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Chapter 5 - Gun For Hire https://www.youtube.com/watch?v=lkne0j9PzGY For his next job, Mace gets hired as a bodyguard for a mysterious but wealthy client of the Guild. His employer awaits him on the famous Utari Cloudwatcher, which is a luxury cruise liner that allows its passengers to take advantage of the rejuvenating effects of the Utari Nebula.
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# ? Feb 6, 2014 19:23 |
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# ? May 9, 2024 14:30 |
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Haha, it's hilarious that they remove the ceiling and offer no explanation for that. Even if the real reason was so that they could set up that dropship attack, there's loads of in-universe ways that could have been explained. Star Wars and Star Trek often had hangers and bays that were seemingly open to space, because the entrance was covered by a forcefield or shield that ships could fly through but which would contain the air and protect from space radiation etc. That could easily be what was going on there. Presumably when the bandits seized control of the bridge they pressed the "open ceiling" button. But one of the characters should have said something about it. The fact that the ceiling just disappears looks like the dumbest thing. The textures in the bathhouse area of the ship were pretty nice, but then they spoilt it with that horrible room full of steam. If you are going to obscure the player's view with steam, you need to make it so that enemies can't see through it either!
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# ? Feb 7, 2014 02:16 |
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At least the devs were kind enough to make the enemies and friendlies visually distinct this time. I don't think I saw you put a bullet in anyone you weren't supposed to. (Grenades though...)
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# ? Feb 7, 2014 04:59 |
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your evil twin posted:Haha, it's hilarious that they remove the ceiling and offer no explanation for that. Even if the real reason was so that they could set up that dropship attack, there's loads of in-universe ways that could have been explained. Yeah, I wished that the devs had done at least something about the ceiling. I mean, the laziest option would really have been to add a voice clip that told you about an invisible force field. But as it stands, we just have to imagine it. And there will be at least one other instance where you wonder why space isn't suffocating you right now. And gently caress that steam room, seriously. Aside from being a ham-fisted objective, it's real annoying when games do that. I have some things to say about the general level design, and why it's flawed in a few ways. A lot of it comes down to Warthog's previous game list not having a single FPS title in it. I'll see if the next video will give me some room to get into that. Kiavahr posted:At least the devs were kind enough to make the enemies and friendlies visually distinct this time. I don't think I saw you put a bullet in anyone you weren't supposed to. (Grenades though...)
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# ? Feb 10, 2014 21:02 |
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Just found this and started going through the videos; add another approval to the pile of "nice music replacement" responses! I played the Xbox version a few years ago as a rental, and I recall that the AR had a "lock-on" feature, which would allow you to target the locked-on body part even at max-rate fire. Depending on your aim, this could either be awesome (if you locked on their head) or annoying/hilarious (if you locked onto their foot and killed them by extensive foot trauma). Checking game reviews and manuals I can't find a reference to this, but I'm certain I remember it; the indicator for a lock was a small red circle settling over the targeted body part. I can't see any reason they'd have taken it out in changing from console to PC. I think you activated this with the lock-on button, since I remember locking onto enemy's feet several times while they were rolling and I was trying for their head. Or maybe you had to use the target lock on an enemy and then hold targeting on the body part for a second? Been too long. Pseudo-Edit: Hah! One more Google before posting, and I found it mentioned! Source: http://reviews.teamxbox.com/xbox/511/Mace-Griffin-Bounty-Hunter/p1/ "A new feature, the target lock, I found to be a nice addition to the familiar FPS control scheme. It is accessed with a click of the left analog stick. While it does not work with all guns, some have the ability to lock onto a target in specific regions. For example, say you whip out the heavy machine gun and deliver a shot in the gut to the enemy. Now it may take quite a few bullets to take some foes down, and with the lock on activated, no matter how much they roll around, you can fire away keeping your sites right on them. This also works well if you’re able to get a nice headshot, for it will lock on the head region." Hopefully this is in the PC version; might make your AR experience a little less frustrating.
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# ? Feb 11, 2014 06:38 |
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So you're saying it originally had a replay feature? I am going to be retroactively mad if they took it out for pc instead of hyping it on the back of the box.
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# ? Feb 11, 2014 07:19 |
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The PS2 version of Half-Life had something like that, although it wouldn't lock onto a body-part, it would always lock onto the centre of an enemy.
