Monthly Archives: June 2011

Games Completed in 2011, #23 – Borderlands, Claptrap’s New Robot Revolution DLC

Okay, time to be honest. Not that I’ve never not been honest with y’all, but it’s a good, catchy phrase to start a post, and I guess the honest part here stems from the fact that I feel very guilty about not remembering very much about the last DLC for Borderlands, the one all about Claptraps, the one awesomely titled Claptrap’s New Robot Revolution. I do remember that I had to collect a boatload of Claptrap parts, which was not very fun, and then after that it gets fuzzy. Think there were some boss fights with bosses I had already defeated in the main game, but this time they were Claptrapped, but not any harder or different from their true, former selfs. At the end, I took down a giant Claptrap that spawned an endless army of Claptraps with a few shots from my always helpful turret, a couple grenades, and a tiny pistol that sent shocking bolts of electricity from bot to bot to bot. Credits rolled.

That’s kind of it. It’s mostly one large fetch quest, and then several crawls across the map to fight a boss you already once fought.

The add-on’s biggest re-playability comes in the form of its Achievements, many of which I will not unlock for many, many months. Several are based on collecting special dropped loot from Claptraps, and while there are plenty of chattering robots to shoot, the drop rate of panties, 3D glasses, pizza slices, oil cans, bobbleheads, and fish in bags is amazingly low. Like, staggeringly low. I once spent half an hour and shot up over 50+ Claptraps to only earn a single pair of 3D glasses, and at that point, I had already unlocked It’s so realistic!, the Achievement for getting five 3D glasses. I’ve gone back several times to see if I can inch closer to collecting all these bizarre items, and each time it’s only one or two of the desired loot, more often than not stupid 3D glasses, of which I NEED NO MORE. So that’s annoying.

I guess if there’s anything to be remembered about Claptrap’s New Robot Revolution is that it’s…annoying. Bring it on, Borderlands 2!

The top five greatest things about L.A. Noire

L.A. Noire is not Grand Theft Auto IV set in the 1940s, and for that I’m eternally happy. That’s not what I wanted. I wanted that open-world feel, but more guidance, more direction, and that seems to be the case here, pun intended. A linear game set in an open Los Angeles that, if you want, you can go explore and get lost in and attempt to run citizens over. But you’re a good-natured detective, and a detective like that moves slowly, meticulously, combing crime scenes for clues and interrogating suspects and musing with partners over possible plans of action. Sometimes action takes precendence, with Cole chasing suspects on foot or car, or trying to survive a shootout, or desperately trying to keep his hat on during a fistfight. But it’s the detective work and questioning of suspects and branching paths that make L.A. Noire its own game, and not just Grand Theft Los Angeles.

Oh, and here are five other great things about L.A. Noire:

5. Make a face, any face

This might surprise some to find my praise of the facial animation not number one of this insignificant list of mine, but that’s how I roll. I like the face work, I do. It’s very impressive, especially considering that both Tara and I immediately recognized Greg Grunberg as Hugo Moller just on his face alone. We were like, “Hey, it’s that guy!” And we were right. It was that guy. And we recognized him before he spoke, whereas it is often the opposite that confirms a suspicion about a voice actor in a videogame. And then Hugo began to talk, and it was like I wasn’t even in a videogame anymore, just a show on TV, where a guy was being questioned, and he was answering accordingly, twitching and looking away and furrowing his brow as we all do, and we had judgment calls to make.

4. All that jazz

In the late 1940s, after the horror of World War II, music reflected American enthusiasm tempered with European disillusionment. Jazz and solo singers breaking free from big band ensembles ate up the limelight, and Rockstar took it a step further for L.A. Noire‘s soundtrack, utilizing the remixing skills of some of today’s best DJs to create new versions of the old. Billie Holiday, Ella Fitzgerald, and Lionel Hampton are re-imagined in spectacular ways. Take a listen, I promise you that the songs are intoxicating and hypnotic. It’s a shame that I don’t drive around more to listen to them, but more on that in a bit.

3. That carrot is not irrelevant

When at a crime scene and searching for clues, Cole can pick up and inspect a number of items, many of which are either red herrings or simply inconsequential to the case. My favorite pick-ups are inside a suspect’s house, where Cole will meander into the kitchen, pick up a carrot, and stare at it for minutes before finally deciding that, yes, it’s most likely not the murder weapon. I’ve also noticed his love for picking up boxes of laundry detergent. Either way, it’s nice that they kept these items in, as it does give the feeling of truly examining a crime scene, no matter how silly they ultimately are. Always examine shoes, too.

