clueless 25th anniversary

I had a really long conversation about this one, so don’t panic. The conversation’s on autopilot.

One of the problems with the 25th anniversary in gaming is trying to remember exactly what happened on the day it was set. Not to mention that we are only two years out from the game’s 25th anniversary, so we might remember the day we had to play the game, but not what we actually did playing it. And even if we did remember, we probably wouldn’t remember exactly what we played, we’d be too busy doing the next thing.

That’s why I think it’s really good for a game to have a long, vague story, that has a clear beginning and middle and an ending. So if you have a game with a long, vague narrative, you have all the benefit of the doubt that the things you did will somehow fit into the universe of the game. And you can just forget about whatever happened on the first day you played.

I think the same is true for a game. It’s the long, vague narrative that makes it so you don’t have to worry about what the beginning and middle of the game are. You know exactly where you are, what you are doing, and even what you’re getting. You can put a good game like this in and take out the game where everything becomes a blur.

When I first started playing the game I had absolutely no idea where the story was going. The beginning is really vague, and the ending is even more vague. You have no idea what you are doing at any point, but you are still very much part of the story. The game is actually very easy to play and is very well thought out, but it is a bit of a gamble because I didn’t know where the story was going.

You are not clueless. You are very much aware of the story’s development. You can read the text you are reading in the game and understand where the story is going, and you can also look at the game and see where it is going. The only thing I could find in the game where I felt a bit off was that when you die you get a message to go to the island where you were before, which is kind of confusing.

This is a shame. It is supposed to be a game about the story and the game is about the story, so I can understand why it might not be that obvious. It might be more of a “this is where the story is going” thing that I’m not really into.

The game is going pretty much the same as its title. It’s a bit more complicated, but the fact is that when you die you get the message to go to the island where you were before, which is pretty much like the thing you actually wanted to do. This is called the “Dork” message. I was really curious because when you die you get that message to go to the island where you was before, which was probably way too cryptic for me.

The Dork message is the same thing you get if you die in the game, but this time you get in the middle of a maze of black holes and some aliens have kidnapped you. When you die in the game, you get a message to go to the island where you were before, which is pretty much like the thing you actually wanted to do.

It’s actually not all that cryptic. The message is “I’m so Dorky I’d like to die in a black hole, but I may not want it to be a black hole, so the next best thing is a black hole. I like that better.” Which basically means you can’t die in a black hole and you don’t have to die in a black hole.

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