Sunday, December 26, 2010

How To Get Rid Of Lag In Desmume Emulator

the only two


pinheads are two black eyes and no reflections of the old aunt. Only two of obsidian. Protected by tired eyes, stares at me without moving. Curve in on itself does not feel the confusion that surrounds it, the result of the new generation of energy.

notes and inspires me in simple words and heavy.

- now my memory does not work so much. But this is not the problem. It's the little things. As the television. I'm angry that I can not look at it, with all these commands, these buttons .. and when I can not .. the fact is that I'm alone, I do not know who to ask.

Friday, December 24, 2010

Church Greetings Welcome

building gnudi


They move runs. Moving weightless gestures slow and winding, then rapid and syncopated. Her legs flutter among the constellations of drawing him into the air. Their bodies touching, almost never actually touching. Around them, other bodies are pervaded by the same sensual, owned by the energy of the night. Flowing light gestures on the sublime. A swarm of bodies, each pair is a microcosm, a specific plan laid out by the feet and legs, an evanescent embroidery on the floor. Yet each of them is the voice of a silent choir.

is a shell of the old luxury that surrounds them. A living room walls full of light and shadow. Big mirrors, pilasters with chubby cherubs, gilt frames, scrolls, benches covered with elegant fabrics. Two crystal chandeliers descend from the ceiling frescoes.

Right now nothing exists outside of here. The world has ceased to exist, vaporized instantly asleep in a deep breath. Outside the window it rains, but it does not really. It's like interference on a film set pause, a pink noise that covers everything. This is outside the ivory tower and there is nothing.

Until end. And then the faces will once again be the same as always, will hide the bodies in jackets and coats, your eyes will return to rational, the words empty shells. Leave the room empty, thalamus wrinkled and sweaty, to get back into everyone's life.

'll call what awaits them outside Bologna.

And what has happened tango.

Sunday, December 19, 2010

The Wild Thornberrys And Rugrats Game

noir


I leaned over the balcony. Outside the air is light, sea air, despite the heat of late August. Below me lies the park de la Ciutadella, with its palm trees, its gardens, its halls of the century. The zoo that the darkness lifts its chorus of screams and verse.

To my right stands the Tibidabo on the horizon, such as flaming lava rock, huge sculpture of amber. At his feet the city slips into the sea. A solid cast stone and glass that a personal signature of artificial light to vibrate in the night.

I see the big crack in the Diagonal, going up to get lost between buildings, up to the area of \u200b\u200bexposure. La Meridiana. A cut on the horizon Mont Juice, the Catalan Olympic Gabicce. Before me, the Barri Gotic, Raval and deeper. L'Eixample.

My eyes lose the details of what I know, that sulfur lost in the aura surrounding the city at night, the cloud of vapor that hovers over the roofs and streets like a film noir.

And while behind me there's the aroma of a meal with fish and red martini I enjoy your beauty, as something beautiful and forever lost.

Kates Playground Mastrbates

dia 14: barcelona


The train goes slowly down the steep wall of Montserrat. The top leaves behind us as they move along the smooth stone. Around the sides by tourists, walkers, walking outside the city. Get off at Monestir and take the train to Barcelona. We sit and accelerates the removal. The surrounding landscape is changing rapidly, much more than it did in all previous days. We hear him. The voices began to mingle, accents and languages \u200b\u200boverlap. The film projects a window made of accelerated sequences that run through the mountain landscape of the valley, from the countryside to the suburbs empty sub-branch. Glass me hypnotized, leaves no time for my brain to breathe, the bomb with a series of scenarios and changing color, natural and degraded.

My mind goes back a few nights before, to Artes. At the TV placed above our heads, after days of abstinence and a life-speed man, had swallowed every word, every thought, every breath. We were engulfed by a color LCD monitor placed in the corner of a bar on the outskirts of the industrial area of \u200b\u200ba shed in the middle of nowhere town. As the apple of sin in the Garden of Eden. O Miss Italy in the Bronx.

I look at the window and I can not help but think that the speed, in all its forms, has this result. Depriving the man of the time required to metabolize what happens, decode it and digest it, makes him a pawn in a wind tunnel. A suicide bomber launched his personal history. To follow what it should build.