2. Baby steps up the stairs

Y’all might think the facial motion capturing work in L.A. Noire is its greatest achievement, but you’d be wrong. Somehow, after seven years of programming and coding and researching, the people at Rockstar and Team Bondi were able to perfectly capture the way people climb stairs. If you don’t hold down the run button, Cole will climb a set of stairs in itty bitty steps, bobbing his head all the way up, like a jogger running in place. It’s hilarious and at the same time instantly recognizable; we’ve all gone up stairs like this at one time or another, placing both feet on each step all the way to the top, and it only helps to nail down immersion and authenticity.

1. You drive, I’m lazy

Most cop-work is done in pairs. Partners are not just a stereotype of the cop genre, but an integral aspect of working the streets and solving crimes. Plus, they can act as a personal chauffeur. At just about any point, you can hold down a button and have your partner drive to the next location. This is wonderful. You still get to listen to the interactive dialogue you’d hear if you yourself drove, but now you can listen without worrying about running into another car or careening off a cliff. If there’s no dialogue to be had, you simply warp to the desired location via a short loading screen. Again, this is wonderful.

One of my biggest gripes with Grand Theft Auto IV is how sadistic the mission structure was, often having you drive across two bridges and many miles to start a mission. Upon death or failure, you’d have to do all that again. It was even hard to stay on track in games like The Saboteur and Red Faction: Guerrilla. Here, in L.A. Noire, arrival at your destination is guaranteed. Occasionally, I do drive, but it’s always messy, and I rear-end a lot of cars, which gets my partner all huffy and puffy. Not needed. Hopefully this is something every open-world game can implement though how is not a quick answer to me. The fact that you are constantly paired up with a second person surely helps.

Don’t think I’m 100% sweet on the game though. There’s plenty I dislike, and if y’all are good and enjoy this post and share it with Reddit and Kotaku and StumpledUpon and the whole Interworld so that I can get rich and famous fast, then I’ll do a post on the five worst things in L.A. Noire.

Old World Blues DLC for Fallout: New Vegas delayed until July 19, 2011

Notice that I didn’t say “scheduled for release” or “dropping on” or anything official or fun like that. That’s because, when all crime scene components are scrutinized and reviewed, when the coroner is done determining the cause of death, this is actually a delay, not an official release date. See, we were told some months back that a rush of Fallout: New Vegas would be hitting us after the lengthy quiet period from Dead Money until Honest Hearts. That last DLC add-on came out in May on time, and the next two–Old World Blues and Lonesome Road–were lined up to follow in June and July, respectively. Bing, bang, boom–one after the other after the other. As an admitted Fallout junkie, this sounded heavenly to me.

Part of the delay of Old World Blues is to make room for yet another patch to fix further problems in the game. That’s good and all, but now I have to wait until the middle of July or so to explore new content when, all along, I’ve been getting ready for such adventuring since the beginning of June.

Not gonna hide it, but I’m pretty bummed about this. I’m going on vacation next week, and it’s the sort of vacation where one just lounges around, drinking peach-flavored sangria and playing games and enjoying the peace and stillness, the walks to WaWa, the carpet beneath bare feet. I was hoping to purchase this beforehand and then spend some time kicking back in the Big Empty. Guess not. And it looks like Bastion also comes out right when I return from vacation. What a shame. Don’t gaming developers know my schedule and plan accordingly?!

Looks like I should try to save some L.A. Noire for vacation time then. One million bottle caps says that Lonesome Road doesn’t come out in July; more likely in October to help celebrate one year of the most unpolished game ever. I still like it though, but yeah…

Color versus black and white in L.A. Noire

L.A. Noire is defaulted to play in color, which is a bit odd given its namesake and obvious admiration for film noir, low lighting, and unbalanced compositions. You do have the option to switch between playing in color and playing in black, white, and gray, but you can only select this option after starting the game and getting through its first chunk of cutscenes. That’s unfortunate because now you’ve already experienced the game in color, albeit just for a bit, and I guess it’s kind of like making a turkey sandwich, taking a bite, deciding that today isn’t turkey’s day, stripping the sandwich of its meat, and then replacing it with bologna. I mean, why didn’t you just make a bologna sandwich to begin with?

