat Arena mode or you earn skill points through the MOBA mode Titan's Ruins.

Attunement System

Helix (leaf symbol), Ardent (fire symbol) and Kinetic (teardrop symbol). Without being influenced by nodes, you do 15% more damage and take 15% less damage from elements you are strong against. Inversely, you deal 15% less damage and take 15% more damage from elements you are weak against.  For you Pokemon fans out there, this type of rock-paper-scissors system should be familiar to you! ATTUNEMENTS EFFECT BOTH PVE AND PVP. When playing the PVE modes, your master's attunement symbol will glow in the Master select screen.  In the screenshots below, the fire/Arden symbol is glowing for Masters like Taejin, Moro, V-Merang, Ignuma and Death Knight. Notice how "recommended attunement" shows up when I hover over Taejin. This lets you know Ardent Masters will deal more damage and take less damage from the monsters in this stage. In the second screenshot, I hover over MBA-07, whose symbol is not glowing nor does "recommended attunement" pop up when you hover over him.

 I cannot stress enough how important it is to pick the right attunement for both PVE and PVP. In PVE, it could be the difference in an S-Rank and an A-Rank because you couldn't get through the stage fast enough or you were one-shot by the boss. In PVP, you want to take down the Titan as fast as possible, which will be difficult if you're Taejin, an Arden Master, dealing 15% less damage against a Kinetic(water) Titan. Starting out, I totally understand you won't be able to pick two of an attunement for a PVE stage or you won't always have the stronger element for a Titan in PVP. If there's one thing to take away from all this, I will say don't pick the weak attunement. Bring your Sizuka to a stage where Ardent is the recommended attunement (because the enemies will be Helix) but don't pick Lua because she's weak against that attunement.

For those of you who've played League of Legends, the node system in MXM is similar to the rune system of LoL. There are three types of nodes, OffensiveDefensive and Auxiliary. Offensive(red nodes) strengthen or alter your normal/auto attacks(left click). These range from increased damage, lifesteal or increased overheat capacity. Defensive(blue nodes)help keep you alive with increased defense, increased stamina(used for your right click dodge ability or jump), increased health and increased healing while tagged out. Auxiliary(yellow nodes) cover a wide range of boosts.They increase skill attack damage and skill critical damage but can also increase resource (mana or energy) regeneration/cap, skill lifesteal, cooldown reduction, movement speed and even decrease respawn times! It's worth mentioning that every node grants defense in addition to whatever main effect you pick. Both the defense and main effect increase in potency based on the node's rarity. Where it differs from LoL is a Master's Node Compatibility or prefers a certain combination of offensive,defensive and auxiliary nodes and Node Efficiency. Simply put, if you perfectly match a Master's Node Compatibility, they will gain 100% Node Efficiency or 100% of the bonuses from their nodes. In Unranked PVP, your node stats will reduced by 50% IN ADDITION to your Master's Node Efficiency. How to acquire Nodes: From Stages and trading in Battlefield Medals to the medal exchange vendor. You'll earn higher rarity nodes as stage clear rewards by beating stages on harder difficulties and with a high rank. Battlefield Medals are weekly/monthly challenege rewards and also earned from PVP modes. Currently, you earn the most medals from winning matchmade Titan's Ruins matches.
Weapon Skills and Stage Skills
Stage Skills are the only thing that do not apply to PVP while Weapon Skills and Nodes apply to both modes. Which makes sense, in PVP earn skill points by leveling up or as the match progresses in  the case of Combat Arena. Nodes are how you increase your stats and allow build diversity. Stage Skills are upgraded. The cost to upgrade a skill increases depending on how many levels you have in that skill. You start off with two skills and unlock two additional skills by paying gold. 

Weapon Skills modify your normal/auto attacks such as increasing damage, range,overheat limit etc. While Stage Skills have 6 upgrade levels, Weapon Skills only have 3 upgrade levels. Weapon Skills are upgraded using materials collected from Stages or bought through the medal exchange. The Kinetic/Ardent/Helix augmentation crystals are the most common material used in Weapon Skill upgrades. The second material are called Modules and are split in 5 types: damage,speed,focus, expansion and trait. These modules are found in all stages and are split into two qualities: high and low .The third and final weapon upgrade requires a rare material that is unique to 1 stage. While all materials can be found in chests during stage runs or reward cards, the rare "boss drop" materials can be found on reward cards from  Brutal and up difficulties. "Boss drop"/ rare materials can also be bought through the medal exchange. All of these can be found under your "Materials" tab in your inventory.