Before arriving in the city synapses are already returned to simultaneously process more data to process fast stimuli.

remains just a little 'to silence, between the gears of the brain, the legacy of two weeks of wandering.

Friday, December 17, 2010

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heritage trees


As a legacy. The legacy of the fathers. The legacy of the countrymen of those around you.

might be different, better, wiser, and simple, but then you find yourself falling short of what you thought. Not so pure. Not so deep.

You look and see-through them, your negative examples, which slowly plowed through their DNA in you. As a relationship of sonship, we have converted to what he always tried to not to become. A subtle but steady and continuous decline.

you look in the mirror and wrinkles are the same. Those of human indifference that surrounds you.

Tuesday, December 14, 2010

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iron


Sometimes it seems that this damn sentimental famine resulting from the habit of being deprived. As if our spiritual greatness had made a bonsai, systematically pruning the new shoots and new joys. As trees grown in iron.

Sunday, November 28, 2010

Coffe During Gout Attack

care


I realize time of great change.

I realize when I look at people talking and keep you from concerts to follow the music. When I look at a bunch of human beings gathered under one roof, with a dozen children scurrying about, and all pretend to play their part to better society. See the pettiness which surrounds a pullover as the naked souls of new parents. I notice looking at you while I talk about things that do not want to know, I do not want to take part in projects and ideas which do not share. When I hear tell beardless regardless of the effort made to break their phone and obtain the latest model of his father. Bambocci giving air to the mouth from the comforts of their family. Demonizing political enemies as if they were races or categories that embody stupidity and moral depravity.

me my blood boil to feel empty words to try to tear other empty words. Trying to break my word sparingly, my fight against the futility of dialogue. My strike against a communications company that I do not like and do not want.

Thursday, November 25, 2010

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silence are like me give


you swear that you will not.

Look at them. Look at the way they do cynics, their inhumanity, misogyny and misanthropy. Observe the betrayals, lies, suicide and the loss of all moral ethics. You see them fall to the god of profit, zero reserves desires, feelings drainage. And do not

capacity as we can reduce it, as some people has come to barter humanity with animality. How they could have chosen to put their lives on tracks made of a rigid routine so myopic that they will inevitably lead to dissatisfaction, remorse, anger and then violence. You do not explain where they have lost their youth, with what they have traded the light in his eyes.

And then just a little. Just a few years with them, a few months of work, a time of hardship and moral breath happens. What happens is that you look at the night before with little strength and conviction, knowing that it is but a step in the series. Watch your brain placed behind the monitor without anger, waiting to turn around and return home. Cultivate solitude, water every evening hours with distilled unnecessary.

And you find out exactly like them.

Wednesday, November 24, 2010

Encouragement French Phrases

13: manresa



Above umbrellas of leaves hide the sky, eating light, squeeze the air.

earth under your feet wet, fertile ground, grass at times.

around tree trunks, bushes and weeds. A double stone portico, an average building in this century. Then a portico of screws, a metal building, a laboratory of experimental cuisine. The concrete pavement, the ultra-luxury conference center, the modern pavilions.

And far away, the heart of all the Monastery of San Fruitos de Bages.

In sweltering heat of early afternoon, we can not help but find shelter here, beneath the trees of this complex class. Lying on the ground, with rucksacks on their backs, legs, beaded with sweat in contact with the ground, swarms of mosquitoes to feast on us even more now that we take care of that.

Breathe. Limiting communication. A drop of water (stolen from the bathrooms of the convention center) sometimes. Expect the sun to stop this earth to cook again.

Thursday, November 18, 2010

Opunch A Guy And My Hand Hurts

dia 12: artes



Sitting watch the sunset fade in the hills north of Artes. Behind us are the remains of a terraced walls, buttresses and arches. Above a square strips. The old

Artes dominates the town square from the top of the hill. At the sides of houses spread down the slopes leading to the south. But homes are lifeless. The blinds are pierced, dirty, broken. The glass shattered, the walls covered with dust and peeling. An area which is no more noble that the back of a small village on the outskirts of Barcelona.

And to embody everything we think the church steeple.

The Catalan flag stands idle on the tip of the ear drum, while below two long openings expose the bells from the rooftops. Not below remains a fascinating wall, modulated by a small door and the principle of an arc.

