Pathways Into Darkness Review

Pathways Into Darkness Review

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When I hear 90s dungeon crawler, I usually think of  Eye of the Beholder or Dungeon Master or of course Ultima Underworld. It also reminds me of a lot of adults  worrying about Satan, so I wasn't playing a lot of   these games until years later. Even still I rarely  see Pathways Into Darkness brought up. It's pretty   ambitious for a game that was only developed by  three people. Wolfenstein 3D had only come out a   year before this in 1992, and this would be a  combination first person shooter and dungeon   crawler. Originally it was going to be a sequel  to the designer's previous game; Minotaur the  

Labyrinths of Crete. Well that didn't happen and  Pathways is now its own thing. As for its obscurity,   well, this was a Mac only game and if you did jump  the hoops to play it the game would look like this.  Saying the studio had enough developers to be  called a team was generous. They're not getting   an Ultima Underworld interface. Fortunately it  now plays on Mac, Windows, and Linux thanks to   an excellent Aleph One port. This is all thanks to  the work of . . . Wrk . . . work antour . . . wrk-cacoter . . . W'rkncacnter. Ugh, Hope I don't have to say that again,  

Anyhow this will make your game playable but  you'll really have to read up on the controls.   So if you're playing a dungeon crawler that should  already be on the itinerary, but for example here   the microphone button will open your inventory, so  you'll need to read carefully binding everything   up right. That leads to the actual manual and what  this is all about.  Spring, 1994, the Pentatgon. The American president is in a meeting being briefed  by his staff. They're interrupted by a hologram   from an alien race called the Jjaro. The alien  diplomat informs them they have barely over a   week to save the world. Its name is Ryu-Toth and  it tries its best to break down the situation  

into Bill Clinton friendly terms. It turns out the  object that killed the dinosaurs remained intact   after impact. It was buried thousands of feet  underground and after some millennia it began to   dream. The object is a member of a race so ancient  that it was formed before the Milky Way was dust.   This particular one, whose name no human throat  will learn to pronounce, fought in a war that   formed the Magellanic Clouds. It died there, though  Ryu-Toth specifies that it's more like it came as   close to dying as it can. The dead god's dreaming  has been warping reality beneath the surface   of the planet, but over the past century the  changes have begun appearing in the jungles above   including the sporadic appearance of a strange  pyramid. The elder god is awakening. There's only  

one hope now - the pyramid leads down into the earth  near the god's body. The Jjaro have researched   human technology and found that using a nuclear  device at that depth will bury the god further   and send it back to sleep. The Jjaro themselves are  on the way but it'll take them two years. When they   arrive they'll get rid of it properly, so Bill  Clinton sends a spec ops team to kill god.   

This sentence alone sounds more like a Persona game.  You play as one of these commandos - your parachute   didn't deploy, most of your equipment is damaged,  and your team is gone. All you can do is set off   alone into the pyramid. This is where the game  begins and there's no telling what waits in there. (Prometheus siren) Taking the first steps in and the  pyramid doesn't look too eldritch.   The game is completely silent and there's a  skeleton in the corner with a copy of Mein Kampf.   It says it won't make good reading because  I don't know German. Once again gamers are  

thwarted by bad localization. So I'm going to  shelve that for now and talk about the graphics.   The environments are pretty simplistic. Different  levels can have different wall patterns but   sometimes the colors are just swapped around,  but there are still some details like strange   growths or pillars or bones and debris scattered  around. There are some distinct areas and there  

is some environmental storytelling to be  found. By its nature it still is mostly very   repetitive, but corpses are very important in  Pathways and they do make those hard to miss.   The art they do for the characters is colorful,  detailed and stylish, and yes these are characters.  

This especially goes for the monsters you  encounter. They have a lot of personality to them   with some designs I haven't seen in another game  (for better and worse). Even with a generic enemy   like a slime, Pathways has its own unique spin on  it, instead giving you ooze men with giant gaping   maws in their chest. Like the environments there  are some recolors of these too, but they usually   indicate having a new special ability or needing  some new way to deal with them. The only things in  

the "whatever territory" are the lightning orbs.  I don't remember what they're called but they   exclusively live in the labyrinth of shocking  ball torture and frankly who gives a [ __ ]. (shocking) All the graphics in the game are credited to  a single dude. It's pretty cool just how much   there actually is. What you're fighting can be a  strange mashup, but they're colorful and appealing.  

