209 Reviews liked by mordwywr


It was actually my first experience ever with romance. I'm dead serious. Just because I used to think Love Hina was actually only a Comedy show and also I wasn't aware of the genre Dating Sim back then. I hate this game for what it did to me and my brain, but it's not a bad game, so I can't be unfair with the ratings.
I was so in love with Kaolla. I guess it was my first waifu too.

I’m a big proponent of the idea that “limitations breed creativity.” That’s part of the reason I love indie games so much! Gorgeous photorealistic graphics and hundreds of hours of gameplay are all well and good, but with a low budget comes a willingness to experiment, to be rough around the edges in a way that connects with its target audience with a specificity that something with a bigger budget could never manage. That ambition is what I see most in I Was a Teenage Exocolonist.

IWATE is, first and foremost, a coming-of-age story. Mechanically and thematically I’d liken this game to Citizen Sleeper, but unlike that game which takes place over a couple months, IWATE is set over the course of 10 years. Your protagonist, Sol, is only 10 years old when their spaceship, the Stratos, arrives on the alien planet Vertumna. In this new and dangerous world, Sol navigates their teen years alongside the foundation of their colony.

The breadth of IWATE’s themes is astounding. The inter- and intrapersonal journeys had while growing up juxtapose the material conditions of the colony and their settlement in new territory, with environmentalism and colonization being the primary ethical issues explored. As a teenager, when can we trust authority? As a civilian, when can we trust those in charge? What do we do when those stupid, no-good, bossy adults are the ones waging war? What about when community leaders neglect the needs of the next generation they’re meant to foster? Being a teenager is hard, but try going through puberty and adolescence in the uncharted alien wilderness. Through these topics and more, IWATE masterfully weaves together sci-fi and coming-of-age into something greater than the sum of its parts.

\\ (The following section has minor spoilers.)

During your first playthrough, you eventually learn that Sol is in a time loop. This is, in part, a diegetic justification for New Game+; it’s not like, say, Undertale, where the true story can only be unearthed through repeat playthroughs. If you’re satisfied, you can put down IWATE after your first playthrough. But you’d be missing out on a lot.

For Sol, this time loop is a blessing, not a curse. IWATE holds a great love and empathy for humanity and our potential. You can’t do everything in a single playthrough. There’s no “Golden” end, where you max out every stat, befriend everyone, and lead everyone to a perfect tomorrow. Instead, you’re encouraged to construct the lives Sol could lead, the different people they could grow up to be. Each life is equally as valid as the next. What role will you play for your community?

\\ (Spoilers end here.)

Of course, it’s only natural that IWATE falls into some pitfalls with its limitations. The more choices there are for a player to make, the more choices there are that need to be accounted for. I wish there were more ways for characters to die, I wish there were more unique endings instead of career endings, I wish romance didn’t fade into the background after you’ve gotten into a relationship. I wish the team had more resources to really flesh out everything I’ve mentioned and more. But if they had had those resources from the start, would I Was a Teenage Exocolonist exist? Limitation breeds creativity, after all.

I’ve played through IWATE twice, and I plan to play it many more times in the future. It’s ambitious and its breadth of scope is breathtaking. I haven’t discovered everything and I don’t think I ever will, but it’s that sense of infinite possibility that compels me to see what else I Was a Teenage Exocolonist has to offer.

The child you were will not return.

I will be talking about all the chapters in the game one by one so its spoiler territory. I wanted to write this after Ishmael's chapter but said to myself nah I'll do it after Heathcliffs, which probably made my thoughts more organized. I'll probably update it after chapter 7 (canto 7, Don's chapter). For my thoughts on the game as a whole, this is the best gacha out there and it will only keep getting better and better with their writing quality and their ideas to implement evolving as Project Moon adds their previous ideas on it, expands the lore and gaining new insights while they experimenting/ making those ideas real. Even if you hate gachas this is still a must getting into if you love Project Moon's other works because it literally includes all of the previous ones, also its not entirely gacha as you can get everything with playing and in time. I think making Limbus gacha was the right choice because if it was a standalone game how would they add the new stories later, like, new dlc for new chapters? Sure you can use the argument ''they could finish everything and then publish the game'' and my response would be good luck waiting 5 years, with no chance of getting fixes after it releases and no cool other versions of sinners we get every week on banners, because you would probably had to play the game with base sinners if it wasnt gacha. Plus waiting for new cantos/in between stories of cantos (events) is the sweet nectar.

