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Maghorn

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  1. Guest
    Guest liked a post in a topic by Maghorn in Why did EA decide not to be greedy this year?   
    Oh no, EA has been just as greedy and dickish as ever with their micro transactions, as well as trying their hardest to kill the Titanfall IP.
  2. Guest
    Guest liked a post in a topic by Maghorn in Why did EA decide not to be greedy this year?   
    Oh no, EA has been just as greedy and dickish as ever with their micro transactions, as well as trying their hardest to kill the Titanfall IP.
  3. Alexander452 liked a post in a topic by Maghorn in Games Beaten By the AJSA (2016)   
    131. The Slaughtering Grounds ( ͡° ͜ʖ ͡°)
    We all know the story. Bad game is released on Steam, critics tell the world the game sucks, developer throws a tantrum, eventually sues 100 Steam users for negative reviews, game gets pulled from Steam. And my brother bought it before it was pulled so I could play it from his account.
  4. Crazycrab liked a post in a topic by Maghorn in Skyrim Remastered Impressions   
    So I spent a bit of time licking walls and hitting things, and I can tell you right now that Skyrim Remastered is not worth the asking price. It's exactly what people expected it to be, same game with a slightly better lighting system, probably light bug fixing, no new animations, models, or any significant changes to combat, stealth or magic. They didn't even change the texture resolutions to 1080p quality, left them at 720p. If you play on a current console, just don't buy it. If you have a PC and don't already have Skyrim, get the original game on Steam for cheap and get some retexture mods, they'll look much better.
     
    Edit: According to PC Gamer someone compared the audio quality and it's actually worse than the original because they changed how the sound files are formatted, changed from .wav to .xwm. The .xwm files have more aggressive compression and if the audio data is compressed too much it can cause the quality to degrade, and that's exactly what Bethesda did. You can listen to a comparison here and see for yourself how significant the impact is.
  5. Crazycrab liked a post in a topic by Maghorn in Skyrim Remastered Impressions   
    So I spent a bit of time licking walls and hitting things, and I can tell you right now that Skyrim Remastered is not worth the asking price. It's exactly what people expected it to be, same game with a slightly better lighting system, probably light bug fixing, no new animations, models, or any significant changes to combat, stealth or magic. They didn't even change the texture resolutions to 1080p quality, left them at 720p. If you play on a current console, just don't buy it. If you have a PC and don't already have Skyrim, get the original game on Steam for cheap and get some retexture mods, they'll look much better.
     
    Edit: According to PC Gamer someone compared the audio quality and it's actually worse than the original because they changed how the sound files are formatted, changed from .wav to .xwm. The .xwm files have more aggressive compression and if the audio data is compressed too much it can cause the quality to degrade, and that's exactly what Bethesda did. You can listen to a comparison here and see for yourself how significant the impact is.
  6. Crazycrab liked a post in a topic by Maghorn in Skyrim Remastered Impressions   
    So I spent a bit of time licking walls and hitting things, and I can tell you right now that Skyrim Remastered is not worth the asking price. It's exactly what people expected it to be, same game with a slightly better lighting system, probably light bug fixing, no new animations, models, or any significant changes to combat, stealth or magic. They didn't even change the texture resolutions to 1080p quality, left them at 720p. If you play on a current console, just don't buy it. If you have a PC and don't already have Skyrim, get the original game on Steam for cheap and get some retexture mods, they'll look much better.
     
    Edit: According to PC Gamer someone compared the audio quality and it's actually worse than the original because they changed how the sound files are formatted, changed from .wav to .xwm. The .xwm files have more aggressive compression and if the audio data is compressed too much it can cause the quality to degrade, and that's exactly what Bethesda did. You can listen to a comparison here and see for yourself how significant the impact is.
  7. QwiK liked a post in a topic by Maghorn in Maghorn's Warhammer40k: Eternal Crusade review   
    My impressions of the game after following the 2 year dev cycle and playing for 30 hours. 
     