An exception to this rule are Masters unlocked through the Timespace Distortion (T.D.) .Unlike the "boss drop" rare items, these items only appears as reward cards in that Master's Timespace Distortion. Each Master's unique Timespace Distortion drops lesser materials that can be exchanged, along with some gold, for a rare T.D. item from that same distortion. The number of rare items needed to upgrade Weapon Skill scale with the level: 15/30/75.

There's more I want to cover on MXM but that about wraps it up for strengthening your Masters. Please let me know if there's something else you'd like me to go over, I've really taken a liking to this game. In the mean time, I'll leave some pearls of wisdom I discovering while playing:

  • Rare/"Boss" Materials will appear as on reward cards on stage difficulties Brutal and up. You use these to upgrade a Master's Weapon Skills to their third and final level.
  • To upgrade Masters unlocked through a Timespace Distortion, you need 15/30/75 of their rare item to upgrade a Weapon Skill.
  • Stage Skill upgrades increase in cost the further you level them. These upgrades ONLY apply to PVE so upgrade accordingly.
  • Unranked skills have no bonuses! If you have an unraked weapon skill equipped it does nothing to modify your auto attack!
  • Spend you Battlefield Medals on the higher quality nodes (rare or legendary)! You'll need every  advantage you can get to survive Extreme and Nightmare stages as well as Ranked PVP!! Thanks for the tip, Sloth!
  • For PVE node pages, I run Weapon Attunement over Weapon Damage. With nodes of similar quality, Weapon Attunement Nodes increase more damage than Weapon Damage nodes as long as you are attacking an enemy weak to your Attunement!
  • Attunement  Strengths and Weaknesses are as following:
    Helix(grass) <Ardent(fire) < Kinetic(water) Helix (grass)
  • Exploit Attunements strengths and weaknesses! Without any nodes modifying these values, you do 15% more damage and take 15% less damage from an attunement you are strong against.
  • Every skill scales differently with Skill Power. You'll notice this when applying +Skill Power nodes to Masters with 100% Efficiency and receiving only a fraction of this amount to your skills, shown as "+a number " in green text when hovering over skills.
  • When "WEAK" appears over a boss/titan, spam skills. A gauge will fill up below their health bar. When full, the boss/titan will be stunned and take critical damage for the duration of the stun.
Every once in a while a game comes along that directly effects how I examine the gaming medium boundaries. As a kid, JRPGs like Breath of Fire 4, Final Fantasy Tactics and Suikoden 2 proved to me that gaming has the capacity to craft narratives unlike any other style of writing I've ever seen. Games like Street Fighter, Smash Bros and League of Legends have shined a really social and competitive light on this culture for me, while a game like The Witcher 3 stands out as a golden example of immersion. Enter Stardew Valley, a 16 bit indie "farm simulator" game developed by one guy, Eric Barrone, and published by Chucklefish games. You've probably heard of this game before, as it has become wildly successful, pulling consistent good reviews and positive media attention. Stardew Valley originally released back in 2016, but I just recently started playing it, and boy am I glad I did. Stardew Valley has the capacity to fill players with a sense of accomplishment every single day, while making the work they put in a pleasant and relaxing experience. It helped me relearn that, as a medium, video games are still very capable of being a relaxing escape.

Currently Stardew Valley is available on Steam, Xbox One and PlayStation 4 for a mere $15-$20

Stardew Valley is an insanely difficult game to categorize. Most would say Stardew Valley is a "farming sim", akin to "Harvest Moon", which is unsurprisingly one of Eric Barrone's major inspirations. When I was on the fence about starting the game up, I asked a few fans about what made it so great. I was coming into the game about a year and a half after release, and I felt like I really missed out on something. Most responses were, "It's very relaxing.", which is probably the best two word description available. However, despite the unrivaled peace, Stardew Valley can easily make you feel constantly challenged and keep you frantically busy. You can get into farming, fishing, foraging, cooking, mining, fighting monsters and even building relationships with the fellow community members of Pelican Town. You can also do none of these things! Or some of them! There's a whole lot of stuff to do in the charming and rural Pelican Town and letting players discover and dive in to whatever tickles their fancy is one of Stardew Valley's massive strengths. You're trusted to make your life doing whatever you want, but it will suggest things from time to time to help you not be poor! I currently have some decent crops, and a handful of chickens, but I'm making my living in Stardew Valley doing what I love best...FISHING.