Prologue: What a cool introduction to a new story on pmoonverse with giving us two familiar faces from the previous entry (Leviathan) and making us question why Vergilius is here now and what the hell is going on with Dante. Wow our character cast is immortal as long as Dante can revive them, there are so many possibilies for pmoon to explore with this, like for example making extremely dire situations because they can challenge what a normal human cant with immortality. Oh Mili and Studio Eim (Studio Eim please upload the soundtracks to spotify please I beg thee) will keep on working for Limbus huh, okay we got music side covered they cant go wrong, cant wait for Mili songs in the future.

Canto 1: Our first sinner to get his conclusion and character development, it was good and exciting with a surprising ending. Gregor makes peace with his difference from others. We got so see more information on what happened to lobotomy corp branches after the previous entries, looks like we search for golden boughs and we got more info about smoke war because Gregor is a smoke war veteran and story took place in Gregors memories because of the golden bough. We also saw the main villains. So, characters and their stories are actually from literature and Limbus integrates them to its own story huh, cool, we can speculate what to expect from their books.

Canto 2: This one was weird and underwhelming from previous canto, I assume they rushed this because they were working for other aspects of the game and next canto and release date was nearing. There was no climax and Rodion didnt get her resolution, also no new info except there is a gambling district in the city. At least we saw funny interactions of the cast and how they are getting used to each other and to the job they do. Still sucks for Rodion but they might come back to this later.

Canto 3: Overall incredible and peak and makes you wonder how we come to this from canto 2's bland ending. We saw our most meek and always terrified sinner Sinclair get courage to stand up to this cantos villain, Kromer, and I think this is the most bitter one after Heathcliffs canto, people understate/ forget what happened to his family and town from what I've seen. If I remember correctly this is the first time we saw distortion since Library of Ruina, they keep on continuing building on the lore. Also we got our first Mili song (if we dont include opening Mili song) bgm, going more in line with LoR's formula. Made me wonder how can they top this at the time of experiencing it, which, it was at the launch of the game, what I mean is it looked hopeful for future content, if you start wondering how can they top this, pmoon tops it, works in reverse. This was also the hardest time for both devs and players with so many bugs or lack of quality of life options. If devs stopped giving a fuck we wouldnt get what limbus is today, so I applaud their hard work, just like what their stories conveys, they faced the fear and built the future. Most of the bad opinions about Limbus stems from bad launch or Velmori incident or people who hate the gameplay (skill issue)

Canto 4: Very emotional canto with again another peak ending and another question of ''how can they top this?'' (Im repeating myself and I will keep on doing it but its literally this every single time, plus my vocabulary isnt much good for me to talk about it detailed, but still I want to write a review about the game most excited I get nowadays, which is waiting for new limbus stories). We got to see why Yisang is depressed, we see the league of nine and we learn more about the most important aspect in the entire game: mirror worlds, its basically paralel universes of someone you can see on the other side of the mirror or extract with a another complex tech. Thats basically how we can use different versions of our sinners in combat and its inventor is Yisang. Another cool concept and how it makes Limbus work as a gacha, you wouldnt imagine a gacha with a low number of just 12 characters keep living in this medium but it actually works wonders with giving you more worlbuilding in those mirror world versions and stories of the characters, everything Project Moon does and implements expands on their lore (even the sandwhich restaurant HamHamPangPang). Plus you got to see more of the sinner(s) you like so basically a clever way of fanservice. Now getting back to canto, Yisang gets over his depression after confronting his past coworkers and seeing his smile on canto ending song and later cantos, seeing him become more sharing and talkative just melts you and gives you a smile too. If you get invested in these 12 characters you definitelly see them develop and change later with how they interact differently from earlier cantos, a genius writing as always and a living story, never staying stagnant, seeing those are one of the best enjoyments you can get from this game and other Project Moon works in general.