    Like many other people, I bought into the idea of Eternal Crusade from the getgo. It wasn't hard to imagine, a Warhammer 40,000 game in a Planetside-like MMOFPS. I bought a founders package and dove into the game as soon as I could, and at first I liked what I was seeing. Behavior was very open with us alpha testers, telling us outright what the roadmap for getting to a seamless open world would be and what content we could expect, while also outright telling us that even if they kept to their original timetable they may not reach their end goal before launch. Lo and behold, they didn't make it.
    So what exactly is Eternal Crusade? It's a third person MMOFPS which allows players to join an ongoing war on the planet Arkhona, which is being fought between the Imperial Space Marines, forces of Chaos, the savage Ork tribes and the enigmatic Craftworld Eldar. Each faction is unique in style, skill progression and combat proficiencies. Even the sub-factions are different from each other, not only having palette swaps but also including unique taunts, armor customization and special classes like the Blood Angels having Sanguinary Priests instead of normal Apothecaries, which serve the same function.
    Now that we're clear on that, lets dig into the gameplay.
    As I said before, Behavior did not meet their goal of an open seamless world, instead giving us arena style gameplay as a holdover until bigger maps can be implemented and tested. At the moment the game features two game sizes split between four game modes. Standard 15 v. 15 matches feature two types of point capture modes, one being linear and the other being nonlinear. The defending faction must ride out the timer while stopping the aggressor from capturing points to either dominate the chain, or control the points long enough to collect enough tickets to win. The 30 v. 30 gamemode is a fortress assault, where the attacker must capture the fortress by claiming its capture points or by defeating the defender through attrition. If PvE is more your speed there is a co-op mode where your team must progress through a Tyranid infested space hulk, completing various tasks and encountering more dangerous enemies along the way. To do this they must use 5 unique classes, or in the case of the Eldar, 5 of 8 classes, (more are confirmed to be added to the other races in coming content patches) as well as vehicles, including Rhinos, Wave Serpents, and Wartraks that serve as mobile spawn points for squads, and Predator tanks for anti-infantry support. The Wave Serpent and Wartrak serve both purposes.
    Each race comes with different racial bonuses and debufs. Loyalist Space Marines get stronger armor and more accurate weapons, Chaos Space Marines have mid-range armor, harder hitting weapons and the Marks of Chaos which provide various bonuses and tweak the Marine's taunts and appearances. Eldar have Striking Scorpions, which can cloak and Screaming Banshees which can scream at enemies to suppress them, while sacrificing armor and health. and the Orks have extra health and deal more damage at the cost of armor and accuracy.
     
    This is the point where we come onto the major issues of the game, namely the balance and the poor server stability. If you want to win every single game without fail and have the rest of the community hate you, you go Eldar. Their weapons are extremely powerful, being able to clear massive numbers of hostile players in single hits. Orks are just as bad with their one-hit weaponry if they manage to get in close enough, otherwise they're easy to gun down unless they hit you with a rokkit launcha first. Space Marines and Chaos Marines are fairly balanced against each other, but they've also been out the longest. Loyalists do have a major edge thanks to the Storm Shield for their ground assault class, which can absorb a full magazine worth of ammo before needing to recharge.
    Melee combat is also very frustrating. The mechanics of it are easy to get, it's rock paper scissors. You press the right mouse button to do a fast attack, or a lunge while sprinting, hold it for a strong attack and hold both mouse buttons to do a bash, which stuns your opponent for a few seconds. Augmenting this is a dodge ability, preformed by moving in a directing and pressing the spacebar. This system is broken, not because the concept is bad but because the server lag and overpowered weapons make it broken. In my opinion, the concept is better than the spam-fest that was WH40K: Space Marine's melee system, but EC needs a lot more polish before it works properly.
     
    Anyone watching the development of the game closely can see what went wrong. At first Behavior was moving at a decent pace, and was very open to feedback from alpha testers. In the past few months, however, it became content quantity over quality as Bandai Namco clearly cut the game's budget and timeline down, condensing the development cycle for the game down to 2 years, where any other MMO would take much much longer. It can also be assumed that the free-to-play element of locking the Eldar and Space Marine factions behind a one time paywall while making Orks a free race was probably dropped at Namco's "request."
    But for all the issues Eternal Crusade has, it does manage to create a perfect environment for the game. It fits into the 40k universe perfectly with all the detail put into the characters and maps. A bolter feels like a bolter. Eternal Crusade has the outline of something that could be a beacon of light for 40k fans among a growing tide of beige shovel-ware. If the game had been given another year and maybe a bit of a larger budget to work with it would have been a masterpiece for us to look forward to, and it makes me upset that it ended up this way. However, more content will be coming soon. As I mentioned before, Space Marines and Chaos Space Marines will be receiving Terminators as free content in the coming months, and the balance issues with Eldar and Orks aren't hard to solve at all. 
    I would recommend that anybody looking to buy Warhammer 40,000: Eternal Crusade keep an eye on the patch notes and wait for a few more months. Behavior has stated that their roadmap hasn't changed, and the game they promised us is still on the way but they aren't making any more promises they may not be able to keep. For those of us who bought in early, it may be rough around the edges but it's still fun to play with friends.
     
