Well and Truly Hexed
Now this is always a nice email surprise:
Title: Your account has been deleted!
From: noreply@gameforge.comGreetings XXXX!
Your HEX account has been permanently deleted. We hope you had a fun time in the world of Entrath.
Maybe you’d like to continue your adventure in the future?
Then visit us at http://hex.gameforge.com/.
We hope to see you again one day.Until then!
The HEX Team
And if you’re wondering, yes, it’s legit. Getting bought by a German company is serious business.
Almost exactly three years ago, I backed Hex on Kickstarter to the tune of $85. That remains one of the dumbest game-related purchases I have ever made, and not just because Hearthstone came onto the scene three months later and sucked all the oxygen out of the digital CCG room.
Looking through my archives, I don’t see many posts about Hex. Which sort of makes sense, as I believe I only really played it twice in the last three years. The first time was a session that lasted just long enough for me to realize that the card browser was a hideous mess and having to press Pass Priority a million times – an unfortunate feature just as shameless stolen from Magic Online as everything else – was not the future I wanted to live in.
I tried again about a year later, noted little improvement, found out that they were already releasing the third (or fourth) expansion set, and realized that my unopened Kickstarter packs were likely worth even less, assuming they were worth anything to begin with. Supposedly there is PvE now, but facing the prospect of needing to throw in additional dollars just to do basic stuff like drafting and seemed absurd in a post-Hearthstone world. Yeah, Hearthstone does have the option to charge you, but I haven’t been spending a dime to play in almost a year. In this game space, that’s a big deal.
In any case, I have not been back to Hex since then. And apparently I never will.
[Fake Edit] Word on the street now is that they are rolling back all the deletions, as it seems there was a “glitch” in the notifications that got sent out. Or didn’t get sent out, as the case may be. Glad everyone has the opportunity to download the client, accept the ToS, and promptly uninstall the game for another three years.
Dungeon of the Endless
I was in a mood for a new roguelike for those times when you want to play something for 10 minutes (but end up spending 2 hours), so I picked up Dungeon of the Endless. After finally completing the first ship on Too Easy mode – having died a dozen times in frustrating ways on Easy mode (only two options at the start) – I’m not sure that I’m up to playing any more.

No, no there is not.
The core mechanics to this game are actually really novel and layered. The goal is to open new rooms until you find the exit, then move the crystal to said exit. Each time you open a door though, you trigger a Tower Defense-esque round where enemies may or may not pour from every unpowered room that you have discovered (unless characters are parked in those rooms). You can power and unpower rooms at will, but are limited to a certain number of powered rooms based on your Dust level. Dust is discovered by opening rooms and killing enemies.
Additionally, each door that gets opened gives you X amount of Industry, Science, and Food, which can be augmented by building components in powered rooms. Oh, and there are defenses you can place, new tech to research, items to equip, your characters can level up by using Food, and so on.
If it sounds complicated… it actually isn’t, amazingly. While you can order your characters (up to four) around, you can only tell them to go to given rooms; they attack automatically. Eventually you can unlock extra abilities, which generally last less than 10 seconds and thereafter take 2-3 rooms to recharge. You can sometimes get clever combos going, but it’s mostly panic button stuff.
What ends up being frustrating though, is how the game sorta becomes more of a Press Your Luck game than roguelike. Your accumulated resources carry over to each new floor, so there is always a tension between placing defenses (which cost Industry) to be extra safe, and/or just going for the exit, and/or opening a few more rooms to get some more resources/items. You can sometimes get screwed going the extra mile with Binding of Isaac or FTL encounters, but for the most part your twitch gameplay skills can save you. With Dungeon of the Endless though, there is a thin margin between being okay and getting slaughtered. Since everything is practically automated – you cannot choose which alien your characters shoot at – there isn’t much you can do when you get a gang of suicide enemies amongst cannon fodder or tanky enemies.
Hell, I’ve played the game for 10 hours now and I don’t know what the suicide enemies look like. This is definitely one of the those “discover on your own look up everything in the Wiki” games.
I dunno. I may play a little bit more to see if I’m just not grokking the experience. With Binding of Isaac and especially FTL, getting that “Aha!” moment was both sudden and mind-blowing in terms of how much further I could go. I’m not sure the same is possible here, but we’ll see.
——-
Since writing the above, I played for another 5-10 hours and my conclusions are basically the same. I feel like I understand the essential essence of the game… but there isn’t anything I can do when things like this happen:

Oh, hey, I lost the dice roll four times in a row.
Opened 23 doors, still didn’t discover the randomly placed exit. GG. Since monster waves get worse and worse the more doors you open, there was literally nothing I could have done here. Other than chose to go south and west first, back when my map was blank.
Play perfectly and still get randomly screwed? Yeah, welcome to roguelikes. But in most other ones, I feel like you have room to improve your own skills. In this instance, my RNG was the only meaningful skill I was lacking.
This game is definitely going straight in my Steam graveyard category.
Battlefield 1
Okay… most of my yes. Concerns:
- Alternate timeline WWI, or is this down and dirty WWI?
- Will default weapons be single-shot/bolt action guns?
- Melee hasn’t really been Battlefield’s strongest suite.
- Going to be real interesting without a minimap. At least, there shouldn’t be one.
- I hope the weird fixation on the biplanes doesn’t mean will still see 40-1 pilots strafing all game.
- There might be some cannibalization via BF4 due to the (presumed) extreme gameplay shift.
I got into the series with Battlefield 2 and that remains my favorite to this day. So without any of the Battlefield 1942 nostalgia, the time period is a bit weird. But I definitely think DICE and crew deserve massive props for going forward with what is otherwise a huge gamble. Yeah, COD is doubling-down on near-future, so a Battlefield 2143 or whatever might have been too much SciFi. But ceding it entirely? That takes some gumption.
So, yeah. This will be an interesting Fall.
Grimwatch
Since I “saved” the $50 from not buying the 50-pack deal in Hearthstone, I turned around and pre-purchased Overwatch. In fact, I just got off a four-hour semi-open Beta session with some ex-WoW buddies as I write this. All the maps are open this time around, so things are pretty interesting.
Even more interesting though, was the trailer for Warhammer 40k: Dawn of War 3:
I can’t even really begin to elucidate why the 40k setting grips me so. All I know is that spent 200+ hours playing Dark Crusade, and I’ve been missing that feeling since… well, Dark Crusade. Dawn of War 2 took the series away from RTS and more into a tactical direction, which is not something that it really needed. Now? It’s going back. It’s going home.
Exciting times, my friends.
Plus, you know, there will be information about the next Battlefield game this Friday. Battlefield Hardline was such an epic failure, that only a proper BF5 (or even BF 2142 sequel) could wipe away. If we see something like that and all this grimdark 40k business? I won’t know what to do with myself. Other than actually look forward to game releases again.
P2Setup
Although I did not mention it beforehand, I spent all of last week vacationing in Florida.
While I was gone, Hearthstone released its third expansion, Whispers of the Old Gods. As with the expansions prior, Blizzard ran a “sale” in which $50 bought you 50 packs instead of the usual $1.25/pack price. I had decided to not take advantage of this deal before the vacation, as at that time there still wasn’t a full spoiler. So I passed on the deal, which ended before I returned.
As it turns out, I really didn’t need it:

That’s a lot of eyeballs.
I ended up purchasing around 55 packs with gold alone (100g apiece), and received another 13 packs via the quests everyone gets for playing during the expansion release. And this reminded me that I had also purchased the League of Explorers expansion last November solely with gold too, for around 2800g, I believe. In fact, given my (casual) playing habits, there’s a good chance I never have to spend real dollars on Hearthstone ever again.
What playing habits? Hearthstone gives you one daily quest each day, and you can bank up to three. Most reward 40g, but the average payout is actually closer to 50g. I typically play twice a week or so, usually in Tavern Brawl mode (which also gives you a free pack once a week), for 1-2 hours each time to complete quests. If you do that consistently, as I have, that means you are banking 1200g-1400g a month just for dicking around.
You can grind more gold via wins (+100g each day) or Arena (+infinite/skill), but I like my method.
Thus, even if Blizzard releases two expansions and an Adventure each year as they plan to, I can afford to purchase the Adventure and 58 packs of each expansion via in-game gold playing just twice a week and completing 6 quests. Will that give me all the uber-cards necessary to be competitive in the Standard format? Well… depends on the deck. If you aren’t above playing Aggro, it’s entirely possible to hit Legend on a budget, just as it’s always been. Wallet Warrior? Not so much.
Having said all that, I’ve both been playing Hearthstone for a while and dropped some cash for packs early on. I have all the staple Legendary cards from the base set, at least for the classes that I routinely play. There are some clever catch-up mechanisms in place (Tavern Brawl pack, end of month rewards), but I don’t want to give the impression that Hearthstone is a pleasant experience for the die-hard F2P player. In fact, I imagine it sucks, perhaps more than ever.
However. Now that I’m all set up? I’m good to go. And even if there were some chase Legendary that I really felt I needed – there doesn’t seem to be an obvious Doctor Boom this time around – I accumulate a minimum (e.g. worst-case) of ~300 dust a month from free packs/rewards, or 540 dust each month on average, meaning I can craft whatever Legendary I wanted every 3 months. That’s a long time, granted. But sometimes you pull the cards you need, and it doesn’t count dusting unused cards from your collection.
So, really, I consider Hearthstone to be a P2Setup game these days rather than straight-up P2W. If you’re considering playing for the first time today though… well, good luck. If you enjoy the overall gameplay, it does get better over time. It will just be you or your wallet that endures the hazing.
Shadows of Ridiculousness
Started Finished playing Shadows of Mordor a few weeks ago, and my experience for most of it has been compelling. The game’s design hits the sweet spot in a whole lot of categories.

Brutally killing orcs = definite sweet spot.
For example, running around in stealth and brutally executing orcs makes you feel overpowered. Manually attacking and parrying even a half dozen orcs does not. And so stealth is highly encouraged. And yet it isn’t the end of the world if you get spotted, as outside of specific missions, you can always just run away. Or even just kill every witness and get back to skulking about.
One of the flops though, is the RPG-esque Nemesis system. Or rather, the RNG aspect of some of the combinations.
In a nutshell, the Nemesis system simulates the ascension and power struggles of an orc army as they vie for control and fill in new vacancies made by you stabbing the predecessors in the throat/blowing them up/getting them eaten by wildlife. This specific part is insanely cool – the jockeying around and combat promotions – and is one of those features you kinda wish were in every open-world game from now on.
The issue comes from how the Captains have a random assortment of Strengths, Weaknesses, and combat abilities. Again, this is cool. Except when it’s not.
Witness, Hûmgrat, the Kin-Slayer:
I originally wrote several paragraphs about this guy – having hitherto unsuccessfully taken him out for bullshit reasons¹ – but I’m going to let the video speak for itself. Start at 2:50 (of this 5 minute video) if you want to see the actual “fight.” And keep in mind this is pretty much the only way to take him out, sans getting lucky with fire pit placement/existence or coming back after unlocking Branding (mind-controlled Orcs bypass the usual immunities).
So… yeah. Beginning parts are very fun, and then later ones much less so. You end up either facing more Hûmgrat, or you face an Orc you can practically one-shot. While Hûmgrat left enough of a bad taste in my mouth to almost poison the entire experience, he was not fully successful. And so I would recommend this game to any LotR fans, Batman fans, and/or Assassin Creed fans. If you can dodge the bad RNG orc combinations, there is much fun to be had.
¹ Bullshit reasons usually being other Orc Captains “randomly” appearing in the middle of my 5+ minute stunlock.
GTA 5 Complete
I finished GTA 5 a few weeks ago now, and my experiences can be summed up with this:
The game overall was actually phenomenal, albeit strangely balanced. It has been ages since I played GTA 3 and Vice City, but I remember those games being centered on steady progression with gun unlocks and even vehicle selection. For example, you couldn’t find the fastest cars in GTA 3 until the first bridge gets repaired, which only occurs after finishing several story missions.
In GTA 5? Some of the best cars are practically outside your first house. Indeed, several more things appear to be cash-gated too – gun unlocks and such – but completing a successful heist towards the beginning of the game ended up giving my characters over a million dollars apiece. Body armor costs $2500? No problem. Pretty sure I went ahead and unlocked most of the guns right away too.

