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            Can you handle it?
by Ethos

Hey! Look! Listen!

Friday, March 12th, 2010


Why is it that every time we have a theme week devoted to a specific game, I can’t seem to get the Tuesday edition of HLL written?

Ah well. Half is better than nothing. And it’s Final Fantasy XIII Week! You should all be playing it non-stop, just like I haven’t been doing!

Seriously, I have like twelve hours. And God of War III comes out this Tuesday. I’m fucked.

BioShock2-1Ruh Roh: 2k Released BioShock 2 DLC That Was… On the Disc Already?

2K Marin recently released the first DLC pack for BioShock 2, entitled “Sinclair Solutions Tester Pack.” It included all sorts of fun stuff for multiplayer, including new weapons, characters, trials, and so forth. Not bad for $3.99, since, as we’ve already established, BioShock 2’s multiplayer doesn’t suck. (In fact, it’s pretty darned fun.)

But wait! Sharp-eyed gamers have noted the fact that the pack is a mere 24k in size on the PC version, and 108k on the 360. So. Either 2K Marin has come up with TEH BEST COMPRESSION EVAR or… the content was already on the disc, and the “DLC pack” was merely an unlock key.

Mull that over in your head for a moment. 2K Marin wants you to pay for what’s already on the disc.

I mean, I doubt they’re breaking any laws or anything, but the ethics of the thing are pretty sketch. Remember that long article I wrote last Sunday about DRM and piracy? Yeah, this is the sort of thing that encourages that. (VG247)

uncharted2Naughty Dog Thinks Uncharted on the PSP Would Be “Fantastic”

Speaking to Joystiq, Naughty Dog’s co-president Evan Wells said he thought Uncharted on sony’s handheld would be “fantastic.”

“I think it would be fantastic to see the game (move) onto a handheld system,” said Wells.  ”If we can find a partner to work with, I’d love to do that … we definitely wouldn’t do it ourselves. We’re trying to just focus on the PS3 technology and platform right now.”

Really? Would it really be fantastic? Because I don’t think so. I hate to sound like a graphics-whore, but the last thing I want to see is Uncharted 2’s ground-breaking visuals and technology watered-down for the small screen. The fact is that the visual aspect of Uncharted is a huge, huge part of the experience – take that away, and I’m not sure I want to see what the results would be. (VG247)

QUICKIE: Splinter Cell Conviction Demo Coming

In a recent developer diary for Splinter Cell: Conviction, creative director Max Beland confirmed that a demo will be available to the public sometime before the game’s release in April.

“Yes, there will be one. I can’t tell you what map or when it’s going to be released yet, my lips are sealed.”

And… that’s all. It’s interesting to note that Ubisoft already told us back in February that there wouldn’t be one. Guess they changed their minds? (VG247)

QUOTE OF THE DAY: Valve’s Gabe Newell on DRM

Speaking at GDC, Gabe Newell had this to say about DRM:

“One thing that you hear us talk a lot about is entertainment as a service,” he said. “It’s an attitude that says ‘what have I done for my customers today?’

“It informs all the decisions we make, and once you get into that mindset it helps you avoid things like some of the Digital Rights Management problems that actually make your entertainment products worth less by wrapping those negatives around them.”

Ride on, Mr. Newell. (VG247. Again.)

That’s all. There’s no more. Goodbye now. Go play Final Fantasy XIII.

Hey! Look! Listen! Audio Edition #001

Monday, February 22nd, 2010

Yup, we did it. Because Riddles is here in person, we decided to make Hey! Look! Listen! into an audio edition this time and debunk all the validity the feature has built up for the site. Pogo joins as a special guest and complete madness ensues. Please to enjoy.

Download directly here.

Subscribe to the RSS feed here.

Subscribe to it on iTunes here.

BioShock 2 Review – Big Sister is Always Watching

Wednesday, February 17th, 2010

BioShock 2LIKED:

-Moral choices that actually carry weight

-Fantastic exploration and atmosphere

-Fun and varied combat

-Big Sister battles


-Over-emphasis on combat in certain sequences

-Loss of novelty/mystery from first game

-Loss of Andrew Ryan. Sophia Lamb just doesn’t measure up.