Canto 5: Ishmael is the most logical sinner aside from stoic and a machine of a being Meursault, but, she was also the most hotheaded one beside Heathcliff (which at this point Heathcliff became calmer after getting to know limbus crew better so Ishmael was the only one left out of the group) because of her obsession, which is, getting stuck on the thought of killing Ahab and getting her revenge. She would disagree at some points with Dante's choices in this canto and act on her own because she thinks its the most quick way for her to get to Ahab, making Limbus crew at a disadvantage or in danger, but at the same time she is the only one with immense knowledge on seafaring and the place they are on. Another point why she does this is because at this point in story sinners know they will get their spotlight, after witnessing it 4 times before they know it just like the player, their time will come, and Ishmael knows. Heathcliff knows too, with knowing hes the closest or next on the canto list, he tries to stole hair coupons for his canto and makes the situation hopeless unknowingly, because those hair coupons were Middle's, one of the fingers in the city, which never forgets the crime done to them. This was the thing I was talking about in prologue section with making the situation dire, Middle is way above their level and they fuck our sinners up hard, not even getting revived again and again saves them. At the same time it is about time for Middle to learn immortal sinners weakness, Dante, with no way of our own color fixer Vergilius to come help us (this is also the moment Fraudgilius memes appear). In the end Ishmael gets over her revenge after a fight with Ahab inside a whale and finds her way back, starts to make positive relationships with other sinners after breaking herself apart from just seeing one single goal. Again with this canto they increase the production value from previous ones, easily tops the previous canto again with overall quality increase and ending and they fix minor things like pacing issues in canto 4 which I didnt mention. We dont see Velmori's art anymore because of the incident (a sad korean drama and a lot of misunderstandings on english players side because of the confidentiality contract Project Moon made with Velmori at the time of drama) but I have to say, I prefer Naiga's art more, it works better with Limbus's tone and setting and more in line with previous game. Still, Velmori's character expressions were cute.

Canto 6: We came to Heathcliffs canto that he were despairing for this moment on both canto 5 and intervallo events and at the time of writing this is the best one with so many interesting things happening. More Leviathan lore, more mirror world and the technology for making identities lore, Vergilius beating the Fraudgilius allegations, our own sinner distorting, Dante getting a spotlight and we getting a boss fight similar to Black Silence reception in Library of Ruina, they have a beef with wifeless guys I swear. I didnt mention earlier again because it looked more fit here but this canto is the most clear we see Carmen trying to distort someone with voicelines and all because the one distorting is the closest to our team. We even see 2 cg arts of Carmen, that passes in the blink of an eye, from Lobotomy Corporation. After an absolute peak and cool of a boss fight Project Moon says nah its not over and breaks the hearts of the players more with a meta, fourth wall breaking gameplay cutscene, no wonder canto's name is Heartbreaking. Heathcliff's canto's ending is the most bitter with how it ends but he still has hopes for the future and determined to bring *** back. This is easily the best canto right now but I trust them to surpass themselves again in Don's chapter, we'll see in 3-4 months later.

A game about choices that doesn't understand their role in storytelling. A horror game that doesn't understand horror. A game that concludes a decent setup with an embarrassing ending.

The first half is bursting with jump scares, even the extremely silly ones where a deformed face screams at you directly, giving this high-budget game the feel of a free Unity horror game. We get some actual breathing room towards the end but at the same time the jump scares that still do occur destroy any leftover atmosphere. This is worsened by a dumbed-down narrative. The Storyteller is a childish addition, the archetype of a mysterious meta person who's above the narrative. His sole contributions are nebulous predictions and a patronizing pat on the back if you managed to save people - and maybe he reprimands you if someone died. I wouldn't know, I didn't bother to check any more endings.

And y'know, I got to my first ending and it sucked ass - a completely unexplained conflict suddenly emerged for that shitty 'ooooOOOoooo the evil thing is still out there' moment. I redid a dumb decision I made towards the end and saved everyone, but that ending is almost exactly the same and it still sucked ass. I even watched an ending compilation and they all sucked ass. If I let someone escape early and then save everyone else later on, why does that first someone come back to the spooky ghost ship alone and they don't even try to call each other before, while in the other endings he returns obviously not alone?

As often present in horror media, there's an ideology of nihilism where mostly bad things simply happen and you're forced to live with them. This cheap trick has little bearing because death can be thrown in at any time. Even worse, the game later tries and fails to rationalize the spooky happenings instead of staying with a purely supernatural explanation. As seen before in The Suicide of Rachel Foster, rationalization does not make horror more grounded, believable or impactful.