It is a dead god's dream so who  am I to question. As for the music,   there is no music. No ambient sound here either. You mainly hear things trying to murder  you and the sound of you murdering them.   It is the kind of thing you can just put your  own music on for, but a lot of times you may   not see an attack but you will hear an attack.  You might stop for a moment and take a break   when suddenly a bone explodes out of the darkness  like a John Wilkes Booth Marowak is lurking there   waiting for you. The ambushes are near constant,  and the sound has aged poorly.   

It gets better la- It gets better later but, the beginning will involve a lot of those things squealing. (Squealing) There are so many headless I thought  this was the whole game at one point. (Squealing) It is weird going from just dead silence  to pure chaos. It gets better later when you   can drown them all out with your own gunfire,  but in the beginning it can drive you crazy. SKELETON: I've got a bone to pick with you!  SKELETON: I've got a bone to pick with you!  SKELETON: I've got a bone to pick with you!  There's really only one sound effect of note,  which is the sound the elder god makes if   you fail your mission and can't kill it in time. I  think I've heard it before, but I'm not sure where. (roaring) It's mainly a bad compression-filled nightmare.  I do like the sound of those exploding.  

So here's how you play it. As far as dungeon  crawlers go item management isn't too crazy here.   Most of your equipment was damaged but you have  a few things starting out. Thankfully you do have   a map in Pathways. It's an auto map that fills  out where you've been and even marks important   locations like exits and corpses. This by itself  saves a lot of headaches, though there are levels   where it can reset to throw you off. Though these  areas aren't the most convoluted ones so it's fine.  

If you're paying attention it might even show you  where a false wall is though it doesn't always do this.  Still, many of these games gave you *no*  map. You've also got your trusty watch since   the entire game is timed. The manual says the nuke  should be detonated before 2:00pm on Friday the 13th,  

though strangely the god isn't actually  awakened until a little bit after 6:00pm.   It's progressing in real time too, so you have  a little bit over five actual days to do this.   The catch is that you heal by resting, and when  you rest that'll speed things up. So you can take   the watch off to not always have the clock  staring at you, but it's always ticking down.   Your flashlight will last the whole journey, but  there are some times when you don't want to use   it and you will miss that visibility. Finally you  have your canvas bag - this is where some people   can be thrown off. See in the vanilla game the  weight of all your items was tracked in the UI,  

so based on this and some other containers you  find, you would think you have to do some item   juggling. Well the Aleph One port doesn't track weight  at all because the weight is meaningless. There may   be a bag of holding, but the points don't matter  and never did. This may have been something more at   one point but was likely cut in development. They  probably realized that deciding what items to keep   from Aphoom-Zhah's increasingly cryptic garage sale  wasn't worth that extra layer of torture. Knowing   how to use a container is important for beating  the game, but really you can grab everything you   see and you *should*. Finding treasures and special  items increases your maximum health. It won't heal   you right on pickup, but after a good sleep you'll  survive some more assassination attempts. As for  

the weapons, there are a few to find but ammo  is frequently scarce. Along with Hitler's LiveJournal   one of the first items you find in the  game is a Walther P4. Using Nazi technology is   a long military tradition here, so of course you  grab that. However you're not familiar with any   of the weapons you come across, but the more you  use a weapon the more experience you gain at it,   which translates to dumping out more damage. This  is about as far as actual RPG mechanics go.   

There are wearable items like rings that can buff you . . . or maybe hurt you, but you're not rotating through new   armor or equipment like that. You can experiment  to figure some things out but a lot of it remains   cryptic. At one point I found an equippable gas  mask and I had no clue what it did. After beating  

the game I looked up the official hint guide,  which was also vague, and it turned out it's   supposed to protect me from something I would not  have guessed, and apparently it doesn't always work   for everyone for reasons unknown. Oh, right, there's spell casting.   Yeah, see, he's frozen forever. Magic mainly acts as your secondary weapon, mainly  elemental effects like freezing, lightning, or fire.   You gain a new spell by finding and equipping an  appropriate crystal. As you'd expect there's still  

an element of mystery here. When you cast the spell  the crystal recharges through methods unknown.   It'll then recharge slightly slower after each use.  Eventually the crystal will shatter and that is   the end of that spell for the rest of the game. The  crystals don't have the same number of uses either.   What ramps up the paranoia here is that there  are some enemies that are immune to conventional   weapons, so instead of obliterating every skeleton  on sight you have to be more selective. This idea  