BioShock took the world by storm upon its release back in 2007. With its brilliantly told story, masterful atmosphere, and varied first-person gameplay, few other games to this date offer such a complete experience. Two years later, 2K Marin’s return to Rapture in the form of BioShock 2 most certainly suffers from a case of “been there, done that,” and comes replete with a few new issues of its own. But make no mistake; BioShock 2 went above and beyond my expectations in many ways, and proves that there’s life left in Rapture yet.


The story in BioShock 2 gets the job done. Set eight years after the original game, BioShock 2 puts you in the shoes of a Big Daddy who’s been separated from his Little Sister companion. It just so happens she’s being held by a woman named Sophia Lamb, who has all but assumed control of Rapture – or what’s left of it.

BioShock2-1Like the original game, you’re presented with certain moral choices – and this is one area in which BioShock 2 improves upon its predecessor. In the first game, you were simply given the choice to harvest or save the numerous Little Sisters you came across. Very black-and-white to say the least, and frankly, the game never gave a legitimate reason to care about the creepy little things. (Which is why I harvested them all.) Because of the new Adoption system (which allows you to “adopt” little sisters, carry them around, and have them gather ADAM) the choice between harvesting and saving the sisters carries much more weight. Listening to their childish prattling while you tote them around is undeniably endearing, and as you protect them from the many dangers of Rapture, you’ll likely develop a sense of responsibility towards them. The Sisters will act differently towards you depending on how many you’ve harvested or saved – and it’s hard not to feel awful when a Little Sister cowers and asks, “Daddy… you’re never gonna hurt me, right?”

Little Sisters aside, BioShock 2 also gives you the choice to let certain people live or die at several points during the game. The decisions aren’t easy either – just to illustrate, there was a time that I spent several minutes looking straight at a man who was begging for his life, unable to decide. Finally I decided to let him live and walked off – only to change my mind, run back, and fry him with my Incinerate plasmid. BioShock 2 isn’t “all about choices” in the sense that, say, Mass Effect is. But the choices you make carry stunning emotional weight.

But in spite of this, the storyline in BioShock 2 simply can’t stand up against that of its predecessor. The mystery behind the ruined utopia of Rapture has long been solved, Andrew Ryan is gone, and as a result, the game loses a lot in the way of narrative punch. Sophia Lamb, unfortunately, simply can’t match the charisma and sophistication that made Andrew Ryan such a likable “villain” in the first game. Her motivations are clear as mud, her philosophies aren’t particularly interesting, and by the time the game is over, you’ll probably have grown a bit tired of her pseudo-Marxist collectivist ranting. Ironically enough, she’s most interesting when Andrew Ryan talks about her in the few audio diaries he has in the game. His reactions to her ideals are more interesting than her actual beliefs are. To be sure, BioShock 2 is still an extremely well-written game. But the novelty is gone, Ryan is gone, and both are sorely missed.


BioShock 2 plays more or less like the original did, with some subtle improvements – such as dual-wielding and more practical plasmid upgrades. For example, upgrading your Lightning plasmid allows you to charge it and subsequently unleash Chain Lightning, which can hit multiple targets. Like the original game, the variety in which you can approach combat situations is fantastic. See a Splicer chilling in a pool of water? Zap the water with lightning for an instant kill. Is there a puddle of oil on the floor? Ignite it with your incinerate plasmid to toast anyone standing near it. Is a Big Sister on her way? Think smart, and run to a hacked security camera or turret to gain the advantage. Combat can be a blast in BioShock 2, especially when facing off against such frightening and unique foes as the Big Sisters or Big Daddies.

However, someone at 2K Marin seems to have misjudged just how important combat is to the BioShock experience. That is to say: despite how fun it is, it’s far from the main appeal of the franchise, and at times, BioShock 2 seems to think that it is. Certain segments place too much emphasis on shooting down Splicers and Big Daddies when they should be allowing the player to simply explore and enjoy the atmosphere of Rapture. The endgame, in particular, is frustrating because it’s nothing but battle after large-scale battle and you’ll likely be begging for the end long before it’s over. BioShock 2 still places a healthy emphasis on exploration and atmosphere, but for BioShock 3, 2K would do well to scale back the combat to a more acceptable level. (i.e., the level it was at in the original BioShock.)