It begins.

After creating your avatar, Stardew Valley opens up with a really sudden and emotional scene of your grandpa dying in bed. He hands you an envelope, but tells you not to open it just yet. He states that there will come a day where the modern world will become too stressful, and to open the envelope than. Fast forward "XX" years later, your avatar is sitting in a crappy corporate job, looking all oppressed and what not and decides to open the envelope. Inside is a letter from your grandpa, with a deed to his old farm, a place that saved him when he "lost sight to what is matters most in life...real connections with other people and nature." This scene was pretty well written and really sets the stage for why your avatar is here, which is also parallel to one of the strongest themes that Stardew Valley drives home - the value of disconnecting from the modern day nonsense stress. The game's narrative continues with multiple themes addressing capitalism and the hustle and bustle of modern life as you meet and interact with the townspeople of Pelican Town. I was really surprised for the narrative to be so heavy right off the bat, but it certainly lightens up as you continue to socialize with the townspeople. Each neighbor has a very distinct personality, and it's pretty easy to start to memorize their names and personalities. You can choose to give gifts to the people of Pelican Town to become their friends (capitalism, ho!) and unlock more narrative with them. You can also find love with the same system, and even get married! I have to admit, the social system doesn't feel as gentle as the rest of the game. It feels pretty awkward to run around the village grinding away at tasks and gift giving to get people to like you. It almost feels like a counter to the themes in place. Some NPCs are struggling with some very real problems like PTSD, homelessness and depression. Sometimes after a conversation with an NPC I can't help but think, "Welp...I'm going back to farming now."

RIP Gramps

Gameplay starts off really simply, as you are introduced to life in Pelican Town. The farm is really unkempt, as is Pelican Town in general, and you can help! Players get started by cleaning up the very messy farm and deciding what to do from there. Farming itself is pretty simple, you just prep the earth with a hoe, lay some fertilizer if you wish, and plop the seed in the ground. As time passes (the interval is about 10 in game minutes per 7 seconds) and the sun sets and rises, more and more parts of Pelican Town become available. Eventually a simple day of waking up and watering your crops can turn into a tightly packed schedule of watering entire fields, making sure all your livestock is fed, fulfilling requests for the townspeople, or going to the nearby mines and wrecking some monsters. It's up to you how busy you want to be! Most of these activities are extremely simple to pull off, just a button press or two, but some systems can be a bit vague. It took me a while to figure out how to use the resources at my disposal to earn money and improve my farm, but eventually I did and it was extremely satisfying. Outside of fishing a lot, I basically just make a ton of mayonnaise and jelly. It's a simple life.

My first autumn on the farm. This was right before I found out you can slingshot eggs at people.

It's important to note, Barrone stated in many interviews that the "goal" of Stardew Valley is not to just make money. It sounds strange, but Barrone's game is certainly capable of keeping you motivated beyond money, but rather using improvement as a main motivation. The better you get and the various ways of life in Stardew Valley the more capable you are of making your daily activities come full circle. If you sell X crop you can raise enough money for a bigger barn and a few more cows which will produce milk that I can cook with some fish and bring a good meal down in the mines so I can get some iron ore and make sprinklers that make watering crops easier and....well everything is fully connected. This is not unlike games like Terraria and Minecraft, where you can utilize a lot of what the game world gives you in tandem to create better things, but the very specific and unique atmosphere and theme of Stardew Valley makes the experience much more personal. 

I keep mentioning the atmosphere, which is so excellent thanks to all the pieces working in tandem. The 16 bit art style not only drives home a potent sense of nostalgia, it also helps tie in with the game's theme of simplicity. Each season feels distinctly unique and even the weather effects are fantastic. This is all tied together with one of the greatest OSTs I've ever had the pleasure to own, which was also composed by Barrone.

Ultimately, Stardew Valley completely surprised me. There are some flaws; mainly the awkward social system. It's also clear that some players may not want to invest time in certain activities, with one of the most polarizing activities being fishing, ironically enough. Some may say the game's systems and lack of tutorials are a bit of a flaw, but I didn't mind too much. Even when my chickens were starving because I couldn't figure out how to feed them...Minor gripes aside, Stardew Valley is a small masterly crafted game that drives home some really important themes in some really great ways, while still presenting challenging and fun in-game physical challenges disguised as mundane tasks. The major themes of allowing capitalism to take over your life and how important it is to truly connect with your work and the people around you help shape this "RPG farming sim" into not only a fun game, but a pretty genuine experience. Spending time in the world of Stardew Valley is borderline therapeutic, especially when you find your stride.