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# ? Feb 11, 2014 11:46 |
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Clintodon posted:Just found this and started going through the videos; add another approval to the pile of "nice music replacement" responses! I never heard of this, and no, it's definitely not in the PC version. The manual or control setup has no mention of it, and I tried using the target lock button for the ship while on foot too. But nope, no locking for me. I guess that it got removed when the whole autoaim part was ripped out for the PC port? Also, sorry for yet another delay. Work stress and poo poo has got me editing at a snail's pace. But the next episode will be up in a day or two
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# ? Feb 13, 2014 21:58 |
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Chapter 5 - Gun For Hire https://www.youtube.com/watch?v=An6YB2XcWKI After saving his new employer from being assassinated, and stopping the cruise liner from steering into the nebula, Mace's job still isn't done. The assassins have sabotaged the inner gyroscope of the ship, and if Mace can't get to it in time to fix it, the ship will spin out of control! However, the direct route is blocked, so he has to get to his ship and use it to dock with another section of the cruise liner.
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# ? Feb 16, 2014 01:59 |
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I'm a-mazed () so many of those expensive looking space vases survived the battle intact. It is pretty neat seeing all those different environments inside the ship, and the difference between gilded passenger areas and plain metal walls in the engineering parts. I like that quite a bit.
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# ? Feb 16, 2014 18:21 |
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I just have to say, this and your Shogo LP both have provided a lot of artists to follow, thank you very much for going through the trouble of adding different music to the videos And I agree, the space combat seems more inspired than the shooter sections. Reminds me of the first Red Faction, with Volition having done space games before, and then going FPS with less than stellar results...
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# ? Feb 16, 2014 22:14 |
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There's something fun about having big gun battles in expensive-looking decorated surroundings like a mansion or art gallery, or in this case the luxurious sections of the ship. Much more interesting than the corridors or warehouses or war-torn streets of most shooters.
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# ? Feb 17, 2014 00:25 |
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Time for a bit of So yes, gyroscopes on spacecraft are a real thing, and are used primarily for attitude adjustment on satellites, though the ISS uses four for station keeping. Gyroscopes are useful because they can change (or maintain) the orientation of a craft without the use of costly (in terms of money and space) propellants. A luxury liner like the one Mace is currently on could conceivably use the massive gyroscope to maintain it's heading and orientation to the nebula, though the energy build-up seems a bit handwavium.
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# ? Feb 17, 2014 06:56 |
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So let's note I'm not a game developer, but I've learned a ton over the last year or so while trying to figure out tricks developers used to make some games run on limited hardware. Interestingly enough, I think you actually walk into a different room the second time you go to the pool/rejuvenation chamber area. Someone would have to pull apart the game code and see how the map was laid out, but the version of the room that was more or less exposed to space was most likely a copy of the room you went into originally without the dome and minus a few scripts and bodies. That was probably why you could see the missing dome on the cutscene at one point; the game was rendering the second version of the room by then as you would only ever be going to that one for the rest of the level. So how do you get back to the same hanger as the one you landed in if the rejuvenation room and the hanger were connected? Oddly enough, a more modern game makes this a pretty easy question. In Battlefield 4 when you activate an elevator you get teleported to the elevator destination after the appropriate delay. All the Mace Griffin devs had to do was teleport you from the hangar to the first room, and then load in the new room and hallways when you were off in the steam rooms.
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# ? Feb 17, 2014 15:23 |
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Another update, another set of songs to enjoy I think you're right and the machine-gun's lock-on got pitched out with the auto-aim because I can't think of another reason not to include it. It's disappointing; the lock-on was the machine-gun's selling point and unique cool feature vs. other FPS machine-gun versions. I can't think of another game that's used the lock-on/replay feature for a weapon either. Found an example of the Xbox version's lock-on on Youtube while I was confirming my memory: http://www.youtube.com/watch?v=mFYeptG8w3M
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# ? Feb 18, 2014 08:17 |
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vilkacis posted:It is pretty neat seeing all those different environments inside the ship, and the difference between gilded passenger areas and plain metal walls in the engineering parts. I like that quite a bit. StarFyter posted:I just have to say, this and your Shogo LP both have provided a lot of artists to follow, thank you very much for going through the trouble of adding different music to the videos your evil twin posted:There's something fun about having big gun battles in expensive-looking decorated surroundings like a mansion or art gallery, or in this case the luxurious sections of the ship. Much more interesting than the corridors or warehouses or war-torn streets of most shooters. AltaBrown posted:Time for a bit of Lazyfire posted:So let's note I'm not a game developer, but I've learned a ton over the last year or so while trying to figure out tricks developers used to make some games run on limited hardware. Clintodon posted:I think you're right and the machine-gun's lock-on got pitched out with the auto-aim because I can't think of another reason not to include it. It's disappointing; the lock-on was the machine-gun's selling point and unique cool feature vs. other FPS machine-gun versions. I can't think of another game that's used the lock-on/replay feature for a weapon either.