Entirely new to BioShock 2 is the online multiplayer mode. At first glance, the mode seems entirely superfluous – BioShock doesn’t exactly seem like an experience that lends itself to deathmatches. But, believe it or not, the limited amount of time I spent with it was actually pretty enjoyable. There are a variety of mode to choose from, including team deathmatches, free-for-alls, “Capture the Sister,” et cet. Like Modern Warfare 2, there’s a rank system – the higher your rank, the more goodies you unlock, including additional plasmids and gene tonics. The battles themselves are complete with BioShock conventions such as turret hacking and taking photos to earn damage bonuses. It’s a lot of fun, and it’s interesting to see BioShock’s unique combat carried over to an online arena. But, at the same time, it’s difficult to imagine why you’d choose to play BioShock 2 over the bevy of online shooters out there.


BioShock 2 looks identical to its predecessor. In fact, it’ll likely look a bit worse, if only because so many prettier games have been released since 2007. The game continues to use an older version of the Unreal engine, and it definitely shows. But even so, like its predecessor, BioShock 2 manages to be one of the more visually appealing experiences in recent memory. The art style is fantastic, and you’ll be stopping to take in the sites more than once. The underwater sequences, which are new to BioShock 2, stand out in particular. During these segments, nothing attacks you, and you’re allowed to simply take in the aquatic sites.


The sound design in BioShock 2 is impressive on many levels, and acts as an essential part of the game’s atmosphere. Rapture wouldn’t be the same without the inane babble of the resident Splicers in the background, accompanied by the whale-like groans of the lumbering Big Daddies. The chilling, velociraptor-like screech of the Big Sisters is fantastic as well. Finally, a shout-out must be given to the game’s dark but whimsical musical score. The original compositions are fairly subdued, but always very good. And like the original, the use of 1950’s art-deco era music is a very nice touch.


BioShock 2 does fall on its face on a few occasions – mostly with its over-focus on combat and weaker storyline – but to be honest, its biggest fault isn’t really a “fault” at all. BioShock 2 simply isn’t BioShock 1. In the original BioShock, the novelty and mystery of the experience was a huge part of what made it so engaging. When I first crash-landed into Rapture, I had absolutely no idea what to expect – I was confused, a little frightened, and determined to discover what, exactly, had happened to destroy the paradise Andrew Ryan had attempted to build beneath the sea. But in BioShock 2, you go in already knowing what makes Rapture “tick,” per se. You know what the city is, why the city is, and what to expect from it. Again: the novelty is simply gone.

But while this is disappointing, it can hardly be called a “fault” on part of the game. And even though we’ve been there before, Rapture is still a fantastically immersive place to explore. BioShock 2 is still an extremely well-executed, atmospheric experience, and if you enjoyed the first game, it’s difficult to imagine that you couldn’t enjoy its sequel. Despite all my prior misgivings, I had a blast with BioShock 2 – and I’m genuinely interested in seeing where the franchise goes from here.

BioShock 2

Scatter Storming. Issue #020 “Exit Classy”

Wednesday, February 17th, 2010

ss020Here it is, folks. The end of another 10 issue run of Scatter Storming. We all hoped it wouldn’t happen. People ran screaming in pain through the streets because of this feature’s continued existence but still it presses on. While this 10 issue run was supposed to have “classy” as the theme, it definitely deviated from that on a few occasions. Still, I’d like to pretend that I was more consistent, so I’ve made one final simple and clean cover for this twentieth issue. However, I still haven’t really played any games. The Olympics are liquid crack and I had to prepare for Doofus McDoofus’ arrival. Actually, speaking of that dude, maybe I’ll dedicate this issue to him.

A day of firsts -
After Riddles’ first flight on a plane, he arrived for the first time in a different country, made his first trip on public transit, had his first Volcano Crunchwrap from Taco Bell, made his first purchase with Canadian dollars, and thus had his first pocket full of loonies and toonies. All was looking up for our young friend until…

Apparently Riddles couldn’t handle his first flight of Canadian stairs. Yup, after I told him that the bathrooms were downstairs, I hear him wander off, then silence, then CLUNK CLUNK CLUNK “Ow”. All I can say is that I wish I had cameras installed in my house to capture that wonderful moment.

Oh wait, I can kinda talk about games! -
I watched Riddles beat Bioshock 2 and then watched a fair amount of the online play. The single player looks like a lot more fun from a purely visceral standpoint. There are more enemies, more powerful enemies, and more ways to take them all out. Unfortunately that seemed to, in turn, shift the focus to combat. At least in the final stages. While there were some undoubtedly strong moments in the final few hours, and while I didn’t have the context of the rest of the game, Bioshock 2 seems to fall apart in an even worse way than the original did at the end. Not from a lack of potential either, from what I can tell. But Riddles will no doubt cover all of this in his impending review that will overshadow this Scatter Storming edition anyway.