If you aren't aware, Super Stardust was originally released for the PlayStation 3 in 2007. It's a game I gave a majority of my time to and I don't regret it. It really set my love of shoot 'em ups in stone. Now they've remastered it along with a PSVR counterpart! I recently purchased this on sale; which was amazing because I wasn't even aware of this release! So in short, I'm going to be giving my slim amount of time to this game and it will be divine. 

Super Stardust is one of the best twin stick shooters I have ever played.
Though I never expected something like this to be released. Super Stardust VR is pretty decent. You use head-tracking which brings the "IMMERSION"  to new heights. It's a really cool twist and feels like this was meant to be. You have an option to just explore the world without any enemies heckling you at every turn. Or you can dive right into it and wallow in a sea of space despair. It's takes a little bit of getting used to but once you get into it the fun kicks into overdrive. 

You're set inside the cockpit, where you can see your HUD and find out where all of the enemies are with a quick glance down. When the action gets intense it's easy to forget that there is even a enemy tracker. R2 is your trigger and L2 is your homing missiles used to get rid of mobs. You have other items like EMPs to help with your mission. Your inventory can also be found to the left of you. On top of all that, moving feels natural even with the head-tracking.  

Of course the traditional modes can still be played in VR as well. There is no cockpit view, but it will be the classic camera view. You can still look around the area by moving your head though. If you do happen to star gaze, there is a good chance that you'll lose a life a two. This is the game mode where I sacrificed all of my time when I was younger. After all these years of not playing it, it's still able to captivate me like it did when I first started the game up. It's hard to find games like this nowadays. Something you can just sit down and play for a short amount of time and be satisfied after your playthrough.

Super Stardust is one of the best games that has been released on the PSN. Anyone that hasn't played this should buy it. Along with the regular Super Stardust Ultra (which you can buy if you don't have a PSVR), you will get all of the new VR content with it's massive amount of replay value . Even after years after release it's still a ton of fun and with the new remaster/VR mode, it gives us another chance to sink in hours of time into this incredible game.    

Steam Summer Sale 2017 wrapped up a few weeks ago. I say this every year but I miss the flash sales! It was fun waiting to see what games were rotated in as featured games, with bigger discounts as long as they were featured. On the other hand, I'm less inclined to make impulse purchases just because a game is insanely cheap! With this summer sale, I took to friend recommendations for all but one of my purchases. My friends and I have similar taste in games, so I try to pay attention to any suggestions they make. I ended up buying Transistor, Anarcute, Dead Cells and Hollow Knight based off their recommendations!

I've been meaning to pick up this game for a long time! Since its release in 2014 in fact! Although I never got around to playing it, my friends highly recommended Bastion. Transistor was created by the same studio! I've only seen screenshots and heard my friends talk about, I'm intrigued. The art is real nice and I've been told it has a great soundtrack. I have no idea what type of game Transistor is but I'm a sucker for good art and music.
Saw my buddies playing this while we were hanging out! You play as cute animals rioting throughout cities. To me, it's like a mix of Rampage, Katamari Damacy and Pikmin. It looks really fun and cute and it was cheap. Easy purchase for me.

I didn't know this came out until I was browsing my curators. I spent a lot of time playing Magicite which was made by the same devs. Looking over a few reviews, it looks to be a similar game. Magicite was a rogulike platformer that had RPG and crafting elements sprinkled in. The few reviews I looked over made it sound like they took the things I liked about Magicite and made another game! This wasn't a game a friend recommended I pick up but it was part of my steam sale haul.
Dead Cells

Recommended by a friend who shares a love of Metroidvanias! It's an action platformer with roguelike elements. The spriteworks looks gorgeous and I'm always looking for a good platformer to sink my teeth into. I try to avoid early access games but my friend was really excited about this game. I look forward to watching this game grow from early access to launch!

Hollow Knight

Another game that I fell in love with watching my friends play! Hollow Knight is yet another metroidvania was gorgeous, hand-drawn art! There looked to be an upgrade system as well as the usual backtracking and exploring that is done in a metroidvania type game. It looked really fun to play and a handful of friends heavily recommended this game, so I bought it on the cheap.