makes sense by itself, but Pathways is a mishmash  when it comes to combat and resources. For one, this   is a very slow moving game. The Aleph One version  does support mouse look, but it's even more hyper   sensitive here than some other games. Some titles  get vastly improved from mouse aim, but this isn't  

one of those. Keyboard aiming is the way to go here  and it's not like you can look up and down anyways.  You can bind some numpad keys for panning and some  quick turn buttons in the center. Otherwise you'll   be turning a lot more quickly than the game thinks  you should, and it'll be jittery and disorienting.   It takes time getting used to this again  but it's perfectly fine. Fighting has a very   deliberate rhythm to it in the beginning. You're  typically waiting for the enemy to make the attack,   either dodging out of the way or blocking it off  with an obstacle before going in for the kill.  

It sounds simple, and it is. The thing is moving at  the pace of a sloth with LifeAlert really changes   up how you interact with the game. You're not  playing on your feet reacting to high speed plays,   you're reacting to a flying walrus slowly rolling  around the corner. Dodging shots can only happen if   you have room to do it and frequently you won't.  More than anything your positioning is the key  

to success. Checking for an escape is a constant  and you need to be wondering what will happen if   an enemy comes around. This makes advancing down  a long barren hallway a death trap. If the enemy   attacks first you're near guaranteed to take some  damage, but your guns do less damage at long range,   which means spending more ammo. Not to mention this  is one of those magical games where enemy attacks   can come through solid corners. Ah . . . I'll come back to you again one day, Kain. You can still get the enemy patterns figured out, and when you have room to move you can start going through them with ease.  

At first it seems like the difficulty is  coming from the claustrophobic tight spaces   but as you get more resources and new enemies are  introduced, the maps will begin to open up a little,   more relying on distractions and surrounding  you. You can see what they're trying to do and   sometimes it does gel together, but I'd mainly  call it awkward . . . inconsistent . . . kind of shitty. (Ghouls grunting) Now there is a turning point where  this becomes a lot more fun.  

Once again this is mainly due to our old friend  Kalashnikov, the issue is it's possible to   miss out on AK nirvana, and in fact it's  possible to miss out on a lot of things.   Some are fair expectations they expect you  to investigate, others feel like failing a   hidden test you didn't know you were taking. In  other words, a 90s dungeon crawler. For example   playing the first few levels you might swap  between your pistol and your knife, not playing   wastefully, but using your pistol like a fly  swatter if an enemy is in an awkward position.   You feel like you're playing conservatively,  until you go up a ladder into the Bone Zone. SKELETONS: I've got a bone to pick with you!  You might think this is the test for saving ammo,  but it's not this floor. The floor above it is the   real test. In a simple layout you face down hordes  of enemies. I've encountered some silly clown car  

spawning before, but this is starting to creep into  Serious Sam territory. I can't help but wonder how   the sequence actually ran back in the day. It might  have been fine which could explain the simple   level layout, but man, if you didn't stock up for  this portion you might have to go a few saves back.   Speaking of which saving is done on points, so no  quick saving. It can be dangerously easy to miss   an item you'll need to go back for later, or go  back some saves because your current situation   is wasted. This kind of thing is not uncommon at  all for the genre. It's not the most egregious  

I've played and I got through with relatively  few headaches, but it's so easy to see where a   player could have overlooked something. Like . . . was  there someone out there who beat the game who   didn't find the box that magically prints you  ammo? Who are you? What is your destiny?    You can switch out types of ammo, and this makes all  of them. I truly hope you're theoretical and   not watching this. Living in a world where you  can't obliterate the earthquake skeletons on sight   isn't one I want to be a part of. Once they're  locked onto you, you're in for the shake and bake   no matter how many walls you put between them. It  never ends with them.

I haven't even gotten to the story the game is just so weird enough without it. I'm not sure what the elder god is really- (Sitar Music) Who the [ __ ] are you? I'm not  sure what this is about but I   cannot pass him. If anyone asks he ran  at me with a weapon. I . . . oh this is perfect. No magic either. Well I- Oh my go- Oh this is like a tag team kind of deal.