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# ? Feb 18, 2014 20:49 |
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I'm wondering if that lock-on feature actually did improve the accuracy of the gun, or if it simply meant that the crosshair would stay locked onto a body part. It may have helped the player aim at enemies, but doesn't necessarily mean that the gatling spin-up would have tighter spread. Since aiming at an enemy's head (or dick) is a simply case of point-and-click when playing on PC, a feature to lock the aim onto an enemy head or limb would be pretty redundant. There's no way to tell in that Xbox video whether the lock-on feature affects the weapon spread since the guy is running right up to the enemies and then then shooting them at point blank range. (I checked the guy's previous video, he was wrestling with the controls because he forgot to invert them. Hmm, surely if you are recording gameplay footage and you are running into walls because the controls are upside down, might be a good idea to start over? Nope, just stick it on the internet...) Clintodon posted:I can't think of another game that's used the lock-on/replay feature for a weapon either. I did mention the PS2 version of Half-Life earlier. You couldn't lock onto an actual body part - that seems to be a unique Mace Griffin feature - but it did let you lock onto the centre mass of enemies.
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# ? Feb 18, 2014 21:58 |
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Whew, just finished watching all of the videos. I played the demo of this and pretty much rage quit after several attempts, so it's cool to see what I missed out on! I know you're probably tired of hearing this by now, Tin Tim, but I agree with everyone else so far on your music selection - even if I might not enjoy all the tracks, it's still pretty top notch! Even though I know it'd probably be something of a drain on resources (both in terms of development and when you're actually playing it), I'm still disappointed more games don't have seamless transitions between a spaceship's interior and the cockpit (not to mention between ground and space). That really made a big impression on me when I was younger. As for the plasma machine gun, am I the only one who sees a slight resemblance to a retro ray gun? To provide a (probably flat-out wrong) explanation as to why the barrels don't get detonated by the plasma machine gun, I'm thinking that since they're made out of metal (or at least have whatever tag that makes the game think "this is a metallic object") it just makes the barrel reflect the projectiles. At least that's what seems logical to me as a layman. If that's not it, then Finally, I noticed a fun detail: if you swap out the remote explosives for something else after the animation for inserting the detonator has been made, there's actually an indentation in the shape of the detonator when Mace removes the detonator. It's very much a "blink and you'll miss it" deal, but I like little touches like that.
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# ? Feb 18, 2014 22:27 |
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Soup Inspector posted:As for the plasma machine gun, am I the only one who sees a slight resemblance to a retro ray gun? To provide a (probably flat-out wrong) explanation as to why the barrels don't get detonated by the plasma machine gun, I'm thinking that since they're made out of metal (or at least have whatever tag that makes the game think "this is a metallic object") it just makes the barrel reflect the projectiles. At least that's what seems logical to me as a layman. If that's not it, then The plasma gun reminds me of the weapon Zorg was selling off in the beginning of the Fifth Element. It's really bulky and curved and it looks like it closes up just like the gun. To go with the Half-Life similarities, the ricocheting bullets look like the wasp gun the alien soldiers have in that game.
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# ? Feb 20, 2014 22:21 |
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your evil twin posted:I'm wondering if that lock-on feature actually did improve the accuracy of the gun, or if it simply meant that the crosshair would stay locked onto a body part. It may have helped the player aim at enemies, but doesn't necessarily mean that the gatling spin-up would have tighter spread. This seems way more likely. If the devs were lazy they simply stripped out auto aim from the PC version, which had the unintended effect of removing finessed lock on from the Xbox version because it was just auto aim targeted at a specific area. I could nearly promise that either the function of the button or the auto aim code was stripped from the PC version's code. Not both, just one of them because it would require less effort. Hell, they could just make the targeting button unmappable and solve the entire problem with a few lines of code.