So what bearing do your choices have in the end? In a good narrative or even your local DnD campaign, the entire world changes with you. Here, there are binary choices: you survive or you don't. There is no moral, there is no larger point, character arcs begin and get thrown away. There's only a bunch of cutscenes with no emotional release. The gamification of the narrative can be seen by people commenting on how shocked they were when an early innocuous decision has grave consequences later on. One person even said that the storyteller is their favorite character. He's not a character, he's the writer's desperate attempt to give a nihilistic narrative an even more nihilistic twist.

Games like this are built on the belief that there's always a choice, but this one doesn't have an answer to any of them. As The Armed sang not so long ago:

Expectations, secret rattlesnakes
It’s never really how it happens
It’s never really how it happens

Very short but charming game that has you moving a hole around to swallow objects.

The hole enlarges as more objects fall into it, which seems like a setup for something more systemic, but disappointingly it's more like a puzzler where you just hit a sequence of specific events to progress. There is little rhyme or reason to how the hole enlarges, and most levels don't require you to do much besides tracking the size order of objects on screen. Even as short as this game is (a playthrough took me 90 minutes), a lot of it ends up feeling like busy work.

The game stands out with its sunny low-poly art style, and lolrandom humor, delivered by way of JRPG-esque dialogue cutscenes. All of this is very of its time, reminiscent of something like A Short Hike, and while the vibe is immaculate, the humor and story unfortunately feels very low effort compared to ASH, like it's just throwing random stuff at you and going "tee hee isn't this wacky and silly?! @_@".

There's a lot of potential here. I think with a more deliberate narrative and gameplay progression, this could have been a really interesting game. As it is, it's a charming diversion but not much more. Perfect game to get on deep sale or in a Humble Bundle. Two and a half stars.

a year ago I tried ender lilies and thought combat is clunky, unresponsive and I shelved after beating the first boss without giving it a second glance, now with the sequel coming soon (early access at the moment) I wanted to get back to the first game and oh boy did I got back to it and did my first impression aged badly. I simply had to get used to the overall feel of it and after that it just flowed from start to finish. I couldnt give my attention to games for about 1-2 months but ender lilies broke it and ignited my gaming side again with me being absorbed in this visually beautiful but storywise bitter hidden gem for 3 days straight. only nitpick I do have is that (and its probably my fault) while backtracking after getting new movement upgrades I felt I wasted my time because sometimes it wasnt clear what to do or how to find the the way even if I knew which paths got open (I checked one resting site for maybe 10 times and found the secret at the end of the game lmao), probably because map isnt detailed, I had to leave 2 areas not full so no %100 :(
also mili slaps as always, even though I knew and listened to ender lilies soundtracks before playing, it got even better while experiencing the game
I was not familiar with your game binary haze, you can cook and keep cooking. ender lilies is one of a kind game and a masterpiece at that. I'll wait for ender magnolia full release

this didnt feel like ryukishis writing at all. if we assume he just excuses ''war bad cant continue ciconia'' and actually got bored with ciconia then did he waste his time while writing loopers? dont get me wrong its not bad I enjoyed some moments but its nothing special with saving grace being art direction. some points were not explained like what happens to people on the outside of the loop (which is very important for me) and pacing felt rushed with could be potentially important moments for characters getting skipped or cutted midway literally. short fun though

This review contains spoilers

The first of the Final Fantasies remastered to show off all of its pixel glory. The pixel remasters are part of Square's attempt to bring the classic games in the FF series to modern audiences. With polished graphics and some nice QoL features, Final Fantasy 1 is a short, yet enjoyable introduction to one of the most recognizable franchises today.

Some level of "old-game design" still exists, so you may still find yourself looking up a walkthrough on where to go next. These games were certainly not designed to have the player beat all random encounters they come across, so it can be easy to overlevel important fights just by playing the game normally. If you can look past a few inconveniences, there's a magical adventure waiting in store.

100%: Finding all of the monsters for the 100% Bestiary can be tricky and time-consuming due to random spawns. The level 50 achievement may seem somewhat difficult, but you'll likely grind up to that by attempting to find the secret boss of this game.

This game is amazing.

I can't fully express how impressive and vast the options are in this game. I don't want to give a full breakdown with my experience in this game, as it would take far too long. Instead, I will simply add that I beat the game, have a couple runs going, and I disliked Halsin.