Austere and blind in light tower stretches twilight horizon, guardian of a cathedral of dreams that no longer exists.

Sunday, November 14, 2010

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reduce the speed


And so on. Unnecessary small daily dramas that roll on the sheets of the calendar, day after day. That alternate weekends as a period of lucidity and joy, too short and forced to be truly free.

And then, as inevitable as the book after the prologue, get the damage. As if all this dust raised was not merely an introduction to real disaster. The slaughter morale.

And one wonders if the first, when all were trifles in the air, dust cosmic harbinger of future disasters, it was not the case of burrs. Sprinkle a bit of 'give us this life before the allergy.

Friday, November 12, 2010

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dia 11: l 'estany



The apse of the monastery of Santa Maria de l'Estany is a kind of mirage after miles of bush, and no man-made landscape.

We are approaching a lady who should give, on behalf of the Archbishop of Vic, a place to sleep for the night. Open the door at the back of the church, climb two flights of stairs and then opens another door. In the heart of the Fourteenth-century monastery, a few inches from the transept, what lies ahead is a completely new studio. Kitchen opens with a window, a mammoth hole in the wall, the garden apse, round table in white wood, sofa bed, bathroom and loft fir with large double bed. Two skylights bring light in the living room and loft. Fantastic. We could not ask for more.

The lady offers to take us some vegetables from the garden, since we are short of supplies.

And so, after a quick tour of the village and a hot shower, get ready to eat. On the table a fabulous

hot vegetable soup, six beers and our credentials, while outside, as if he had become a ritual now, the rain drops to bring the night.

Saturday, June 19, 2010

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Saturday, May 22, 2010

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FABLE


Platform: X-Box
Released: 2003
Developer: Lionhead Studios Production
: Microsoft

The decision-making power to shape the personality of the protagonist in a video game was the last significant feature of the evolution of Western role-playing game. Fable And it was the best promoter.
The conversion of this idea, now hyper-inflated, from theory to practice, however, is very difficult. Fable And it is the greatest demonstration.
Unlike the critics, I do not think about Fable as an unripe fruit waiting to ripen as in the sequel. I think as Fable a project that misses the root and, therefore, evolves degenerating.
We start from the positive aspects: Fable looks good. Graphically, one of the top of the production x-box, the scenarios (as canons) are inspired epic atmosphere and immerse the player, and light-hearted at the same time, the game. Atmosphere that is allied to a soundtrack elegant, idyllic, never intrusive. Aesthetic quality braking only dall'inespressività face (no small issue, given the massive interaction with the inhabitants of Albion). But in line with the poverty of plot and flat characters in it. So far, nothing bad, but when you pick up the pad begins the agony. When we realize that the author's highly original and ambitious ideas become a deadly double-edged sword. The game lets you play ... well, you play alone. Never seen anything more straightforward, simple and driven. The level of defiance and almost laughable (only arena you tuck your sleeves a little), there are puzzles, exploration either. Totally neglected in favor of a mere outline of a maddening character customization (from nicknames to tattoos), a moral responsibility that does not involve, approaches based on relational mechanisms and idiotic drivers (and unnecessary). In short, a brilliant source of ideas (which also taboo breaking videogame, like sex and alcohol) as ends in themselves, decontextualized narrative progression. To debunk the myth of credibility in the world of Fable. Suffice it to notice the sickly cries on our behalf, endlessly repeated, leaving the mouth of population and who often are the result of entr'actes of bleak comedy by accident. More false than this.
A question arises: why, today, Fable 3 is one of the most anticipated? Perhaps people prefer to choose between the sideburns or a goatee instead of playing.

VOTE: 6

Tuesday, April 27, 2010

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TRAUMA CENTER: UNDER THE KNIFE


Platform: Nintendo DS
Released: 2005
Developer: Atlus
Production: Atlus

More than five years since the birth of the portable Nintendo, we meet to qualify Trauma Center as the cornerstone, the symbol of the ideology which was based on the original DS. News conceptually simple, combined with a carat weight of old fashioned fun that rewards player skill.
A drawing of surgeries to be concluded within a time limit, under a graphical interface through essential and play comfortable. The almost total identification results in a constant state of emotional tension and palpable that in times of alert, reached peaks of rare intensity: the background sound takes musical turn a troubled, the beeps of the equipment becomes insistent, the nurse there alarm and anxiety to commit fatal errors increases dramatically. State of mind which, however, fades and merges into frustration when the same situation occurs again in the same operation a second, third or fourth time. But it rarely happens, if not in the final operations (and, alas, longer). Surprisingly the plot, which has the characters well defined and deep, involved in a series of easily foreseeable and narrative aspects that touch on issues very heavy (particularly euthanasia) in a raw and ripe. Contrary to what one might expect (deceived by the lightness of the manga section).