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# ? Feb 20, 2014 22:33 |
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Chapter 5 - Gun For Hire https://www.youtube.com/watch?v=gxTXsZYTRzc After saving the ship for the second time, Mace still can't relax. As it turns out, his employer decided to flee the ship in a small shuttle, and is now being hunted by the bandit fighters around the cruise liner! Note: Reinhold's a dumb butt
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# ? Feb 23, 2014 01:01 |
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A space escort mission where, as soon as you blow up all the enemies, a new ship shows up and blows up what you were escorting anyway because of plot? Somehow it doesn't surprise me that the developers of this game also worked on Starlancer. radintorov fucked around with this message at 01:24 on Feb 23, 2014 |
# ? Feb 23, 2014 01:20 |
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your evil twin posted:There's no way to tell in that Xbox video whether the lock-on feature affects the weapon spread since the guy is running right up to the enemies and then then shooting them at point blank range. (I checked the guy's previous video, he was wrestling with the controls because he forgot to invert them. Hmm, surely if you are recording gameplay footage and you are running into walls because the controls are upside down, might be a good idea to start over? Nope, just stick it on the internet...) Soup Inspector posted:As for the plasma machine gun, am I the only one who sees a slight resemblance to a retro ray gun? To provide a (probably flat-out wrong) explanation as to why the barrels don't get detonated by the plasma machine gun, I'm thinking that since they're made out of metal (or at least have whatever tag that makes the game think "this is a metallic object") it just makes the barrel reflect the projectiles. At least that's what seems logical to me as a layman. If that's not it, then Lazyfire posted:This seems way more likely. If the devs were lazy they simply stripped out auto aim from the PC version, which had the unintended effect of removing finessed lock on from the Xbox version because it was just auto aim targeted at a specific area. I could nearly promise that either the function of the button or the auto aim code was stripped from the PC version's code. Not both, just one of them because it would require less effort. Hell, they could just make the targeting button unmappable and solve the entire problem with a few lines of code.
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# ? Feb 23, 2014 01:26 |
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Wow, that mission ending. I hate when they do that! Nice little plot summary though.
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# ? Feb 23, 2014 18:50 |
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- Concept Art & Stuff - As usual, I did a bit of research before starting this thread. I collected a few bits and pieces that I want to show to you. If you don't care about concept designs and things like that, just skip this update. It's okay Character Design In the OP, I mentioned that Mace initially looked a bit different, and that his model got changed during the development process. That isn't an uncommon thing, but I think that it got worse after the change. Let's take a look at an early concept drawing of Mace. That's quite a bit different, isn't it? And this concept was not only made on paper, it had an actual 3D model. Just look at that cool guy! If that isn't the perfect look for a gruff space bounty hunter, then I don't know what is. Traces of his old model can even be found in some promotional things I like the silhouette in the title, and the poster is great all around. However, the devs thought that Mace wouldn't be accessible enough with that look. I've taken that statement from an old interview, so I'm not even sure what it should mean. Like, I guess that they wanted people to like Mace and turn him into a franchise? But I think they ended up making him rather bland, and removed what defining features he had. Also, how can you not love that little cape? Seriously. I could do without the hat+visor combo, but the cape and the details on the model are rad. Development Since the game was never very popular, it's hard to find exact info about the development process behind it. But Giant Bomb has the game tagged with "Development Hell", so I think it's okay to assume that the road wasn't straight. I really couldn't find any words about the matter, but there actually is a surprisingly large number of pictures from older builds still on the net. These screens are from the original pitch demo for the game. The graphics are pretty rough, and lol at that UI. But there is one kinda interesting thing about those screens, because Moscone apparently was initially supposed to be a human. The graphics of this build are much more refined, so I assume that it's the last promo/demo version, and came out somewhat before the final build. I mean, aside from the UI, it's very similar. Concept Art I really like looking at concept art, so I was glad that I could still find some from this game. There aren't a lot of sketches still floating around, but I think those are pretty neat! However, I was also able find the page from the person that we can thank for all the nifty weapon designs and for most of the objects. Harold Withers, has a lot of pictures and words about his part in Mace Griffin, so I'm going to link & quote those for your convenience. I guess some of the stuff has