Okay, food analogies aside, after the opening narration and cutscenes, I switched over to black and white via the main menu options just as young, calm detective Cole Phelps and his partner began searching an alleyway for clues about a recent shooting. The change from color to black and white was phenomenal, striking even, especially with both detectives wielding flashlights, casting these sharp, bright cones of white on everything. It made searching for clues a little tougher due to the epic wash of white, but you truly felt like a bit part in a hardboiled police procedure.

And then a little later the game informed me that doors with golden yellow handles are open to Cole while doors without golden yellow handles cannot be opened. Great. In grayscale L.A. Noire, all door handles look exactly the same: a solid gray. There’s no way to tell the difference except to have Cole walk into every single door, making him look like a complete tool eight times out of ten. Strike one against black and white. The second strike came a tiny bit later as I was flipping through the game’s manual and noticed that, during gunfights and skirmishes, loss of health is indicated by the world’s color fading from color to black and white. The more muted it gets, the closer Cole is to his coffin. Perfect. In grayscale L.A. Noire, you can’t tell how much damage you’ve taken because the world around you is already muted and monochrome. The world doesn’t, for instance, revert back to color upon being wounded. It just stays the same. Strike two.

There’s no strike three. Two reasons were enough to convince me to switch back to color, and while it is not as aesthetically pleasing, at least I can be sure that playing the game will be easier. Certainly, I’ve found doors with golden yellow handles much quicker.

The Saboteur did not make a big splash on the gaming scene, but it’s a game that surprised me and took me for a wild ride across Paris; as the Nazis were destroyed and pushed back, color returned to France. It was a neat gimmick, but those early levels of the game where the only color you can see is red were so attractive and haunting. Same kind of goes for Fallout 3, wherein the Lone Wanderer is transported back to a simpler time before the bombs dropped, to Tranquility Lane, a virtual reality simulation housed in Vault 112. Here, the player will have to free his father from the same trap while dealing with a small neighborhood of 1950s-perfect people. Everything is seemingly pulled straight out of Pleasantville. Both games have a lasting impression on me, and both for the same reason: the excellent inclusion of effective noir stylings. It shouldn’t get in the way of gameplay, but it should definitely set a tone, pun intended.

Other than not being able to truly play in black and white and enjoy myself, I’m having a great time in L.A. Noire staring down suspects and searching for clues. As well as letting my partner drive me to and fro. Every open-world game needs chauffeurs. Yup, even you, LEGO City Stories. I just got up to the first case for Homicide called “The Red Lipstick Murder,” and I’m looking forward to solving some more mysteries this weekend. With Tara’s help, too. She’s like my very own personal assistant detective. “She’s lying! Look at her face!”

Reggie Fils-Aime has 99 problems, and the 3DS is one of ’em

Recently, NOA president Reggie Fils-Aime spoke with Kotaku at E3, claiming that the two main problems holding back the Nintendo 3DS from global greatness were a lack of Nintendo franchise games and a lack of a functional web browser. He purports that these problems are being snuffed out, what with their shiny new eShop and debut of several Nintendo-branded titles earlier this month. He does not believe the 3DS was launched prematurely. Clearly, he’s delusional. And wrong.

Not about the 3DS in terms of its two biggest problems. A lackluster launch lineup did not do wonders for the system. All it would’ve taken was a single new Mario game, and those things would’ve been gobbled up doubly. Alas, we got things like this and this, and were forced to wait for good games to first be announced. So far, not much has come out, and while many are loving The Legend of Zelda: Ocarina of Time 3D, it’s not exactly anything new to ogle. The lack of a web browser isn’t as huge of a cut as I suspect it is; if I have my 3DS on me, and I want to go on the Internet, chances are I’ll have an easier time on my phone or be able to find a laptop within minutes. Once I got the browser with the latest system update, I searched my way over to here to see what Grinding Down looked like on a tiny touchscreen. It’s okay, but the process was slow and clunky, and I probably will never use it again.

The online marketplace is welcoming, but not perfect. Why it–and the online browser–did not come ready to go with the 3DS back when it launched is mind-boggling. The fact that there was a button you could push for the browser which brought up a message like “The browser will be added at a later date” does an excellent job of fighting the fight against Reggie’s bizarre claim that the system did not launch prematurely, that this was exactly how they planned to do it all along. To, y’know, launch with weak games, no store, no online capabilities, strange friends list functionalities, and unclear plans for future growth. Sounds like quite a plan.

