We continue our push to finish off the Jupiter Empire forces before moving on to the Gamillans.
Read moreLet’s Play Super Robot Wars V: Part 233 – The Reason We Live II
We continue our push to finish off the Jupiter Empire forces before moving on to the Gamillans.
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In this episode, I’m giving my thoughts on the Donkey Kong Country Exposed video that was sent out to Nintendo Power subscribers, alongside the last issue of Nintendo Power.
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We run into the Gamillan, Neo Zeon, Jupiter Empire alliance.
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The Yamato’s lance has downtime between sorties – and scheming is afoot among the Gamillan forces (again).
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One of my guilty pleasures is the Dynasty Warriors games. They’re fun, engaging, somewhat mindless hack-and-slash games. However, they are not without their faults. There comes a point where you’ve put the Yellow Turban Rebellion down enough times that you just can’t play through it anymore. Thus the appeal of the other takes on the concept from within Koei and without. Such is the case with Fate/Extella: The Umbral Star.
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We finish off the remnants of the three fleets before moving on.
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Things escalate with the involvement of the Gardim.
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The battle continues to get a little more complicated.
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The Yamato fleet finds themselves in between a rock and a hard place.
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In the wake of sudden transhumanism, the Yamato fleet puts together its plan of attack.
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We finish off this second group of enemies, and one of the characters tries something really stupid.
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Another group of enemies shows up, unlike any we’ve seen thus far.
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We take down the Carrier group in what is clearly a very short mission and totally won’t dump another group of enemies on us.
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When I beat Shadowrun Returns: Dead Man’s Switch, I enjoyed the game but found it lacking in a lot of respects. While Dead Man’s Switch was an RPG that captured a bunch of the feel of the world of Shadowrun and invoked one of the classic adventures from the game, it was missing some of the dynamism of the RPG that other PC RPGs brought to the table. Shadowrun Dragonfall addresses these concerns and creates an RPG that is a more marked improvement over its predecessors.
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The Yamato runs into a Gamillan Carrier group.
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Earth Fleet Tenku is running into more resistance, so they need to draw off some heat, so the fleet splits up, with the protagonist sticking with the Yamato.
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We wrap up the special mission and get ready for another split.
(Apologies for the audio, I’m getting my new mic set up.)
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We continue to press the attack against the Gamillan supply fleet.
(Apologies for the audio, I’m getting my new mic set up.)
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With the Belt of Giant Strength, at last we can bash through the doors of Mendor’s Library and get this quest completed!
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The fleet is running low on supplies, so it’s time for some piracy!
(Apologies for the audio, I’m getting my new mic set up.)
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Team Mazinger goes on a little training exercise that doesn’t go according to plan.
(Apologies for the audio, I’m getting my new mic set up.)
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This time we have what might be the last new NES game to be featured in Nintendo Power.
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Our fleet finishes breaking through the enemy lines, as Dessler makes clear he can’t just be offed off camera.
Finally done blowing stuff up this mission.