minor spoilers, but it really shouldn't be an issue, as most of it is out of context. quote:This was my first games industry project. Interesting that he says that the development process took three years. I really have no inside knowledge of the industry, but I guess that kinda supports my theory about a rocky development road. Anyway, let's dive into the weapons first. quote:My first major art task on MGBH was working up the hand weapon concepts. Concept sketches It's neat that he talks a bit about weapon concepts that didn't make it into the game. The last one sounds really cool, but I can see how actually implementing it would have been difficult. quote:I had a flare for weapons design at the concept stage, so I soon got building them. 3D models And now we know why you can't pick up the Jaldari plasma guns! quote:As the concept phase continued I worked on ship & space installation design. Concept sketches quote:With the weapons done it was time to move on to objects. 3D models The cut level he talks about sounds pretty interesting! quote:The Stasis Pods are another object from the Osiren level. 3D models quote:Variations on the crate would come next to show some real diversity between levels. 3D models This gives us a little insight on one of the stronger elements of this game - the diverse settings. I said it before, but you really can't knock the visual design. I guess you could say the the graphics ended up a little bland somehow and that the design could have gone deeper, but that's kinda nitpicking. quote:This page features a selection of screenshots from the game. 3D models and stuff And that's it! I'm really glad that I found this page, and could give you a little look behind the scenes. Though, maybe that stuff is only interesting to me, because I'm a big nerd for details like that The Comic I mentioned this in a post a while ago, but yes, there actually was a comic about Mace Griffin. Behold! I tried really hard, but you can't find scans from this. It also has only one released issue, which isn't that big of a surprise. I was still able to collect some bits about this comic though, so let's check them out! quote:Mace Griffin has had a hard life. Driven from his family home by the corrupt Enforcers, Mace joins up with the peace-keeping force known as The Rangers. But before Mace can use his training to it's fullest, he is framed for the death of his Ranger squad. Mace now has to face 5 years in a dangerous prison. If he survives his sentence, there is only one place left to turn, only one last hope of righting all the wrongs in his life. That hope is with the Bounty Hunters Guild, and with a new life, as Mace Griffin: Bounty Hunter. Based on the hit video game from Universal Interactive! This is a plot synopsis. It's more or less faithful to the game, except that it also details Mace's prior life. And while I couldn't find scans from the actual comic, I was able to find some black & white sketch pages that are up for sale in some old corner of the internet. Those pics don't have a very high resolution, but still look like a cool comic that I would have bought back in the days. Interestingly enough, some known people were also involved with making it. David Wohl was one of the writers, and Cedric Nocon did the illustrations. But in the end, it's kinda strange that this comic was made in the first place. I mean, are there any other video games that also tried to launch a comic series alongside? I guess this plays into the fact that the developers tried to establish Mace as a legit action hero, and wanted to turn him into a franchise. Welp, that's all the I have for this game. Hope you enjoyed some of it! Tin Tim fucked around with this message at 22:17 on Feb 28, 2014 |
# ? Feb 28, 2014 22:15 |
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Jfyi, there won't be a video update this week. Atm, it's carnival season in Germany, so I'm going to be really drunk for the better part of the next few days. Sorry, but I take honoring our rich cultural traditions very seriously
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# ? Feb 28, 2014 22:33 |
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Dude, love all the concept art and background info! Enjoy getting drunk.
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# ? Feb 28, 2014 22:57 |
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Wow, I really like that alternate look. As it is Mace looks... kind of generic, really. Also, I think combining "escort mission" with "reach a certain point to die" blew out my video-game rage processors.
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# ? Mar 12, 2014 19:25 |
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Glazius posted:Wow, I really like that alternate look. As it is Mace looks... kind of generic, really. Agreed; Mace looks really distinctive in his initial get-up. And I may have mentioned it before, but I can definitely see the Starlancer guys' influence. Admittedly I'm not sure how many of them went on to work on Freelancer, but when I first looked at the game I couldn't shake off a Freelancer-ish vibe. I think it's the aesthetics.
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# ? Mar 13, 2014 00:01 |
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I just want to jump and say I god drat love all the music you're putting into your videos, it helped me discover a new genre of music that annoys my friends. Game chat, I probably wouldn't like this game very much, the way you explained that last flying part then would make me too frustrated to enjoy it in the end.