Also, multi-player -
Right, I mentioned the online multi-player. It seems cool. Nothing more really to say. It has some cool ideas that all tie into the single-player mechanics which is neat, but while it copies some of Modern Warfare 2’s strong points, it doesn’t seem to be able to compare to the experience overall. And when you have the choice between good online multi-player and excellent online multi-player, there’s really no reason to not choose the latter unless you have a strong preference for setting.

What? No picture post? -
Yeahyeah, I know the “10th Issue Extravaganza!!!” had a few celebratory MS Paintjobs at the end of it. However, just because the style rotation happens every 10 issues, doesn’t mean each time it happens it’ll be a celebration. It was just a happy coincidence last time. Also, there’s a lot of content planned for this very special week so suck it up!

That’s it, there’s the review outline below to peruse and Riddles sure-to-be epic Bioshock 2 review coming soon, plus even more content later on, so here’s my exit and the exit of classy Scatter Stormings. At least for now…

Sunday Soapbox: BioShock and the Death of the Cutscene

Monday, February 15th, 2010

BioShock1It’s not often that a game like BioShock comes around.

And odd thing to say, seeing that it “came around” some years ago. Right now, the gaming world is busy playing through and sizing up the long-anticipated sequel, BioShock 2. Anyone who’s read my two separate impressions of the game knows that, despite all my prior misgivings, I’m having a blast with it.

Playing BioShock 2 has made me realize what an influential game the first BioShock was. BioShock 2 doesn’t feel as fresh as the first game did, and here’s why: not only have I seen these gameplay mechanics and storytelling conventions in BioShock 1, but I’ve seen them in countless games since. I thought it before, and I’m almost sure of it now: BioShock may, in fact, be the Ocarina of Time of this generation.

Quite a bold statement, you say? Well, here’s another one for you: in this console generation, videogames have finally come unto their own as a legitimate and unique form of storytelling, and BioShock was one of the main proponents of this movement.

BioShock was one of the first games to effectively tell a deep, involving, and well-written story entirely devoid of non-interactive cutscenes. You’re never, ever taken out of the gameplay in BioShock – you’re in control the entire time. The plot is developed through dialog spoken during gameplay, as well as numerous “audio journals” scattered throughout the world.  Even during the game’s most pivotal moments – for example, the fated meeting with Andrew Ryan himself – you never left the world of the game in favor of a cinema.

As a result, BioShock was a very unique, immersive, and seamlessly story-driven experience. It was proof that games could tell stories – not movie scenes interspersed throughout gameplay segments, but games themselves.

Dead SpaceThe number of games that have adopted a similar or identical model of storytelling are numerous and obvious. Dead Space, for example, is almost identical in its storytelling: almost no cutscenes are utilized, all dialog is spoken in-game, and dozens of audio/video logs develop the game’s mysterious backstory. The seamlessness and consistency that comes with such a model allows developers to craft a more immersive, poignant atmosphere – can you imagine if Dead Space utilized traditional cutscenes to tell its story? Much like BioShock, Dead Space thrives on its constant, unsettling atmosphere – and being broken from such an atmosphere for the sake of watching a movie would cause the game as a whole to lose its frightening effectiveness.

It’s not only Dead Space, of course. Batman: Arkham Asylum, Uncharted, Mass Effect 2, and perhaps even Modern Warfare can all be considered part of BioShock’s legacy in some way. In Arkham Asylum, how dull would it have been if we only ever heard Mark Hamill’s rendition of The Joker when he appeared in cutscenes? Listening to his jeering voice over the asylum’s intercoms was one of the most awesome things about that game.

And in Uncharted 2, what if you had simply watched a cutscene of Drake battling his way up that train? It must be noted that the Uncharted series still makes fairly liberal use of the non-interactive cutscene, but it combines them with fantastic sequences of interactive storytelling. (Incidentally, that’s one of the main reasons why Uncharted is so awesome.)

BayonettaThere’s nothing wrong with the traditional cutscene, of course. We’ve been watching them for years, and there’s no reason to entirely do away with them now. Games like Uncharted 2 show that there’s still a place for them in the current gaming landscape, but they are to be used sparingly. Take Bayonetta, as a bad example – well-done as the cutscenes were, many of them felt entirely out-of-place in this day and age. Why, exactly, do I need to watch a movie scene of Bayonetta and Jeanne dueling? Why can’t I just fight her myself?