All and all, it wasn't a bad haul. I realize after writing this all up I went heavy on the action-platformers/metroidvanias.  Eh, I'm a simple man. Now comes the hard part of finding time to play all these games! Feel free to chime in with what you snagged from this year's summer sale, or what you're waiting to drop in price. Looking at my wishlist, I'm waiting to pick up Stardew Valley and Bayonetta, along with a handful of niche Japanese games like Sora, Momodora and "Xmas Shooting - Scramble!!".
We live in a day and age where technology is advancing at a really rapid rate. Almost all of the technology that exists in our everyday life didn't exist ten years ago, at least in the same form. This constant improvement blows my mind some days, it's a pretty beautiful time to be alive. Don't worry, I'm not writing another post about The Information Age, I already did that in May! I actually wanted to bring the scope down to just video games and rant about a very specific topic. The obvious effect on gaming is the constant advancements being made in hardware and software. We're looking at new gaming consoles every few years, bringing more strength every time. New PC parts like the GTX 1080 graphics card are making the games we love to play even better. Even game engines like the REDengine 3 are updating and are capable of making beautiful games like The Witcher 3. Don't even get me started on virtual reality! The result of the hardware progress is top tier software titles like Horizon: Zero Dawn, Zelda: Breath of the Wild., SuperHot VR and many many more that wouldn't even feel possible before now. So with such an obviously bright future of gaming ahead of us, I want to shed some light on the games of the past and their place in this future.

Quuuuite a difference.

If you go to a local game store and examine the shelf next to the latest and greatest AAA release, you may or may not notice a good amount of games on the current generation of consoles (Xbox One, PlayStation 4 and Nintendo Switch) that you've already played in the past. Sometimes these games are in the form of Rare Replay, Xbox One's excellent compilation of games developed by Rare, and its predecessor Ultimate Play the Game. Then you have games like Bulletstorm and Batman Return to Arkham who crank up the graphics and effects on games from the past. This style is pretty common, in fact I can't even begin to list off the games that got "HD remasters". There's A LOT. Lastly you have games like Crash Bandicoot N-Sane Trilogy (Check out Rob's quick impressions here) and Odin Sphere Leifthrasir. These titles aren't simply re-releases or HD remasters, Vicarious Visions and Vanillaware (respectively) completely revamped these games, almost from the ground up. There's a lot of effort being put into bringing games from five, ten even twenty years ago to modern consoles and running on modern PC tech, and I think there's some serious pros and cons to this trend.

My desire to write this blog post actually sparked when I was discussing the recent trend of remastering, remaking and re-releasing games with a few customers at LAN Mob. These guys were discussing how excited they were to get their hands on Final Fantasy XII: The Zodiac Age, which added a ton of content and improvements to the 2006 JRPG. Another customer stated how he didn't particularly understand the recent trend of constantly remastering, revamping and re-releasing games, and he just assumed it was all purely economical or developer "laziness". I certainly can't disagree that economics play a pretty big part. Why would a company that makes money by releasing video games decide to remaster old video games if they didn't believe it was a good economical move? However, I certainly believe there's much more to it, and I'll touch on then later. That being said, I do think there are certainly some cons to this recycle trend, such as money grab attempts, less IPs, less support for backwards compatibility and possibly the worst of all, pure confusion. Without doing a fair amount of research it can definitely be hard to keep track of games releasing, re-releasing, definitive editions, remasters, reboots, ports and HD collections. Did you know Resident Evil 4 has technically been released and ported over 10 times?! I would consider myself a supporter of the remaster trend, but I understand these points, it can be difficult to keep things straight. My best advice on the confusion front is to simply do your research. Understand what these re-releases are adding or fixing and make purchasing decisions based off that. Sometimes these remasters are just a graphical overhaul, sometimes they're only ports and sometimes they end up improving the game to the point where it's and if you understand that beforehand you'll know what to expect.