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# ? Mar 13, 2014 15:01 |
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Chapter 6 - Clear And Present Ranger https://www.youtube.com/watch?v=E3uC1TnjLcI Mace speeds towards Fort Denver, to save senator Schmidt and finaly get some answers. Wildlife Ice Beast - On Korath, the Ice Beast fills roughly the same ecological niche that a polar bear does on earth. These nine-foot-tall shaggy bipeds hibernate throughout most of the day, emerging from their caves to feast on Korattan snappers or any other small prey they can find. On the hunt an ice beast is virtually invisible, and they have been known to pull an ice miner from his post without leaving a trace, beyond a flicker of white motion on a security camera. Their pelts are much prized, but only the bravest will hunt them on the ground. Not to much to say right now, because the one we saw was caged. But maybe, just maybe, we'll get to see a free one later on
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# ? Mar 16, 2014 23:13 |
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Hey, folks! Sorry for the delay, but I had poo poo to do Soup Inspector posted:Agreed; Mace looks really distinctive in his initial get-up. Spudd posted:I just want to jump and say I god drat love all the music you're putting into your videos, it helped me discover a new genre of music that annoys my friends. Yeah, I hear you. That particular part almost killed the LP. For real, I almost stopped playing. But to be fair, you also have to take into account that the game was developed for consoles, and had auto-aim in mind. That part is probably a lot easier with the console version. E: Also lol at the new layout. It enhances the space experience itt Tin Tim fucked around with this message at 23:34 on Mar 16, 2014 |
# ? Mar 16, 2014 23:30 |
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Ice beasts, cool bouncers, sexy pole dancers and your rad music! A recipe for a great video. Also that senator you need to protect... He was bravely ready to face death (which would have made sense if the shooting was still going on!), then he ran out into supposed danger to deal with the door lock, then he suggested the best way to escape... and then is happy to wait while you clear the path and he said he'd do whatever you say. No whining or complaining or criticising, makes useful suggestions but follows your lead. How refreshing! Here's hoping that they continue the trend and avoid the useful pitfalls of annoying escort missions.
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# ? Mar 18, 2014 03:54 |
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your evil twin posted:Ice beasts, cool bouncers, sexy pole dancers and your rad music! A recipe for a great video. Also, sorry for yet another delay! Since Spring is showing its face, people want to be outside and do things
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# ? Mar 27, 2014 20:59 |
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Chapter 6 - Clear And Present Ranger https://www.youtube.com/watch?v=uuSW3m1FbSo After saving the senator, Mace now has to get him back to a Senate ship that is waiting outside of Fort Denver. But there is a whole city filled with enemies between him and his ship.
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# ? Mar 27, 2014 20:59 |
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The moment in the blooper at the end where you turn to look towards where the space taxi is flying and then pause when you realize that you are no longer on it is just priceless.
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# ? Mar 28, 2014 01:05 |
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Your music choice made me really pumped during the first space combat section. "Yeah, this is badass! Oh wait, it's probably just Tin Tim's music making it feel badass..." Shows just how much a good soundtrack can affect how you experience something. And yeah, the remote-explosive mode of the grenades is really quite useful. I really came to appreciate remote explosives in Blood Dragon, where I was chucking "C400" twice as often as actual ordinary grenades. It's really handy being able to lob an explosive a short distance, back off and then detonate a second later, rather than trying to chuck grenades and get the timing right and not have them blow up in your face.
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# ? Mar 28, 2014 18:05 |
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In the future all that exists are Snipers and porn outlets. Beautiful.
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# ? Mar 28, 2014 18:29 |
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radintorov posted:The moment in the blooper at the end where you turn to look towards where the space taxi is flying and then pause when you realize that you are no longer on it is just priceless. your evil twin posted:And yeah, the remote-explosive mode of the grenades is really quite useful. I really came to appreciate remote explosives in Blood Dragon, where I was chucking "C400" twice as often as actual ordinary grenades. It's really handy being able to lob an explosive a short distance, back off and then detonate a second later, rather than trying to chuck grenades and get the timing right and not have them blow up in your face. Spudd posted:In the future all that exists are Snipers and porn outlets. Beautiful.
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# ? Mar 31, 2014 15:24 |
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# ? May 9, 2024 14:30 |
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Chapter 7 - Genetics Lab https://www.youtube.com/watch?v=9mQP_BgTVlc With the senator on his side, Mace begins to investigate what's really behind this whole conspiracy. And the first lead brings him to a secret genetic research facility, hidden in the depths of an asteroid field.
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# ? Apr 6, 2014 17:35 |