In the game’s defense, you are indeed given the pleasure of fighting her yourself – but only after sitting through a lengthy and entirely superfluous cutscene.

Videogames are the art of interactivity, and to create an artful interactive experience, it’s crucial to achieve a certain level of immersion. Gameplay segments should never feel like obligatory hoop-jumps that connect non-interactive plot points. Rather, the player should feel that with every passing moment that they play, the story is advancing. The player should feel, quite literally, like they’re playing through a story – not as if they’re advancing through a level in order to get to the story.

The reason BioShock was and is such an amazing experience is because it’s not something that can be fully replicated through any other medium. The same story told through film wouldn’t even be comparable. It thrives on its atmosphere, and atmosphere in a videogame thrives on interactivity. Not every game needs to be BioShock, and not every game needs to tell its story through audio logs; however, games do need to remember that it’s not what a gamer sees, but what a gamer does that defines an experience.

BioShock 2 – Midway Impressions

Friday, February 12th, 2010

BioShock2-1I’ve been playing BioShock 2 for a few days now, and I can safely say that I’ve enjoyed every moment. 2K Marin’s return to rapture has me hooked on both the addictive gameplay and the storyline. As the world’s biggest fan of BioShock, I’m happy to say that BioShock 2 seems to be getting everything right so far.

The last article I wrote about BioShock 2 was a fairly broad overview, but today I want to focus more specifically on the new and improved features of BioShock 2. BioShock 2 doesn’t represent a massive overhaul from the original, but there are more than a few subtle facelifts, and a some notable new gameplay conventions.

Let’s start with one of the more basic additions: dual-wielding. In the original BioShock, you were required to switch back and forth from guns to plasmids. Not so in BioShock 2; as a Big Daddy, you pack heat in one hand, and plasmids in the other. The result? Faster, easier, more streamlined combat. It’s odd, because I never really considered it an inconvenience in the first game; but after playing BioShock 2, I wouldn’t want to return to the bondage of single-wielding.

Which brings us to the next difference: you play as a hulking Big Daddy. But fear not, tramping through rapture as the mysterious Subject Delta isn’t nearly as annoying as the Big Daddy suit-up near the end of the original BioShock. In fact, it’s not annoying at all – you can tell that you’re a heavy dude, but the game controls just as smoothly as the original did.

Which brings us to the most prominent new gameplay mechanic of BioShock 2: Little Sister adoption. Being a Big Daddy and all, the Little Sisters will trust you and allow you to “adopt” them – after taking down their current Big Daddy guardian, of course. Once you’ve adopted a little sister, you can perform two “ADAM pickups” – you find a corpse with precious ADAM inside, and let the Little Sister gather it for you. However, while she’s performing the gathering, every Splicer in Rapture comes crawling out of the woodwork. It’s your job to defend the Little Sister while she performs the gruesome task, and frankly, it’s not that easy – to turn the tides in your favor, you’ll need to plan carefully beforehand. For example, set a few traps, or hack some security bots to aid you.

It’s worth noting that you can simply harvest the sisters straight away if you’d like. There’s no need to go through the ADAM collecting process. However, this results in significantly less ADAM being awarded, obviously. And believe me, to survive in Rapture, you’re going to need all of the ADAM you can get. Overall, the adoption mechanic is a fun new feature, and successfully pulling off a gathering without getting shot to death can feel immensely satisfying.

BioShock2-2BioShock was well-known for its visceral, pseudo-boss battles against the aptly named Big Daddies. They were the only real enemies in the game that offered a decent challenge, and squaring off against one of them was always a nerve-wracking experience. In BioShock 2, the Big Daddies are still there, but they’re no longer the only tough kids on the block. Before long, you’ll be face-to-face with Big Sister – and what a meeting it is.

After harvesting or rescuing a few Little Sisters, you’ll attract the attention of Big Sister. A velociraptor- ish screech will fill the air, and the game will warn you that she’s coming. A good thing, too – because you’ll need to be prepared. After some tense  moments of waiting, she’ll finally attack, and the ensuing battle is always epic. Big Sisters are the polar opposite of the Big Daddies. Rather than being moderately slow and predictable, she’s amazingly quick and spontaneous in her motions. She’ll spend a few seconds leaping from wall to wall, and then without warning, attack and latch herself onto your helmet. I’ll refrain from describing an entire encounter in detail, but suffice to say, the Big Sisters provide some of BioShock 2’s finest, most intense moments.