You know what? He wins. I'm gonna take the hallway ou- (Sitar music grows stronger) One of the most important things you can do in  figuring out how to progress is mastering the   yellow crystal. Unlike the others this one isn't  for combat and it has unlimited uses. This special   rock lets you communicate with the dead. As long  as their head is still attached anyways, I'm not   sure how that works. Some corpses don't understand  what's happening and others are more caught up.   They always respond to asking their name and how  they died, but going from there you'll need to use   more context clues. You only need to put in simple  one-word responses, so asking about places, people,   events and objects allow you to dig further from  there. This "guess the word" mechanic was in a lot of  

games from this era and could be incredibly  convoluted. This isn't one of those and it's   actually very straightforward. You just need to  keep asking about things brought up and sometimes   go back to the beginning and find a new tangent.  This is how most of the story is told in Pathways   and it opens up a lot of mystery. There are a  lot of corpses to talk to and some will outright   lie to you. For example the remnants of the Nazi  expedition had some soldiers who didn't know what  

they were in for. They're confused or cooperative  or outright hate their commanding officer.   Talking to said officer he might try to get you  killed. Even as a rotting bone pile he might still   have his own skeletons to hide. Putting together  the deeper details of the story and what really   happened will mean that you'll have to thoroughly  interview a bunch of dead guys and then piece it   all together. Beyond that they can be more helpful  in a surface level too. Yeah sometimes they spit   out "try not to die" hints, but they can also  reveal where extra ammo or useful items are   hidden. Though most importantly they point you  in the direction of what you need to do next.  

The first German that you encounter in the game  tells you that the expedition leader was named   Muller. He tells you about how shitty Muller was,  but also that the door next to him opened up after   he played on a strange instrument. So now you know  what to look for and what to do with it rather   than aimlessly wandering the halls shanking  noodle people. You still need to do that, it's just   no longer aimless. Levels can mix up the challenges  but these conversations will give you a load of   insight. There can also be additional hints like  the map name itself being a clue. The game does   make earnest attempts to help you out, but a lot  of it still remains obtuse or possibly meaningless   so you can still end up stuck or lost or wanting  to look up a guide. Pathways Into Darkness can be  

incredibly dickish to you, but unlike some of  its peers it doesn't feel like it's actively   trying to be this way. Again if you're playing this  kind of game you know the kind of pain to expect.   Operating inside of that madhouse scale, this  one is pretty generous. That said there are   moments like the level where you need thermal  goggles to see invisible enemies, which then make   regularly visible enemies invisible. Times where  you need to take poison, areas that drain all   your ammo out, whatever the hell is happening in  the cursed IED tomb, but beyond those specifics   you're mainly kept concerned by the unknown. Iffy rests in a bad area an enemy can ambush you.   I mean resting itself is something I kept avoiding.  Any healing items I have I might need later. How  

much time will I need and how far down do these  pathways actually go? It does a good job keeping   you anxious for what's next, making you stay on  your toes and carefully manage your resources.   The actual balance is all over the place and  starting out you'll still probably die a lot.   Looking back after having beaten the game it's not  as cruel as I expected, it's just that the start   of the game is the hardest part to get through.  You've gotta be careful but you can figure it out. (scream) That leaves us with the details of the  story. If you don't want spoilers, go to here:

So we start in 1938. A Nazi military expedition  was sent to the pyramid because they're always   looking for occult objects to give them an  advantage. What they were told they were looking   for and what they were actually looking for are  pretty different, assuming the grunts even knew a   fake reason. Those who thought they were in the  loop believed it was a treasure hunt. They were  

looking for artifacts and gold, which are here  to be fair, but after enough info gathering you   find he was looking for a box and a vial of  immense power. The vial contains the essence   of a demon that will help the Nazis win the  upcoming war. How it's supposed to do this   isn't clear, however the small cedar box has much  more obvious power to it. Any object placed inside   is duplicated after a few minutes. That could be a  game changer, but it does tie into the gold somehow.   Muller orders one of his soldiers to find the gold,  because the box can duplicate anything you should   only need one ingot, which is exactly what Muller  says, but he's also adamant they'll need 12 to do   something. It seems like it had a purpose beyond  just finding loot, but what that could be I have   no idea. Gameplay wise you do get a ton of  health from it, but the game is basically over at  

this point. I can only guess it was needed for some  kind of puzzle that got cut, maybe involving the   bag of holding. Lugging around a Minecraft amount  of gold sounds like something that would make a   weight system matter, so just add it to the pile  of Nazi gold mysteries. Confronting Muller on what   you know is no good since he can't stop lying.  What he actually knew you have to put together   from what the other characters tell you. Muller  is clearly incompetent, but knows a startling  

amount about how the pyramid functions. He knows  exactly where a strange SCP object is buried,   how to get it, and there is no trace of any other  human entering the pyramid before. To top it off   they mentioned another expedition coming through,  and you later find out that it was decades later.  