    I don't do numbered reviews like Joe does, so take this picture of a glorious brother of Chaos. My name is Maghorn, Warmaster of the Angry Army.

  8. BlackOpsElf liked a post in a topic by Maghorn in Maghorn's Warhammer40k: Eternal Crusade review   
    And before anyone asks, no, the four races currently in the game are the only ones there are. Xyz race is not on the roadmap and may never be implemented. 
  9. QwiK liked a post in a topic by Maghorn in Maghorn's Warhammer40k: Eternal Crusade review   
    My impressions of the game after following the 2 year dev cycle and playing for 30 hours. 
     
    Like many other people, I bought into the idea of Eternal Crusade from the getgo. It wasn't hard to imagine, a Warhammer 40,000 game in a Planetside-like MMOFPS. I bought a founders package and dove into the game as soon as I could, and at first I liked what I was seeing. Behavior was very open with us alpha testers, telling us outright what the roadmap for getting to a seamless open world would be and what content we could expect, while also outright telling us that even if they kept to their original timetable they may not reach their end goal before launch. Lo and behold, they didn't make it.
    So what exactly is Eternal Crusade? It's a third person MMOFPS which allows players to join an ongoing war on the planet Arkhona, which is being fought between the Imperial Space Marines, forces of Chaos, the savage Ork tribes and the enigmatic Craftworld Eldar. Each faction is unique in style, skill progression and combat proficiencies. Even the sub-factions are different from each other, not only having palette swaps but also including unique taunts, armor customization and special classes like the Blood Angels having Sanguinary Priests instead of normal Apothecaries, which serve the same function.
    Now that we're clear on that, lets dig into the gameplay.
    As I said before, Behavior did not meet their goal of an open seamless world, instead giving us arena style gameplay as a holdover until bigger maps can be implemented and tested. At the moment the game features two game sizes split between four game modes. Standard 15 v. 15 matches feature two types of point capture modes, one being linear and the other being nonlinear. The defending faction must ride out the timer while stopping the aggressor from capturing points to either dominate the chain, or control the points long enough to collect enough tickets to win. The 30 v. 30 gamemode is a fortress assault, where the attacker must capture the fortress by claiming its capture points or by defeating the defender through attrition. If PvE is more your speed there is a co-op mode where your team must progress through a Tyranid infested space hulk, completing various tasks and encountering more dangerous enemies along the way. To do this they must use 5 unique classes, or in the case of the Eldar, 5 of 8 classes, (more are confirmed to be added to the other races in coming content patches) as well as vehicles, including Rhinos, Wave Serpents, and Wartraks that serve as mobile spawn points for squads, and Predator tanks for anti-infantry support. The Wave Serpent and Wartrak serve both purposes.
    Each race comes with different racial bonuses and debufs. Loyalist Space Marines get stronger armor and more accurate weapons, Chaos Space Marines have mid-range armor, harder hitting weapons and the Marks of Chaos which provide various bonuses and tweak the Marine's taunts and appearances. Eldar have Striking Scorpions, which can cloak and Screaming Banshees which can scream at enemies to suppress them, while sacrificing armor and health. and the Orks have extra health and deal more damage at the cost of armor and accuracy.
     
    This is the point where we come onto the major issues of the game, namely the balance and the poor server stability. If you want to win every single game without fail and have the rest of the community hate you, you go Eldar. Their weapons are extremely powerful, being able to clear massive numbers of hostile players in single hits. Orks are just as bad with their one-hit weaponry if they manage to get in close enough, otherwise they're easy to gun down unless they hit you with a rokkit launcha first. Space Marines and Chaos Marines are fairly balanced against each other, but they've also been out the longest. Loyalists do have a major edge thanks to the Storm Shield for their ground assault class, which can absorb a full magazine worth of ammo before needing to recharge.
    Melee combat is also very frustrating. The mechanics of it are easy to get, it's rock paper scissors. You press the right mouse button to do a fast attack, or a lunge while sprinting, hold it for a strong attack and hold both mouse buttons to do a bash, which stuns your opponent for a few seconds. Augmenting this is a dodge ability, preformed by moving in a directing and pressing the spacebar. This system is broken, not because the concept is bad but because the server lag and overpowered weapons make it broken. In my opinion, the concept is better than the spam-fest that was WH40K: Space Marine's melee system, but EC needs a lot more polish before it works properly.
     