The best of introductions.
One of the more consistent pieces of feedback I heard about GTA 5 going in was that nobody really liked Trevor as a character. Turns out Trevor is one of the more authentic characters in the game, IMO. Granted, he’s a batshit insane psychopath, but the body count of the other main characters are nearly as high, and yet they act like it is no big thing.
I did try out the GTA Online aspect for about a hot minute. One of the tutorial missions required me to go to a specific clothing shop that was currently being camped by a player with an attack helicopter though, so I Nope’d right out of that server. This aspect of GTA is apparently wildly profitable (to the tune of $500 million), but I have little desire to grind (or pay) my way to progression in this sort of game.

Christ, the visuals are amazing.
The single-player portion of the game though? It was a blast to play through. The three-person narrative worked out well, the graphics were sublime and ran at a silky 60 FPS with a GTX 970 the majority of the time, and there were plenty of emergent shenanigans. I barely played GTA 4 or San Andreas, so it’s hard for me to say how much the formula has improved, but the game is quality regardless.
Vanilla Challenge: Levels 1-5
And so it begins.
To start with, let me just confirm that the process of pirating Blizzard’s IP by joining a private vanilla server is remarkably easy. I posted the instructions elsewhere, but the steps I followed were:
- Find website.
- Click the torrent link they helpfully provide.
- Wait for 5GB torrent to download.
- Create an account on a linked website in the meantime.
- Copy & Paste 1 line of text in the Realm.wtf file.
- Double-click the WoW icon.
That’s it. There isn’t even an “installation” of vanilla WoW; the torrent has the folders already unpacked for you. So when people were stating that private servers are easier than getting into retail WoW, they were correct.
All that set up, I was in.

Someone apparently took my name already.
I went with a human paladin because that seems to be the experience that most people can relate to. Plus, if I recall correctly from my TBC experience, the Dwarven starting area is even worse in terms of running around aimlessly. Maybe some other time. Probably not.
The general paladin experience was pretty much as bad as I remembered. You start with two buttons: Seal of Righteousness and Holy Light. Combat consists of casting Seal and auto-attacking. For around 12-28 seconds. Per mob. I’m not joking:
For the full vanilla experience, you should watch the entire video. It’s exactly like playing!
Aside from the Time-To-Kill metrics and general pants-on-head asinine class design, I was also struck by smaller design issues that were blasts from the past. For example, the first quest you get is to kill Kobold Vermin behind the church. The steady stream of new players/alts ensured a general sort of Kobold holocaust, but it wasn’t until about the third dead Kobold that I realized I was killing the wrong ones. There were, in fact, three different layers of Kobolds: Vermin, Workers, and Laborers. Not to be racist, but they kinda all looked the same.
The other issue was boomerang quests, which is perhaps one of the more annoying quest designs in gaming to me. Specifically, a quest giver asking you to go to an area to kill mobs, then asking you to go back to the same area again and killing mobs slightly further in, and so on. The “Christmas tree” effect (getting to a new quest area and seeing dozens of “?”s) is kind of the result of bypassing the boomerang, but it is a far preferable state of affairs, IMO.