I had essentially no issues with the game, but I still find difficulty in whether it deserves a 5⭐ rating. For me, I think I burned out a bit playing this. Enough that I feel secure giving it a 4.5. I would still 100% agree with a 5.

The effort put into this game is on another level.

This review contains spoilers

“Not everything needs to be for some greater purpose. Just caring about someone can be enough. That’s all we need to give our lives meaning”

First of all, apologies if the following review is a bit all over the place. If anyone has read my previous reviews, they know I usually just post personal feelings towards the game rather than actually reviewing it. As I just finished the game, these feelings are very recent, so I may ramble more than I intend to. I don't really want to edit myself, so I’ll just put it all here.

It wouldn't be enough to say Persona 3 surprised me.
My previous and only experience with the Persona series was Persona 5, a game I liked gameplay wise but despised how it treated its own characters and story. When I lost my game file data not even 40 hours into the game, I gave up trying to play it myself. After all, if a story doesn't respect its own characters, their feelings, what is the point? It can’t be a good story.
Needless to say,because of that I was skeptical about persona 3. I had several friends tell me it was the best persona and since it had just gotten the remake and I really needed something to distract me from life and how kind of bad it has been since the year started i thought, why not? It may as well give me a good time, even if i may later regret or get upset at its writing

That is Not what happened. At all.
Persona 3 is a game that clearly cares for its characters, their purpose, their feelings and their relationships. Not only with each other, and with the main character, but with themselves too. What they set out to do they do for a reason that they later may or may not confront if that was the real reason they did it for, but these characters…they felt real to me. Even if the writing feels a bit too ....”anime-like” sometimes, I could believe these characters. I could believe IN them, feel with them as things happened and see how they grew as people. I found myself extremely attached to the cast. Yes, even Junpei, who I thought would just be the annoying funny guy friend trope kind of character, I found myself surprised at his character development. I cried with him.

Persona 3 did not fear to stick to its themes, to my surprise. I really did get into the game knowing nothing, so while I immediately understood (well, it's quite obvious) that the main theme of the game was death, and finding meaning in life, I did not know how far they wanted to take it. The loss of some of the cast really shocked me, but it was done well and it did make for a really great story.
I found that what the game wanted to tell it did so very well. Especially with the help of characters like Aigis. I find that her character was the one I liked most, because of her search for meaning when she doesn’t consider herself alive as she does everyone else. I thought her words and her description of life were so beautiful, I found myself tearing up several times at some of the things she said about living and what it means.

Before I get too personal, I guess I do have to mention that the game has its issues. Gameplay wise I found that most bosses weren’t really great designed. I found myself wondering if they simply kept them as they were in the original, and they didn't think twice about the issues with the design of them. I haven’t played the original but some gameplay choices felt very…old school I guess you could say. Also it was extremely easy to be overleveled in later bits of tartarus…though I guess that could be my fault, too. I wish the game divided its social links better too. There's only 2 night social links, that you max out pretty fast. Most of your social links are at school which means youre fucked when theres no school. Why can’t I advance the social links of at least the girls at the dorm outside of school time? I don’t really think that's a great choice, especially since I'm frustrated that the only two social links I couldn't max out were Fuuka and Yukari…I was so close…
As for the rest, the gameplay loop was interesting and I don't have much to comment on it, though I feel that as you advance through the game you end up having too much free time. I just walked koromaru way too many times, and while I do love him it feels like wasting time when I know I have social links I can't max out, I guess. But I wouldn't say it's necessarily a bad thing.

I am not great with words. I’m sure I’ve mentioned this before. So I don’t know how to describe how I feel right now. As I said before, the game’s ending is pretty recent to me. As I type this, I only finished the game a mere…10-20 minutes ago.
I think what hit me more about this game is…well I guess I’ve been having a hard time lately. More than I’d like to admit. Life feels pretty meaningless sometimes, even when I’m having fun, even when I'm with my friends, when I'm by myself I think. It’s all a bit too much. I guess there's always a little bit of apathy that comes with being alive. Sometimes you think about everything a bit too much. Some days life is like normal but others, it feels like you’re just going through everyday life because you have to. I’m sure most of us feel like that every once in a while. I wouldn’t say I have a hard time, but sometimes it’s just well. Too much.
In those moments I'm always looking for something that will get me to just…think of how much worth it everything is. I always resort to media in my hardest moments, not only for the distraction but because I find fictional stories incredibly comforting, and they always keep me going.
I guess, what I mean to say is, persona 3 was that for me at this specific moment. While the game talks a lot about death, and it does so well, what hit me harder were its words about living. And I really want to take those with me. I believe I understand now why this game is loved by many people.
I believe the ending couldn’t have been better, as sad as it is and as much as I cried, it made it’s point and truly, it was just beautiful
Overall, I think it was a good game.