    Anyone watching the development of the game closely can see what went wrong. At first Behavior was moving at a decent pace, and was very open to feedback from alpha testers. In the past few months, however, it became content quantity over quality as Bandai Namco clearly cut the game's budget and timeline down, condensing the development cycle for the game down to 2 years, where any other MMO would take much much longer. It can also be assumed that the free-to-play element of locking the Eldar and Space Marine factions behind a one time paywall while making Orks a free race was probably dropped at Namco's "request."
    But for all the issues Eternal Crusade has, it does manage to create a perfect environment for the game. It fits into the 40k universe perfectly with all the detail put into the characters and maps. A bolter feels like a bolter. Eternal Crusade has the outline of something that could be a beacon of light for 40k fans among a growing tide of beige shovel-ware. If the game had been given another year and maybe a bit of a larger budget to work with it would have been a masterpiece for us to look forward to, and it makes me upset that it ended up this way. However, more content will be coming soon. As I mentioned before, Space Marines and Chaos Space Marines will be receiving Terminators as free content in the coming months, and the balance issues with Eldar and Orks aren't hard to solve at all. 
    I would recommend that anybody looking to buy Warhammer 40,000: Eternal Crusade keep an eye on the patch notes and wait for a few more months. Behavior has stated that their roadmap hasn't changed, and the game they promised us is still on the way but they aren't making any more promises they may not be able to keep. For those of us who bought in early, it may be rough around the edges but it's still fun to play with friends.
     
    I don't do numbered reviews like Joe does, so take this picture of a glorious brother of Chaos. My name is Maghorn, Warmaster of the Angry Army.

  10. QwiK liked a post in a topic by Maghorn in Maghorn's Warhammer40k: Eternal Crusade review   
    My impressions of the game after following the 2 year dev cycle and playing for 30 hours. 
     
    Like many other people, I bought into the idea of Eternal Crusade from the getgo. It wasn't hard to imagine, a Warhammer 40,000 game in a Planetside-like MMOFPS. I bought a founders package and dove into the game as soon as I could, and at first I liked what I was seeing. Behavior was very open with us alpha testers, telling us outright what the roadmap for getting to a seamless open world would be and what content we could expect, while also outright telling us that even if they kept to their original timetable they may not reach their end goal before launch. Lo and behold, they didn't make it.
    So what exactly is Eternal Crusade? It's a third person MMOFPS which allows players to join an ongoing war on the planet Arkhona, which is being fought between the Imperial Space Marines, forces of Chaos, the savage Ork tribes and the enigmatic Craftworld Eldar. Each faction is unique in style, skill progression and combat proficiencies. Even the sub-factions are different from each other, not only having palette swaps but also including unique taunts, armor customization and special classes like the Blood Angels having Sanguinary Priests instead of normal Apothecaries, which serve the same function.
    Now that we're clear on that, lets dig into the gameplay.
    As I said before, Behavior did not meet their goal of an open seamless world, instead giving us arena style gameplay as a holdover until bigger maps can be implemented and tested. At the moment the game features two game sizes split between four game modes. Standard 15 v. 15 matches feature two types of point capture modes, one being linear and the other being nonlinear. The defending faction must ride out the timer while stopping the aggressor from capturing points to either dominate the chain, or control the points long enough to collect enough tickets to win. The 30 v. 30 gamemode is a fortress assault, where the attacker must capture the fortress by claiming its capture points or by defeating the defender through attrition. If PvE is more your speed there is a co-op mode where your team must progress through a Tyranid infested space hulk, completing various tasks and encountering more dangerous enemies along the way. To do this they must use 5 unique classes, or in the case of the Eldar, 5 of 8 classes, (more are confirmed to be added to the other races in coming content patches) as well as vehicles, including Rhinos, Wave Serpents, and Wartraks that serve as mobile spawn points for squads, and Predator tanks for anti-infantry support. The Wave Serpent and Wartrak serve both purposes.
    Each race comes with different racial bonuses and debufs. Loyalist Space Marines get stronger armor and more accurate weapons, Chaos Space Marines have mid-range armor, harder hitting weapons and the Marks of Chaos which provide various bonuses and tweak the Marine's taunts and appearances. Eldar have Striking Scorpions, which can cloak and Screaming Banshees which can scream at enemies to suppress them, while sacrificing armor and health. and the Orks have extra health and deal more damage at the cost of armor and accuracy.
     