These guys were a lot more local than Germans,  possibly Cuban. When you talk to one of them   he reveals he got the information from his  friend's grandfather, so the Germans had more   intimate knowledge of the Yucatan pyramid than  even the locals did. There are also the instruments   that open doorways and they're called the "alien  pipes". Muller already had one that he brought from   Germany, so Nazi high command has intimate  knowledge of the pyramid and an object that   lets them break into it. They know exactly what  they're looking for because they believe it'll  

make them win the war. So the question is how do  they know all this? It is possible they had passed   on knowledge or some lone wolf came to them with  it. At the same time there's definitely a group   that knows way more and they briefed us on the  mission. The Soviet Union had just collapsed and in   military technology the United States was leading  the way, but in 1938 the Jjaro might have thought   the Nazis would be a good candidate for entering  the pyramid, but now the elder god is waking up in   a week and they've been silent about it for 60  years. Then was a week's notice really the best   they could do? If they told the Germans do they  want them to have the vial in the box or maybe   they farm dead elder gods for the objects created  through their delusions. Maybe there's a reason the  

Jjaro don't want to go into the pyramid. You could  have been briefed on finer details but you don't   remember what your squad mates look like. Some are  insulted, but maybe you hit your head really hard   in the crash. Either way there's something that  doesn't add up about everything. Oh yeah, there's  

also the Nazi who said it was 12 days ago, or maybe  hundreds, 16 Sundays. He's been counting, and don't   worry about his name. He also won't tell HIM your  name. You know HIM! He who rises with the tides,   master of all things small and insignificant.  No, no, not tides like that! It'll all make sense.   This guy is not dead anyhow, he'll catch up  with you soon. Pretty straightforward I think.   (alien pipes play) Your squad mates are a lot more happy to see  you. They don't have any deeper insight for you   into what's happening, but they help you progress  through the mission. For one you have to find out  

where the nuke is and in an ancient DRM method  the code to detonate it is inside of the manual.   However by talking to your squad mates you also  find out that part of the number has changed.   You can also find out who has a radio beacon  to call for extraction. When the mission is done   the game can end in several different variations.  If you don't have a beacon you can still escape   on foot, but it'll take some hours. The bomb itself  can only be set for a max 48 hour timer so you can  

complete the mission, complete the mission and die  in a few ways, forget to set the nuke, or the elder   god wakes up. Again it's more stuff people might  forget about on the way down or they don't have   the new arming code. Either way you're going  to be the only possible survivor. Your other   buddies were picked off on the way down and the  rest were murdered by a bizarre looking monster.

The enemy variety you face is really strange.  Besides the monsters there are all kinds of   flavors of undead. Most appear to  be humans, but the phantoms are odd.   The Germans can call them ghosts or phantasms,  but Muller specifically calls them shades.   That's a more specific ancient Greek term for  an underworld spirit. While some manifestations  

are based on humans in the world we know, others  clearly are not, since this god has been around.   They get deadlier the deeper you go and before  you get to the detonation site you can speak to   a Cuban explorer. In a mirror story they were  also seeking the demon vial, being told it had   great power. Unfortunately one of them opened  the vial and the demon escaped. Well [ __ ].   Interestingly, the old man who had eavesdropped  on the Germans calls it a "being" over a demon,   Now this could be tomatoes and tomatoes, but that's  a very different connotation. When you do face the   demon down you have to go through rooms and rooms  of monsters. You can't harm it, but it also can't  

directly attack you, so your final battle isn't  even directly against the elder god which isn't   aware of you or actively even trying to fight you -  it's whatever this shady bottle genie is. This is   the part where I especially wonder how someone  beats the game without the cedar box. You face a   swarm of every enemy you've encountered, but after  that it only takes one hit to banish the dude.   Yeah that weird electric beep is the sound it  makes. It leaves behind an alien gemstone which  

is the only way to open up the door back upstairs.  It also drains your health so unless you picked   up a special box on the way down to store it  in you're still out of luck. After that you can   arm and leave the nuke, a copy of Mein Kampf if  you want, and once you escape you're good to go. You get your score and not much of  a debriefing. So did the elder god  

create the demon vial? Could an eldritch  being like that seed new life on accident?   Its main power seems to be that it's  able to control the god's creations.   Does it understand CHIM? Having limited control or  even understanding of a god's powers could be huge.   That does give a good practical reason for seeking  out the vial and could explain why the Jjaro would   want it, but how feasible could that idea be? Well  there was mention of someone who had weird and   frightening monsters under their control, you know  on the illuminati terminal . . . in Marathon. Welcome friends, welcome to hell.