Time to talk about the pros. I think one of the reasons I support the revival of older games via HD remasters, ports and revamps is because I love to see these games put back in the limelight and get discovered all over again by new and old players alike. A perfect example based off my own experience is Oddworld: New n Tasty. I've always enjoyed Oddworld: Abe's Oddysee for what it is, but let me tell you, the charming and oddly (heh) dark puzzle platformer from 1997 suffers from a few flaws. Enter, New n Tasty, a revamped version of Abe's Oddysee that updated the graphics, the terrible control scheme and even added in some extra secrets. This is a remaster that was not only done properly, but done with a lot of care to help preserve what made the 1997 title so magical. I can't speak for everyone, but I think remastering and re-releasing is a really important and decent way to keep the history of video games alive. Imagine a world where nobody has played a Mario game? Doesn't it just seem wrong? It's going to get to a point where PS2's are very hard to come by, not to mention tracking down PS1 software. These kinds of remasters allow these fantastic games to still be available to the general public and usually for a very good price. It also allows the next generation to experience these games in a style of gaming they understand. I think most kids would find it pretty difficult to stomach 1997 Oddworld nowadays.

Abe's Oddysee on the left, New n Tasty on the right

This goes hand in hand with a recent interview from Dan Tanguay, the game director at Vicarious Visions. Dan states, "Today's technology has allowed us to do so many interesting things with the game. We get a chance to really bring the spirit of Crash; and what the original creators envisioned; back to life....the thing that we're most excited for fans to experience is just the feeling of picking up your controller and being transported back 20 years." I think Mr. Tanguay has a pretty good understanding when it comes to the responsibility of remastering games, and I couldn't be happier to hear him state the freedom his team feels as developers while bringing an old game into the newest developmental tech space. The original Crash series is infamous for using a very specific and tricky form of rendering just to make it look as good as it did back then and twenty years later it's finding footing on modern consoles using modern video game development methods. I think a ton of other games would too.

Ultimately, I can only stress my own views on this debate. I've seen both extremes of the spectrum, especially after the announcement of Shadow of Colossus HD which was revealed at this year's Sony E3 conference. Some folks were ecstatic to get their hands on a polished up Shadow of the Colossus, other folks seemed outraged to see Sony spending resources on an older game instead of an IP, saying "wow, they're totally out of ideas xD". If I speak neutrally all I can say is whether or not you support the remaster trend is your decision. This is a consumer market! We have options! From a personal standpoint, I think these are positive steps for the gaming culture. As long as we're continuing to move forward I'm nothing but happy to see the games of old be improved on and re-released, especially when the developers are putting such immense focus on not losing sight of the original game's vision. Call of Duty Modern Warfare Remastered is one of the most popular games at the center, and I think that's an important statistic. I'll never ever sell my PlayStation 1 collection, especially to make room for remastered versions of the same game, but I'll happily add these new takes on the games I love into my collection as well.

What are your thoughts on video game remasters? Do you buy a lot of remastered games? Which ones are your favorites? What games would you like to see remastered? Comment below!   
MasterXMaster weekend July 7th-9th 2017

Through a partnership between NCSoft and Alienware Arena, we had the privilege of being one of fifteen LAN Centers nationwide to play host to a MasterXMaster launch weekend this past July 7th-9th. We've held launch events before for other games but this is the first time a sponsor has stepped in to help back an event, and we were happy to take the ball and run with it.

A list of participating venues across the US
We kicked the event off Friday night at 6 pm with free food to the first 25 customers, and had constant swag giveaways going all night including t-shirts, water bottles, pins, coasters, digital codes, posters and more.  We had quite the crush of people right at 6 and spent a good amount of time running around trying to get customers registered with NCSoft accounts.

Some newbies giving MXM a try.

Once the initial rush settled down we were able to get a 3v3 tournament started by 9 pm, with the team of Taggles/Spydude/EnMach taking it down.

The chosen one.
Customers continued playing until close at midnight, and we opened again at noon on Saturday for a 20-hour long overnight MXM event until Sunday at 8 am.  Our PCs sold out for the overnight and we ran another 3v3 tournament, with one of the winners having driven as far away as Connecticut to attend the event.

Our 9 pm headliner tournament winners with SGDQ playing in the background.
We were also able to get a 5v5 tournament started at midnight, although players had to deal with some lag, which was an on again/off again problem throughout the event. The event continued at noon open on Sunday, with a lighter crowd but still some active Titan Ruins teams running all day. We awarded prizes in all our events to those who could capture first blood, and some customers left with multiple prizes!

A5 with a poster
Last first blood of the event late Sunday night - Tax1k taking a t-shirt home
I personally played a fair bit throughout the weekend, both at the shop and from home. There is a lot I could comment about the game itself but that's best saved for another blog post by someone more qualified - we have a few around the shop that are playing at a high level. I personally enjoyed the game a lot, with my background in MOBAs and a guild-heavy game like WoW forming my early gaming years, this game struck me on several levels. Our in-store guild is close to cracking the top 100 guilds - I'm actually fighting the urge to go play in order to finish this blog post!