I’ll refrain from gushing further. If you can’t tell, I’m having a blast with BioShock 2. There’s not an ill-conceived addition or upgrade that’s been made; rather, 2K Marin has found ways to improve on near-perfection. Good on them.


Wednesday, February 10th, 2010

Seriously, who cares?
bioshock2 doll

BioShock 2 – Initial Impressions

Tuesday, February 9th, 2010

BioShock2-1The original BioShock is among my favorite games of all time. Hell, it may be my favorite game of all time. Few other experiences manage to so seamlessly combine interactivity, narrative, and atmosphere, and even fewer manage to do it so artfully. Simple-yet-effective gunplay, a darkly gripping story, and an unparalleled atmosphere resulted in what was, in my opinion, a virtually flawless game.

So, as you can imagine, my feelings towards BioShock 2 have been mixed since the day it was announced. The first game’s story, while brilliant, was also rather self-contained – it clearly wasn’t written with the thought of sequels or prequels in mind. Also, seeing that the atmosphere to Rapture was such a driving force behind the first game, I wondered if it could be duplicated for a sequel.

But as you all know, I’ve warmed up to the idea of a sequel over the months. And now, after finally playing the first few hours for myself, my fears have all but been alleviated.

To be sure, stepping back into Rapture does feel very familiar – almost too familiar, at first. It’s the same city, with the same splicers, the same weapons, the same security bots, the same vending machines – you get the picture. A lot of the sense of mystery and wonder from the original BioShock no longer exists in BioShock 2 – but then again, what else did we expect?

Regardless, what I think I underestimated was the staying power of the city of Rapture. It was the star of the first game, and it’s undoubtedly the star of BioShock 2. Every nook and cranny of the decaying paradise just begs to be explored, and explore it I did. I found myself reading all the aged billboards, trying to make sense of the gratuitous wall graffiti, searching around for audio logs, and even looking up-close at the grotesque corpses that line the floors. In short, while the city of Rapture may not be quite as novel this time around, it’s still one of the most unique and atmospheric worlds ever created for a videogame, and it’s a literal joy to explore.

But like the first game, there are plenty of nasties around to ensure that you won’t spend all of your time taking in the sites. Combat is largely unchanged in BioShock 2, and honestly, I’d forgotten how much fun it was. The variety and creativity you can employ during battle is really pretty amazing. Why not set a few traps if you know enemies are coming? Hack a gun turret from a distance before the enemy even sees you? And don’t forget about all the flashy Plasmids you have at your disposal. Setting enemies on fire with a simple hand motion never gets old, I swear.

Also, while I haven’t seen much of it, I’m actually fairly interested in the story thus far. Again, the most interesting bits are revealed through audio logs scattered throughout the city. Andrew Ryan may be dead now, but many of his audio logs live on, it seems. Listening to him relate his struggles and ideological differences with collectivist Sophia Lamb (who happens to be the new villainess of BioShock 2) is highly intriguing.

So far, BioShock 2 seems to prove that Rapture has more stories to tell. I’m excited to see where the adventure goes from here. Look for more of my thoughts throughout the week.

Dammit (Part 2)

Tuesday, February 9th, 2010

Definitely did not manage to stay awake until midnight last night. Too sick.

And contrary to what I hoped, I don’t feel much better this morning. Called out of work.

However, despite my ailing body, I managed to drive across the street to GameStop and claim my copy of BioShock 2. As I write this, it’s installing on my PS3’s hard drive. It’s a whopping 5 gigs according to the back of the box, and it’s mandatory – it begins as soon as you pop the disc into your console.

Also, there’s no progress indicator, so I have no idea how long it’s going to take. Oh, and the musical track sounds a lot like Woody’s Roundup from Toy Story 2.

Anyway. If I can manage to stay conscious, I might write a little something about the game today. Also, I plan on saying something about Mass Effect 2. (I mean hell, I sunk 30 hours into the game, which is approximately triple the amount of time I’ve spent with any game in the past year.) Just don’t hold your breath for a HeyLookListen.

Sorry that it’s shit.

Monday, February 8th, 2010

From: Ethan

To: Oliver Motok

Feel free to make a completely different one. It’s really bad.

Bioshock 2 Week