No surprise Reggie did not talk about the 3DS’ battery life. I guess in Nintendo’s eyes it’s not a problem, and the less it’s brought up, the less consumers will notice. That is until that red light starts blinking after a measly few hours of gaming. How is anyone supposed to watch a Netflix movie in 3D on this thing again? Curled up next to an electric socket, plugged in?

I have a 3DS. I do not love it, but I use it a little bit here and there, with its biggest gimmick always turned off in hopes of gaining an extra 15 minutes of battery life. The system has a lot of problems, and few fun titles to play on it, and the ones that seem like a good time are still many months away. It’s disheartening to see Nintendo’s lack of drive in making this system above and beyond the call of duty, but I guess that’s always been their stance in the industry: cool ideas and empty promises.

Stephen Stills and Kim Pine as adorable vigilantes

On a whim, I played a teeny bit of Scott Pilgrim VS. The World: The Game the other day, a game I haven’t touched since I completed it in February. And within a few minutes, after killing maybe ten to fifteen camera-wielding paparazzi goons, I unlocked the following Achievement:


Vigilante (20G): Defeated 1,000 enemies.

Do you know what that means, Grinding Down readers? It means that, for months–for MONTHS–I was just sitting pretty, only a few pummeled punks away from a seemingly impossible Achievement. There’s no in-game tracking system, and while it did feel like Tara and I as Kim Pine and Scott Pilgrim, respectively, killed a ton of dudes, I never imagined that number would’ve climbed high enough to be even an inch close to the big total of 1,000. And Stephen Stills was the one to take us to the edge and over, dropping one heck of an elbow. Truly, it was a magical moment, and I rewarded Stills as any man should be rewarded, with one of everything at the Fancy Chip Wagon.

And then there wasn’t anything else pulling me forward so I turned the game off, squeezing in some Street Fighter IV online fights and Borderlands. The remaining three Achievements in SPVTWTG are very grindy, and considering how much I struggled through the main game on the easiest of difficulties, I doubt I’ll put myself through it again. I think toppling 1,000+ enemies is more than enough for our ragtag bunch.

Check out my coverage of the first 30 minutes of Link’s Awakening

Hey! That Ocarina of Time game is being released again for like the seventh time today, now gracing the Nintendo 3DS with its legendariness and N64 graphics. I’m still unsure if I even care enough to want to check it out; more than likely, my second Big Name retail purchase for the 3DS is gonna be the next Animal Crossing title. Which, evidently, lets your character dress up like Link. Life’s a funny thing.

But another Zelda game was re-released in the last week or so, and that one I’ve actually played a bit. It’s called The Legend of Zelda: Link’s Awakening, and I covered the game’s first 30 minutes for The First Hour. CLICK THIS SENTENCE TO READ ABOUT ME FAILING TO REALIZE I COULD MOVE SEA URCHINS OUT OF THE WAY WITH THE SHIELD.

That was posted a few days ago, but I forgot to link to it. My bad. Yeah, Link’s Awakening is a lot of fun. Easy to pick up, easy to put down for a little break. The music, my gods…the music. I’ve progressed a little further too; now I’m trying to collect enough golden leaves to appease some dude who–I’m assuming–will help Link on his journey to make the world’s largest omelette. I’ve gotten four down, but still need one more. Hopefully I won’t have to resort to using a walkthrough, but the overworld map is pretty big, and Link–a.k.a. me–can get lost fairly quickly.

Games Completed in 2011, #22 – Find Mii

This Nintendo 3DS minigame actually required a good amount of time and attention, and so it’s making the list as a completed title for 2011. DLC and minigames, huh? At this rate, I’m going to start considering things like “waking up” and “eating a yummy lunch” to be completed games, and before you know it we’ll be in the triple digits. Looking forward to that, as well as hitting twenty-five completed titles as I can then buy L.A. Noire guilt-free, and the timing on that is most likely going to perfectly align with an upcoming vacation. Mmm…

Anyways, Find Mii. It’s one of two minigames found within the StreetPass Mii Plaza, and it’s basically a tiny, simple RPG with a small level of strategy to it. Your Mii–the version that looks like you and that you send out to other 3DS systems to hang out, that is–is captured by a mysterious monster and locked in a cage. To free him or her, you’ll need to either hire cat/dog heroes (depending on your preferences) or tag other 3DS punks and use their Miis to fight off ghosts, open treasure chests, and progress through a multi-room dungeon. A basic RPG, wherein the color of the Miis and heroes you use determines their magic ability; some spells work better on specific ghosts, and there’s one dungeon room that simply won’t let you do anything unless you have somebody in a white shirt.