“When you think about it, it’s a miracle that two given people are able to ever meet in this chaotic flow of time and space. That’s why we find happiness in forging bonds and friendships”



not sure how to rate this since i found most of the items by just speed-clicking interesting items across my screen. the artwork is cute but honestly the online levels are more creative, fun, and way less frustrating than the story maps

Rez

2001

What an amazing experience. Everything about the presentation and feel is just so cool. Gameplay is mechanically simple but very satisfying, and the variety of encounters is great and paced out perfectly. Everything about it is so elegant that it feels hard to talk about much other than just saying you should play it yourself if you haven't. The main reason I even wanted to write anything is to talk about my experience with trying it previously. I played the first level in the remake a couple of years back (also tried it in VR, which looked cool but did not play very well), and I thought it was neat but it didn't compel me to keep playing. Trying the original Dreamcast version it instantly clicked, it really feels like the way the game is meant to look and feel. Maybe not everyone's experience but I don't see anything about this that needs updating anyways. Anyways, absolute banger of a game, easiest 5 stars in a while.

what a fun and unexpectedly emotional story. the gameplay feels like fire emblem strategy set in the persona world, which can be a bit simple in the main story maps but gets increasingly complicated in the challenge/side maps, especially those where you have to accomplish an objective in one turn. the chibi art style might turn people off but this feels very at home with the main game's story and themes with two surprisingly charming new companions.

"No." That's my thought as I finished my last mission of the game. I just completed Chapter 3, I'm 19 missions in, and completely exhausted. I check the achievement list and there are 9 chapters in total. 51 missions. That's when I abandoned this content mill of a game.

It's hard to describe the repetitiveness, the lack of anything memorable so let's start with the most obvious issue: the 19 missions I played took place on 6 unique maps in total. Four maps were played quadruply, one map twice, one lucky map just once. Not many changes happen to the maps between the missions apart from the objective. Especially for my slower playstyle with lots of carefully knocking out and hiding enemies, it's atrocious to return to an area that you cleared in a previous mission that's now sprawling with them. Four times. On four maps.

Hey, it still could've been good. Unfortunately, even ignoring the inane repetition, the missions themselves aren't good either. There's one I distinctly remember: The map had two main areas. Unsure where to go, because the marker only appears when you're already rather close to the objective, I headed for one of the areas and knocked out everyone there - oh hey, one specific dangerous (now unconscious) enemy holds a quest item I can pick up! But apparently, I still need to to talk to an informant on the other side of the map. He says I gotta pick up this quest item (ok cool i'm so ahead of you) and kill the dangerous enemy - so let's run back to the guy, kill him, then run back to the informant for some reason, and then end the mission. Fun...? The newest Hitman trilogy had me repeating the same map over twenty times (voluntarily!) and it worked because the levels had incredible intricacy, which Aragami with its limited resources can't reach at all with its mere changes to enemy placements that you barely even notice.

It's obviously optimized for coop so maybe it'll be a blast there (which is the very least a coop mode can do), but the singleplayer experience is tragic. At first, I thought it would be more story-based like its predecessor, but after getting bombarded with a whackier world, giant tutorial screens straight out of 2014 (I know what parrying is thank you very much) and a very gamified experience, it was quite clear that this is a game game. Everything you know is in there - a skill tree? Crafting (which is actually just buying stuff at the store)? A hub world? Cosmetics? MORE cosmetics??? This game was stretched as far as possible. It has an achievement for skipping a cinematic, and 60% of players got it.

This is the first game I abandoned. I played worse games, but for shorter. Playing Aragami 2 feels like reading one of those spam SEO blog posts where all the paragraphs are the same but worded slightly differently. Play literally any other stealth game instead.

I loved every second of this game. The incredible story telling, THE MUSIC TO GO WITH IT, the unique gameplay style and loop. It was all a wonderful time. Still waiting for the day a "sequel" or something similar to this game comes out. I was on the edge of my seat the entire game.