Our staff is all pretty exhausted from the weekend but absolutely looking forward to hosting another launch event in the future.  This is a great example of the way games should be launched, in a social atmosphere where gamers can come together to celebrate a shared passion. We had some great moments throughout the weekend which had the entire shop shouting and cheering, including a come-from-behind win with 6 seconds left in Titan Ruins.

The core fell with 6 seconds remaining

As far as technical issues there were a few, generally around connectivity. Lag seemed to come and go as some games would run beautifully and others would make play extremely difficult. NCSoft was dealing with an ongoing DDOS attack in addition to an already high server load and week-old game, but outside of a few brief periods the servers remained online. A larger problem for us started late Friday night with users being unable to create new accounts, and that continued throughout the weekend. A number of customers had already created their accounts in the weeks leading up to the launch and were unaffected, but there were a lot of customers who did not have accounts and were just not able to get through, which meant we had to make use of some house accounts to allow them to play.

If you couldn't make the launch event for whatever reason (I know there were a few who couldn't!) stop by sometime this week to try the game out, anyone on staff will be happy to show you the ropes and get you started.

There's so many amazing things happening at LAN Mob this summer, I figured it would be helpful to compile it all in a blog post, as well as discuss my own thoughts on each event/change. Its been a really exciting season so far, and we only have more to come. In fact, there's so much I don't even know where to start!

Local Competition
First up, I want to talk about tournaments! We've been running Overwatch 3v3s pretty often, on top of some fighting games like Tekken 7 and Injustice 2. In fact, just last Saturday we ran another Smash 4 tournament, which was our first since LML ended. These events have been fun every single time, and I really believe we can get even more players in for the upcoming ones. If you like to play any of these games or are interested in learning, definitely stop by and talk to somebody at the desk for more information. We can even try to help find you a team for them!

July 15th - Overwatch 3v3 - 2pm
July 29th - Injustice 2 - 2pm
August 12th - Overwatch 3v3 - 2pm
August 26th - Rocket League 2v2 - 2pm

However, that's not all! As many of you know, we've been running midnight tournaments at every Saturday night lock-in for quite a while now. These events have varied a lot. We've done Overwatch, League of Legends, a really creative H1/PUBGs event and even multiple Call of Duty Zombies score attack/survival events. We've covered a ton of genres and different levels of popularity, and we've certainly seen and heard what everybody's favorite events are. We'd like to focus more on these well received midnight events, but we also want to continue to play and help introduce some more niche games. So we're happy to announce we will be running a supplementary 6pm event on every Saturday, free for all lock-in sign ups. This block of time will allow us to plan some really creative events, sometimes even downright strange ones (Bushido Blade 2 tournament!), while maintaining a time block at midnight to continue offering the games everyone loves. This last lock-in was the first event, which we utilized the HTC Vive to run a Space Pirate Trainer score attack! It was a lot of fun, and we've got a plethora of ideas for these in the future.

Check out our Twitch.tv channel for highlights and VODs of some of our past events. Our last Tekken event had some awesome upsets, the Injustice community is building up for our next event, and we're always playing Overwatch around the shop. Stay tuned to our channel to catch our future events!

LAN Mob 1.5
If you've walked in the shop early last week, you got to see the early makings of a LAN Mob remodel. We still have a bit to do, but the hardest steps have been taken! We put in two doorways right between the front room stations, a project Bossman dubbed "LAN Mob 1.5" a while back. These doorways give us access to our entire building, without having to go outside! We've moved the front desk station next door (don't worry, you'll get used to it), and we have a much easier time accessing the HTC Vive, which lowered the hourly price to only $15 per hour, or $25 for two hours. From my own perspective, I absolutely love the new setup for a lot of reasons, but mostly because I get to look at these super cool Mario stickers all day. The new setup also opened up the original desk area for something very special; which I'll touch on more a bit later!

There was a wall here 14 days ago!