Strategy involves knowing how to attack ghosts in a certain order or with a specific spell up front. Let me say that Poison (purple shirts) and Invigorate (orange shirts) are great and should be used first to get the most out of them. Sometimes a ghost will have a colored shield, and the only way to break through is to attack with a same colored hero; sounds easy enough, but the heroes you purchase are random, and who can ever predict what color shirt another 3DS owner’s Mii will be wearing. It’s a lot of luck first, strategy second.

For the longest time, I was spending Play Coins to hire a few kitty cats to fight for me, which meant very slow progress. It wasn’t until MoCCA 2011 that I started to tag people like crazy and was able to get through a huge chunk of the dungeon; the final end boss, however, required constant hero-purchasing, but eventually I was successful in saving, uh, myself, and then there was some end credits and the option to play again to find even more hats for my Mii to wear. I wish I had saved my final end-game stats, but alas, nope. I’d guesstimate that I used somewhere around 150+ heroes to beat Find Mii for the first time.

Here’s a checklist of the hats I’ve unlocked so far:

  • Mario Hat (Earned from clearing Room 01)
  • Luigi Hat (Earned from clearing Room 01 on your second trip through the game.)
  • Toad Hat (Earned from clearing Room 10 on your second trip through the game.)
  • Bowser Hat (Earned from clearing Room 08 on your second trip through the game.)
  • Red Pikmin Hat (Earned from clearing Room 06)
  • Blue Pikmin Hat (Earned from clearing Room 04 on your second trip through the game.)
  • Yellow Pikmin Hat (Earned from clearing Room 11 on your second trip through the game.)
  • Link Hat (Earned from clearing Room 08)
  • Samus Hat (Earned from clearing Room 12)
  • Metroid Hat (Earned from clearing Room 12 on your second trip through the game.)
  • Kirby Hat (Earned from clearing Room 07)
  • Cat Hat (Earned from clearing Room 04)
  • Dog Hat (Earned from clearing Room 09)
  • Bunny Hat (Earned from clearing Room 06 on your second trip through the game.)
  • Crown (Earned from clearing Room 13)
  • Ultimate Hat (Earned from clearing Room 13 on your second trip through the game.)

Of all of ’em, I enjoy the crown, mostly because I got used to seeing my Mii wearing it while stuck inside a cramped cage. See:

For being free, Find Mii a fine little distraction, something to do every now and then when you notice you have a tag or abundance of Play Coins, but once all the hats are collected, that’ll be it. Maybe via system updates, Nintendo can include new dungeons (and hats!), as well as new puzzles to collect pieces for. Doesn’t seem like a hard thing to do. Plus, I have like 150+ Play Coins just sitting there, collecting (3D)e-dust, waiting to be spent. Let’s keep this going, okay?

Fail to the king, baby, and PR blacklisting ballyhoo

I’ve only ever played a single Duke Nukem title in my entire gaming life, and that was Duke Nukem: Time to Kill, and even then it wasn’t for terribly long as it was just a snippet of the game included on some free demo disc. Think it might’ve been shipped to me thanks to my die-hard subscription to PSM. Can’t remember. Might have to search through boxes later to see if I even still have it. I remember it opening in a strip club, having to fight off piggish cops (literally), and that the titular Duke never ran out of one-liners. He was like a manlier version of Gex that reveled in crude violence and raunchy topics. I was 14 or 15, and even then I didn’t think he was too c0ol. Gex and Bubsy and Blasto were more my style.