    This is the point where we come onto the major issues of the game, namely the balance and the poor server stability. If you want to win every single game without fail and have the rest of the community hate you, you go Eldar. Their weapons are extremely powerful, being able to clear massive numbers of hostile players in single hits. Orks are just as bad with their one-hit weaponry if they manage to get in close enough, otherwise they're easy to gun down unless they hit you with a rokkit launcha first. Space Marines and Chaos Marines are fairly balanced against each other, but they've also been out the longest. Loyalists do have a major edge thanks to the Storm Shield for their ground assault class, which can absorb a full magazine worth of ammo before needing to recharge.
    Melee combat is also very frustrating. The mechanics of it are easy to get, it's rock paper scissors. You press the right mouse button to do a fast attack, or a lunge while sprinting, hold it for a strong attack and hold both mouse buttons to do a bash, which stuns your opponent for a few seconds. Augmenting this is a dodge ability, preformed by moving in a directing and pressing the spacebar. This system is broken, not because the concept is bad but because the server lag and overpowered weapons make it broken. In my opinion, the concept is better than the spam-fest that was WH40K: Space Marine's melee system, but EC needs a lot more polish before it works properly.
     
    Anyone watching the development of the game closely can see what went wrong. At first Behavior was moving at a decent pace, and was very open to feedback from alpha testers. In the past few months, however, it became content quantity over quality as Bandai Namco clearly cut the game's budget and timeline down, condensing the development cycle for the game down to 2 years, where any other MMO would take much much longer. It can also be assumed that the free-to-play element of locking the Eldar and Space Marine factions behind a one time paywall while making Orks a free race was probably dropped at Namco's "request."
    But for all the issues Eternal Crusade has, it does manage to create a perfect environment for the game. It fits into the 40k universe perfectly with all the detail put into the characters and maps. A bolter feels like a bolter. Eternal Crusade has the outline of something that could be a beacon of light for 40k fans among a growing tide of beige shovel-ware. If the game had been given another year and maybe a bit of a larger budget to work with it would have been a masterpiece for us to look forward to, and it makes me upset that it ended up this way. However, more content will be coming soon. As I mentioned before, Space Marines and Chaos Space Marines will be receiving Terminators as free content in the coming months, and the balance issues with Eldar and Orks aren't hard to solve at all. 
    I would recommend that anybody looking to buy Warhammer 40,000: Eternal Crusade keep an eye on the patch notes and wait for a few more months. Behavior has stated that their roadmap hasn't changed, and the game they promised us is still on the way but they aren't making any more promises they may not be able to keep. For those of us who bought in early, it may be rough around the edges but it's still fun to play with friends.
     
    I don't do numbered reviews like Joe does, so take this picture of a glorious brother of Chaos. My name is Maghorn, Warmaster of the Angry Army.

  11. BlackOpsElf liked a post in a topic by Maghorn in Warhammer 40k Eternal Crusade Recruitment Thread. It's time, brothers!   
    No you cannot. Each character may be in a different guild, but only one at any given time.
  12. DoctorEvil liked a post in a topic by Maghorn in Eternal Crusade ingame guilds are now live   
    As it says in the title, Warhammer 40k Eternal Crusade now has the ability to create guilds within the game. Each guild is faction specific, so in light of this I have created the Azure Hawk Company for any players who choose to play as Chaos, while an official Angry Army guild may come later as another faction. At the moment Eternal Crusade is still in early access and is not supported by the AJSA. Warhammer 40,000 Eternal Crusade launches September 23, 2016.
    To join all you need to do is create a character and under the guilds tab select "search guild." Search for the Azure Hawk Company and join it. Then you will be placed on a waiting list and I will be along shortly to add you to the guild.
  13. DoctorEvil liked a post in a topic by Maghorn in Eternal Crusade ingame guilds are now live   
    As it says in the title, Warhammer 40k Eternal Crusade now has the ability to create guilds within the game. Each guild is faction specific, so in light of this I have created the Azure Hawk Company for any players who choose to play as Chaos, while an official Angry Army guild may come later as another faction. At the moment Eternal Crusade is still in early access and is not supported by the AJSA. Warhammer 40,000 Eternal Crusade launches September 23, 2016.
    To join all you need to do is create a character and under the guilds tab select "search guild." Search for the Azure Hawk Company and join it. Then you will be placed on a waiting list and I will be along shortly to add you to the guild.
  14. BlackOpsElf liked a post in a topic by Maghorn in Battalion Hall of Valhalla   
    http://steamcommunity.com/sharedfiles/filedetails/?id=762293596
  15. harrywidjet liked a post in a topic by Maghorn in Looking for good strategy games   
    Well based on what you're asking for I would recommend Chronicle: Runescape Legends
     