VOTE: 8

Thursday, April 15, 2010

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GRAND THEFT AUTO III


Platform: X-Box
Released: 2003
Developer: Rockstar North
Production: Rockstar Games

GTA III is certainly one of the ten most important games of the past decade as the quintessential symbol of free roaming and gratuitous violence. Factors certainly impact sales going to struggle, however, with a physiological deficiency of artistic dignity, fundamental for you to survive a video game to the course of time. For this, citing an anonymous comment, GTA III is the son of his time. Not because "tremendously '90s," but that weakened by the years. The flatness chart immediately jumps to the eye: color layers properties to the gray, gaunt and anonymous metropolitan scenarios, weak human mannequins who walk the streets and so on. Aesthetics inert rescued, fortunately, the soundtrack which, while lacking the expensive licenses sequels, offers a wide variety of genres and tracks (you can over pedestrians with a background lyrical, only time anthology from the game). GTA III is incomplete but also those significant features that have made the sequels. Missing a script worthy of being called such a plot involving the player, a charismatic character that actively interfere with the story lines (not a puppet, as in this case) and a cast of supporting actors and secondary knows do the same.
The game progresses through a series of missions more or less (more less than that) inspired and amusing, however, must deal with some cumbersome structure. What makes the action unnecessarily distracting, frustrating (the dramatic sighting system for the shooting and the absence of a checkpoint in the mission failed), diluted to excess (move from one side of the city to complete simple tasks) and limiting the user the freedom to live the game seemingly offer. Apparently. Why GTA III demonstrates its potential (see total anarchy) through the faffing around. The tedious cazzeggiano smarona end in itself that after an hour, but that brings her audience along.
Note how the enthusiasm of a critical consensus, surprisingly short-sighted has pushed the title in the imagination of videogame masterpieces. Factor that puts it in law, the list of untouchables.

VOTE: 6

Tuesday, April 13, 2010

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Back to the Roots! GRAND THEFT AUTO III

With the review of GTA 3, I realized that it overturned the guidelines that I intended to follow on my blog. Hasty and biased opinions from a pseudo-reviews in which I repress my tastes in favor of a false objectivity.
Unknowingly, I have adapted to that model consists of formal impersonal arguments that I criticized. And that is why it is urgent that a return to basics.

Saturday, March 27, 2010

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REVIEW AND VOTE DENIED

Friday, March 12, 2010

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OutRun 2


Platform: X-Box
Released: 2004
Developer: Sega-AM2
Production:

Sega Outrun 2, Outrun the first official sequel of 1986 , is probably the best arcade racing game of the decade just passed. Almost a survivor of a genre progressively knocked out by the proliferation of boring and anonymous racing simulation game. Unfortunately.
What can I say, slap an heir. Extraordinary audio-visual experience: twelve Ferrari, lights and colors and intoxicating ispiratissimo horizons ranging from the Pyramids to the Eiffel Tower with a disarming naturalness. A splendor unique aesthetic harmony accompanied by one of the best soundtracks ever composed for a video game (it's worth, in addition to unsurpassed Splash Wave, Magical Sound Shower and Passing Breeze, the song sung tiratissimo Night Flight and an explosive guitar remix of Risky Ride .. . just to mention the two I prefer).
The game remained conceptually the same (correctly) than in the past keeping the historical progression of forks that can not show everything at once but to discover it slowly, so that even one tenth of the normally surface new "emotions".
a traditionalist, however, DERAPAGE rejuvenate the extreme that, in addition to accentuate the sense of dynamism and speed, rises again pin (then new approach to the game) and a symbol of this second episode.
After the classic mode (as was the custom, five short entr'actes style slapstick comedy to be ending at five locations) to go to mission mode (like Mario Kart, here also affects the Curse of the fillers). The impact is very positive. Varied and original missions (even some contamination with mathematics, which alone are worth more than all the catalog Training for DS), which act as pleasant distractions imbued with the same instinctive nature of the adrenaline Classic mode, turn into a monotonous succession of copies of the same set at a level of difficulty so high that races become completely mnemonic (which require planning, after yet another failure of any braking and steering each). Ridiculous. But are "trifles" in the long term you can (almost, I removed half vote for this) waived.