And so, while the fact that Duke Nukem Forever, a game long burdened with problems, was finally released this week, I couldn’t care less. It’s getting ripped apart left and right. What’s truly fascinating though is watching the industry unfold as bad reviews pepper the Internet and PR companies get cranky. Take Jim Redner of The Redner Group, a PR company that is trying to promote Duke Nukem Forever. Just the other day, in response to numerous bad reviews, he tweeted the following:

Ah, the distinct scent of blacklisting. It stinks, for sure. And usually, it’s a behind-the-scenes sort of thing in the gaming industry; websites surely get blacklisted all the time, but it’s done with a cold shoulder, a lack of email responses and no more review copies sent over. That sort of thing. Here, however, was a public threat, and Jim Redner quickly saw the error of his ways, delivering an apology:

“I have to apologize to the community. I acted out of pure emotion. I will be sending each of you a private apology. I need to state for the record that 2K had nothing to do with this. I will be calling each of you tomorrow to apologize. Again, I want everyone to know that I was acting on my own. 2K had nothing to do with this. I am so very sorry for what I said.”

Shortly after, The Redner Group was dropped by 2K Games as a representative of their games. Good for them.

In all my many months here at Grinding Down, I’ve only ever been sent one review copy, and that was for Monster Tale. I really enjoyed the game, and I wrote a nice review for it, giving it good praise while still pointing out its flaws. If I had hated the game or thought it to be a pile of monster poo, I would’ve said so, and maybe I might have been blacklisted for such “venom.” Hard to say. The point is, you gotta stay objective and can’t let online bullying and threats of being locked out stop you from doing your job, which, as game journalists, is telling the public whether X game is truly worth $59.99. This is why I trust websites like GiantBomb or smaller gaming blogs over corporate headliners like GameSpot.com and IGN.com; I’d rather someone tell it to me straight than dance the line by upping a review from bad to mediocre because of fear and want of SWAG and cool perks.

Top five E3 2011 announced games that I desperately do want

I’ve never really paid too much attention to E3 in the past, but this year I got the itch, and I actually watched some of the press conferences live over the Interwebz as they happened and, thanks to the killer kids at GiantBomb, listened to many podcasts and interviews, as well as devoured every bit of data put out there. And there was a lot to be put…out. Um, that sentence didn’t work as well as I’d have liked, but whatever. Let’s move on.

Videogames! They’re always coming out, and I always want ’em. And while E3 is usually about the big names, the same ol’ shooters and Kinect jazz hands and next iterations in the big name franchises, there’s also a lot of smaller titles there. Sure, they don’t get the same coverage and applause, but dang it, they should. A lot of them have potential, I promise. More so than the Wii U “experiences” at least.

Here’s the top five games that debuted or were announced at E3 2011 that I want to gobble gobble in the near future. Well, probably not the near future, as many of these titles are still a ways off, but a gamerboy can dream.

5. OverStrike

Insomniac Games is one of my favorite developers, and one of the big losses of choosing the Xbox 360 over the PlayStation 3 was losing access to the wonderful Ratchet & Clank series. So, when the rumormill started churning recently, and word was that Insomniac Games was going to announce a new multiplatform game, well…I got excited. Welcome, OverStrike! It’s not a shared Ratchet & Clank title, but it still focuses on crazy weapons, as well as class-based shooting. I’m usually not fans of these types of games, but knowing what kind of creative team is behind it is more enough for me. Okay, I’m in.

4. Luigi’s Mansion 2

The Internet has been quick to remind us all that the original Luigi’s Mansion was not as good as we are remembering it to be, but phooey on them. I thoroughly enjoyed Luigi’s Mansion, thinking it to be a great change of pace, giving the other brother some love. Hearing him call out for Mario always got a chuckle in the room. Plus, I believe in ghosts, and they should all be vacuumed up for being very real things that really scare me. Think this will be perfect on the 3DS; a little ghost-busting on the go. Okay, I’m in.

3. LEGO City Stories

An open-world GTA-esque game featuring…LEGO characters. Y’all know my deep love for the LEGO games, and y’all know my deep hatred for the majority of GTA-like games. Hopefully, this fusion will be a game-changer. Maybe because it won’t be so serious. The fact that it’s coming out for the 3DS is interesting; hopefully they can fit an entire seamless city on one of those wee carts. Okay, I’m cautiously in.

2. Rayman: Origins

It looks simply gorgeous, retains the same fun and strong side-scrolling gameplay, and is going to allow for user-generated levels. Okay, I’m in.

1. Sly Cooper: Thieves in Time

Sonofabitch, now I need to buy a PlayStation 3. Okay, after I rob a bank, I’m in.

What newly announced games are y’all excited for? Phineas and Ferb: Across the 2nd Dimension? Shame on you, Grinding Down readers.