GG Circuit Season 6
Overall, the GG Circuit integration has been a huge asset to our community. The GG Coin economy has been an awesome perk for all the gamers spending time in our shop; earning a currency for just doing what they love to do. Players can spend these coins on prizes in the GG vault on things like game bonus packs, snacks, drinks, game time, event passes and even full blown games! In fact, copies of Battlefield 1 were added into the vault yesterday for only 45,000 coins! Outside of the coin economy, the GG Circuit integration lets our players compare themselves to players around the world playing games like DOTA 2, League of Legends and Smite. You can also get a huge run down of all of your League of Legends stats from the games you've played right here in the shop!

Check out I Nacl I's current League stats. GG Circuit keeps track of it all!

With Season 6 of the GG Circuit, we had the opportunity to offer some prizes to top coin earners in various ways. Top overall coin earner has been taking home a special GG Medal. We also have a plethora of PC swag from E-BLUE that we've been giving away to top skill coin earner. We also raffle off some E-BLUE swag to the top 10 overall coin earners per week. There's so many chances to get some cool stuff! We even have a grand prize at the end of the season; an official LAN Mob GG Season 6 Trophy.

"MattBGames"  - Week 1 Overall Coins + Skill Coins Winner

"I NaCl I"  - Week 2 Skill Coins Winner 

From a business stand point we get some really cool statistics, like total coins earned and spent here at LAN Mob. We can easily keep track of what prizes get redeemed the most, when new prizes get added and even how many coins you earned in your latest League of Legends match! It's pretty funny to check the recent coin earnings and see that somebody just had an amazing game, then go ask them about it. Recently, LAN Mob regular, I NaCl I, pulled 90 coins in ONE League of Legends game, and he was playing Thresh! I think what has me most excited about GG Circuit is the boundless potential and future updates. I don't just mean to the cafe software ("GG Leap"), but to future events (like the League of Legends WAN we participated in), future prizes in the vault and more games capable of earning skill coins. It's a bright future!

Master X Master Masters
Master X Master has kind of taken LAN Mob by storm. If you've been around the shop or check out our Facebook page you've definitely already heard but we have the awesome opportunity to host a big game launch event of NCsoft's newest game starting this weekend. Friday we'll be playing from 6pm to midnight, which we expect to be the busiest point. Saturday we'll be playing 12pm (noon) - 6pm, but we'll also be running various events throughout our Saturday night lock-in. Lastly, we'll be playing all day Sunday, noon to midnight. On top of the awesome swag and game codes we get to give out, the first 25 people to show up get a free meal! We think MxM has the potential to be a pretty strong mainstay in the shop, so come on down and get a jump on it. We have multiple people who will be around during the events to answer any questions you may have about how the game works, they're already masters of Master x Master!...errr...yeah!

SGDQ - Going Fast for Charity
SGDQ (Summer Games Done Quick) is an awesome speed running marathon that benefits the amazing "Doctors Without borders" charity. This year the event is taking place July 2nd - July 9th and is filled to the brim with over 160 hours of the gaming community beating video games...well really really quickly. LAN Mob has donated to the past two events, and we're doing it again this year! We're collecting any donations our community may like to give at the front desk, and we're going to donate Saturday night during the lock-in event. It's for a wonderful cause, and I can't help but feel a sense of pride when I see what the gaming community can do. Check out the website for yourself!

Blast from the Past
Lastly, LAN Mob needs your help! As I mentioned above, we have some really cool plans for the newly cleared space from the remodel. Since the beginning of LAN Mob's time here on N James Street we wanted to include a way that you can play the games that helped shaped the media we all love so much into what it is today. A way that a ten year old kid can see where it all started. Unfortunately, we only have so much space, so some ideas took to the back burner. Until now! We're ecstatic to be in the middle of building a retro station! We have a good amount of gear already, thanks to Rob and myself, but there's definitely a lot missing. Right now it looks like we'll be hooking up a PlayStation 2, a Gamecube, an N64, Ninteno's classic NES, Sega Genesis and hopefully even a classic SNES. We've got a massive amount of games across these consoles but here's what we still need -

   Nintendo 64 Controllers
RGB Switch
TV Stand

Craigslist certainly works out sometimes, but you never know who might have a random TV stand or RGB switch laying around. If you, or somebody you know, has some of this stuff and feel like you have no use for it, please let us know! Additionally, if you have any retro games laying around for those consoles, let us know! I seriously can't wait to share some of the games I feel so nostalgic about with our community. Thanks everyone!

I think that pretty much covers everything for now! Thanks for taking the time to read about all the great things happening at your local LAN Center and we hope to see you soon!
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