  16. Legolas_Katarn liked a post in a topic by Maghorn in Games Beaten By the AJSA (2016)   
    58. Mean Streets
     
    The first game in the Tex Murphy series. It has been a slow week in Neo-San Francisco for private detective Tex Murphy. In the early hours of the morning, as Tex looks over the bills wondering how he'll be able to pay for it all, a beautiful young woman named Sylvia Linsky steps into the office. She says that her father had died from an apparent suicide on the Golden Gate bridge, but she doesn't believe the police reports and is almost certain of foul play. With $10,000 in pocket and a list of contacts, Tex sets out to discover the truth of what happened to Dr. Carl Linsky.
    Mean Streets is the odd one out for how other games in the series would be played. Later games would be played from a first person perspective where Tex moves around different hub areas searching for the next thread to pull the story forward. Mean Streets, by comparison, is a fully open world where the player controls either Tex himself from an isometric perspective, or flies around in the hovercar in first person. This means the game is equal parts point-and-click adventure and flight sim.
    Players would have the ability to call on various contacts at different points in the game to gather information, including addresses and phone numbers. After people give out the information, the player has the option of offering them money or threatening them when they appear uncooperative. Addresses are used to navigate up and down the coast of California to reach important locations, such as apartments or labs, which the player can search to continue finding clues. The game doesn't store any information within itself, so players would need to refer to the manual for initial contacts and later write things down, adding a meta layer to the gameplay.
    The Tex Murphy games were well known for the use of FMV cutscenes, but this first game did not feature them. Instead, the team used digitized faces animated like the talking heads from Fallout 1 and 2, which were rendered in 256-color VGA graphics. Mean Streets was one of the first DOS games to use VGA and RealSound technology, making it one of the most technically impressive games of the time. 
  17. DoctorEvil liked a post in a topic by Maghorn in Warhammer 40k Eternal Crusade Recruitment Thread. It's time, brothers!   
    Battle brothers, Warbands have finally been released. Tonight I am going to set up the AJSA group and we will begin preparing for community events. We will be operating as the Black Legion Chaos Space Marines for the time being. If you don't want to play CSM then I ask you to take to the forums, both for EC and anywhere you think you can find people to step up, join us and lead the other races into battle. This is your first mission. If you want to join us, leave a comment below and I will add you to the incoming Steam group. And remember;
     
    Who pledged his loyalty? The Warmaster
    Whom did we serve in faith? The Warmaster
    For whom did we take our name? The Warmaster
    But whom shall we remake? The Warmaster
    And who shall lead us to victory? The Warmaster!
  18. Alexander452 liked a post in a topic by Maghorn in Getting paid   
    I give this 6 keks out of kek.
  19. BlackOpsElf liked a post in a topic by Maghorn in Battalion Hall of Valhalla   
  20. BlackOpsElf liked a post in a topic by Maghorn in Battalion Hall of Valhalla   
  21. BlackOpsElf liked a post in a topic by Maghorn in Battalion Hall of Valhalla   
  22. MasterfulJoe101 liked a post in a topic by Maghorn in WoW Legion rant.   
    For the TL;DR crowd, here's a more uh... eloquent version of what Ranisel said
     
  23. Maghorn liked a post in a topic by Laserrifle125 in Streamer forces her dog to drink wine and chokes her cat   
    And people wonder why I'm against alcohol.
  24. Maghorn liked a post in a topic by Lightning in How much do you dislike GTA Online?   
    Well, I'll post again since my last post was deleted because of a ridiculous claim of anti semitism by someone. But, I'll capture the essence of my original post.
    I said I didnt dislike GTA online too much and I have two characters both at level 100+ so I have played it a lot. But, I have stopped playing it both because I have played it a lot already and because Rockstar made it so that money comes in at a slower rate and it doesnt go as further as before.
    The updates they have made for this are updating the payout system so that it gives less money, made missions give even less money if you finish them quickly and at the same time made missions harder stomping and curbing farming all under the premise of fixing the "game economy." Furthermore, heist fix nothing as their payouts are a complete joke as well. Combine this with all the good stuff being is expensive as fuck well, their bullshit shark cards intentionally become a necessity by design here. Sayonara.
  25. Alexander452 liked a post in a topic by Maghorn in Riders Of Icarus: a mmorpg with focus on aerial combat   
    I read this and said "Wait, Guns of Icarus is already ou- ooooohh"