It's one of Bungie's first games and it's still a loose prequel to Marathon.   Destiny's reveal trailer was called Pathways Out  of Darkness. This now obscure dungeon crawler has   remained very important to a select few. So how  does this tie into Marathon? Well for one, the Jjaro   will become very significant, the being that's  buried in the earth will also make more sense.   It also establishes beyond speculation that  in this setting there are elites who have made   contact with aliens or at least aware of them.  The fact the plan involved going to Tau Ceti   specifically and that Durandal was even looking for  aliens to contact might not have been so random.  

Some of the pyramids creatures have strange  similarities to the S'pht but the S'pht are   mostly cybernetics now, so what happened in their  history? It could be their visual designs Bungie   liked or maybe there was something more. As for  the player who escaped a reality bending pyramid   with a bunch of valuable SCP objects it's not  likely the government would ever allow that   body to be properly buried. Those with a special  interest might have had it preserved for study   and in the far future, having you back alive at  Tau Ceti just in case would make sense. Going in  

alone with a pistol against some impossible odds  and an alien threat did feel oddly familiar to   you, but you can't quite remember it. Maybe you did  become the cyborg, but then where are the Jjaro? Pathways itself leaves a lot unanswered but  some future games might be more enlightening.   It's just another page in this House of Leaves  asylum. As for recommendations, it's free, not too   brutal, and not having too much inventory to manage  could be appealing. It is great to see how much an  

FPS could be even this early on but a lot of the  good gameplay ideas it has were expanded on and   a lot of them not too late after this game came  out. You could point to any gameplay element and   someone else has done it better, some of them being  done not too long after Marathon came out and some   of them being done by Bungie themselves. When  similar things came after I . . . can't . . .   Sorry I think I was repeating myself a little. The actual premise  and idea of this game is awesome. It's the kind of   game that's in prime remake or successor material.  The combined mechanics of shooting, adventuring,  

and talking to the dead is really unique, and it  absolutely could be done so much better nowadays.   It also just goes to show how much just a little  bit of interesting writing can elevate a game.   This easily could have been you have to go blow  up a haunted pyramid and mechanically it would   remain largely the same. By having a premise that's  interesting and strange it completely changes the  

tone of the game. Sure the monsters are glorified  Halloween decorations by today's standards but   it's nice to have something more underneath it  all. It's a neat little game, I'll see you next time. Silent hill 1, 2, or 3? Definitely 2.  I also know that 4 doesn't have the best   reputation and I don't think I finished it the  first time I played it. I was able to go through   it recently and there is good stuff in there.  What pulled me down the Warhammer rabbit hole?   One of my friends in school, she had a brother  who was really into the tabletop game so that   was my first exposure to it and then Dawn of  War came out and that sealed it. What is my most  

unpleasant video game experience? Thinking of a  singular moment, what comes to mind is the game   Ring. A guy starts talking at you while music  keeps looping and it feels like you're going crazy.   It is hard to describe but I might elaborate  on it more one day. Did I learn any skills from   the Boy Scouts that I still use? I did have a job  where some rope skills came in handy but nowadays   I can't remember how to even do a square knot.  I think out of anything just having Eagle Scout  

written down helped with a lot of applications for  stuff. Like one early job outright told me that was   why I got it. Other than that I mainly remember the  trips over any lessons. Thoughts on Sins of a Solar   Empire? More on that hopefully this year or early  next. I still need to get to Arcanum and Deserts of   Kharak. I've got an outline somewhere. Have I ever  worked retail my voice sounds too jaded to not have.  

Yeah I feel like I've said this before,  but some countries have mandatory military service,   a period of mandatory food or retail service would  probably improve things for the better. The wages   are generally a little better now, but interacting  with customers will dramatically change how you   interact with those places. Okay I'll see you next  time. SKELETON: I've got a bone to pick with you!  AUDIBLE GUARDSMAN: It's quiet.

2022-06-18 07:24

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