VOTE: 8

Saturday, February 27, 2010

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MARIO KART DS


Platform: Nintendo DS
Released: 2005
Developer: Nintendo EAD
Production: Nintendo Mario Kart

has always been synonymous with hurling shells, husks banana from seed, star of invulnerability and lightning: in short, a racing game where surreal reigns impropriety. Fantastic. But few remember how little influenced the objects (if a player was not able to hold the road well and dominate the curved, then the lightning could not even turn around) in the first Mario Kart, so that it brings together a critical point of departure will find its culmination in Mario Kart DS. The truth is that Super Mario Kart is almost a license to own and all the sequels were born during the current and last generation of consoles are children (stars) Mario Kart 64 (excluding Super Circuit, a cross between the two bilanciatissimo founders SNES and N64). End premise.
We now highlight one thing: Mario Kart DS (the same applies to Double Dash) does not develop even Mario Kart 64. Identified the lack of success of the double pilot and removes it inherits from the episode always GameCube, power-slide (a series of destra-sinistra/interno-esterno be carried out in order to load the drift boost, a mini-Tubre). But no one seems to realize that it is an excuse that does not stand up and going to change gameplay that did not need it because it was already perfect and balanced in its simplicity. Balances deteriorated thanks to a cast of riders too large (12 against the classic 8) that has fewer than 36, diverse as they are useless, Kart (series fill the gap in quality with the quantity, with the paradox of extending it further). In addition, a low sense of challenge, even at 150cc, the CPU tries to lift by the most dishonest (Blue shell in the first place, given our constant prensenza in first position) to facilitate the possible overturning of the (now become the salt of the series). But not enough! The game would still be too bare. Here's help in a mission mode that tired by the middle (thanks to a difficulty curve sballatissima) and insists that ad nauseum with the sneaking (the product of power-slide and boost) and sixteen tracks of old (idiotic, in the context those SNES).
But do not despair: the technical sector is very good and squeezes the DS to duty in a parade of runs short of previous episodes (Waluigi Pinball, Tick the runway and flying fortress at all) even if (unfortunately) less evil in the track design than ever before. In a single player
almost emptied of its ancient essence is, fortunately, to be offset by a local multiplayer is still fun. It is here that Mario Kart returns to himself.

RATING: 7.5

Friday, February 12, 2010

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TOM CLANCY'S SPLINTER CELL


Platform: PC
Released: 2002
Developer: Ubisoft Montreal
Production: Ubisoft

The competitor Western Metal Gear Solid. The developers, aware that they can not dethrone the saga of Kojima approached on the same plane, deviate imprint on realistic graphics that stand out the mechanics of stealth, that is, deeper and more simulation models. They bind to these
course features three of the most obvious flaws of Splinter Cell: the total lack of charisma of the characters (the same as Sam Fisher, while agreeing, has less charm of its viewer with three lenses), the plot that covers all usual ingredients of literary and narrative cinematgrafiche intelligence (CIA, political intrigue, Russian Mafia, Middle East, etc. ..) into a cauldron of little interest and insipid, a consequence of sudden, the scenarios that are teeming with gray interior and adjacent empty (just happened the only location that is printed is the oil platform, exterior day). Eight missions
soaked everything a stealth title has to offer: the state of perpetual alert, the exciting paraphernalia of Dead (of gadgets such as fiber optic cameras and directional microphones), the carnage, alternating slow and quiet, even the sweet taste (not always covered in the current landscape, including a Modern Warfare and a Gears of Wars) abstention from violence, which we are secluded in the shadows flee (applause the sensational lighting technology, which exhibits flashes of light and dark in real time is still amazing). Although there are moments of the game dull and complicated process maintains the user (remember to be me) until the end, it will leave relatively happy experience. In short, a good step towards a direction I do not agree.

VOTE: 7

Saturday, February 6, 2010

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Gunstar Super Heroes


Platform: Game Boy Advance
Released: 2005
Development: Treasure
Production: Sega

Follow-up and, most importantly, rebuilding the legendary Gunstar Heroes for MegaDrive. The gameplay
too stuffed the parent is presenting a streamlined and blunt 'arsenal reduced to the classic sparatuttoide trichrome (red, blue, green, topped with a sort of smart bombs, the first absent). The outcome leads to gameplay less chaotic than the six types of gaming combinatorial shot in 1993, on the one hand makes it easier and more balanced structure of the game, the other makes the title more canonical, escaping from the whimsical spirit of incontinence of the predecessor.
The technical sector is sumptuous and emphasizes (thanks to the wide range of visual effects in which juggles) at the highest levels the potential of the portable Nintendo, showing off a reworked chara-design so as to fall, more than decent, in the standard of anime robot in the new millennium. This is also discernible from the new pair of players that, with the dualism between women and men, promote, inter alia, the replayability of the game.
The recipe does not change (except for a few new minigames and a level of frivolous application, grossed from scratch, which houses one of the best boss made Treasure in the peak visual power of the adventure) and we take all those inimitable riesibirà game situations (above all, the seven spectacular metamorphosis of Green and creative madness apotheosis of the Snakes), but also tedious and irritating shoot'em up sections that if a time, despite their mediocrity, they enjoyed a semblance of originality, are now simply contributing to a harmful result uneven and fragmented that it could be avoided. But, apparently, the ostentation of the variety of play prevailed. Replied sadly the painful confrontation with the final boss.
not the remake that is built with the history of the game, but if they had all of that caliber would all happier.

RATING: 7.5

Friday, January 29, 2010

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MANIAC MANSION


Platform: PC DOS
Released: 1988
Developer: Lucasfilm Games
Production: Lucasfilm Games

I've always been of the opinion that the game, to Unlike the cinema, to achieve its primary objective (the fun) requires a starting elementary and essential. Maniac Mansion
And it is a prime example, presenting the classic (and sometimes abused) plate of the house and cursed to save the damsel from the clutches of an evil or a fool (or both). But when these discounted items are used with taste, skill, balance and a good dose of screwball comedy (considered as basic and essential key to the gameplay and not as superfluous narrative film), the result is impeccable. The seminal
and convenient system control from sublimated graphics engine (SCUMM), tested here for the first time (!), There will be a means to enlighten all those black spots, those hidden rooms of a mansion that will be extended gradually and in proportion to contortions of the mind busy thinking with the head of the authors. Giving rise to daunting at times worse (to each his own), but compelling and rewarding moments of lucidity or crazy lucid madness.
But that's not why this title has a couple of controversial issues, from which most of the adventure genre is exempt, to be judged: the obligation to choose two companions, a cast of six, in aid of the protagonist (one group is prepared to conclude the adventure and leave the girl) and Game Over (the brilliant final early and parking areas and final irremediable). Both solutions treacherous that shoot up the difficulty level and, now, the subjective decision to consider it harmful or beneficial. Personally I incline to the latter, because I think that these ideas would make the milestone in question even more original and unique alternative as it would be today without the above.

VOTO: 9

Friday, January 22, 2010

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Oddworld: Abe's ODDYSSE


Piattaforma: PlayStation
Data di pubblicazione: 1997
Sviluppo: Oddworld Inhabitants
Produzione: GT Interactive

Avrebbe avuto tutte le carte in regola per essere un gran gioco, discepolo della filosofia platform amiga.
Abe è un protagonista irresistibilmente tenero e simpatico, il comparto grafico è rimasto (e rimarrà) indenne al decorso del tempo, l'atmosfera (grazie anche all'ottimo lavoro svolto sugli effetti sonori) è sensazionale, persino un efficace e originale sistema di poteri telepatici a far da valore aggiunto nello schema di gioco.
Purtroppo hanno sputtanato tutto con una meccanica di gioco who shamelessly abuses of trial and error. And given the pace slow and the rigid control of the main character you can imagine how frustrating it can be tedious and store locations to complete levels and patterns enemies long dozen screens (the concatenation inspired puzzle games).
A title in the excellent intentions, but not in practice.

VOTE: 6