Also super important.
Then again, there weren’t any Christmas trees in vanilla or a portion of TBC, as quest givers did not appear on the minimap unless you were ready to turn something in. Indeed, that was my first exposure to absurd design Luddittes – post after post in the TBC forums crying about how much the game is diminished by having quests show up in the minimap. But I digress.
Upon hitting level 3, I decided to travel over to the dreaded Defias Vineyard. This was WoW’s “The Butcher” experience, introducing millions of players to a hostile, uncaring universe of pain and suffering in the form of rapidly respawning, high aggro-radius having mobs. The Vineyard was as advertised: hostile and uncaring. Well… mostly.
(Video starting from 6:06 from the prior one.)
I was invited to a group by a warlock who was also hunting for Defias bandannas and we aggroed in tandem for quite some time. Having been a solo player for so long, I almost felt uncomfortable being “confined” to a group, as if we were sitting next to each other on a bus with plenty of empty seats. Anyway, he DoT’d the enemies up, and I uselessly auto-attacked and tried to keep aggro. There were always other people running around the area, being chased by their gray-tagged mobs and occasionally stealing our own. It made me think about MMOs like GW2 where anyone can help anyone at any time, and still get credit for kills and the like even if you just dealt one blow. There is more cooperation there, but less socialization.
Not that I and the warlock talked much anyway.
Turning in the bandanna quest unlocked two more quests that required going to the exact same area and, by consequence, killing the same mobs. Classic boomerang. One of the quest mobs was named, but I don’t believe he was marked as an Elite or anything. Still, three mobs at once is a bit tough to handle when it takes you 20 seconds of auto-attacking to bring down a single dude, so I started inviting everyone who showed up near the mob respawn. There were three of us, and two more sauntered in, not accepting my invite. They ended up stealing the tag right from under us, because of course they did. Three to four minutes later, we collected four heads from one body and I dinged level 5.
Total time played: 1 hour, 15 minutes.

—————
For the sake of science and amusement, I went ahead and rolled another human paladin, this time via the F2P Starter account in retail WoW. The differences, as you might imagine, are quite stark:
Time-to-Kill is sometimes 0.0 seconds, with mobs dying in the press of Crusader Strike and simultaneous melee auto-attack. Crusader Strike’s cooldown is 4.5 seconds, so we can just say 0-4.5 seconds TTK. And do note that I did not have any heirlooms or anything of the sort – the Starter account is not associated with my actual (lapsed) account at all.
The Defias are gone from the Vineyard, which is now aflame and overrun by orcs. It still teaches new players about aggro mobs, but there is essentially zero danger when mobs die in 2-3 hits. There was a quest to kill a specific named orc ala X, but he too went down in a manner that makes you question the robustness of the Horde’s espionage program.
Experiencing this new paradigm for the first time in years, sans the heirlooms which I had hitherto believed caused it, I am willing to make some concessions.
Nils has described the vanilla way as giving players the time and opportunity to keep their mind busy without actually being busy. I think I can appreciate this sentiment now, but not quite for the same reason as he. When it takes 20+ seconds to kill a mob, you are pretty much forced to “settle in” to an area. It will, after all, be where you will be questing for the next 10+ minutes. There is ample time to smell the roses, as you conspicuously not press buttons.
Conversely, when you are all but one-shotting mobs in retail, you are on the fast track. Move to blue area, kill 10 mobs, run back. Your focus is on the UI rather than the screen because that’s all you have time for. Pushing buttons is still always better than not pushing buttons, in my opinion, but you can’t exactly just stretch out the TTK numbers and insert button presses in all the empty beats. Which, now that I think about it, might be why I didn’t exactly enjoy the FF14 or Wildstar gameplay experience.
In any case, I hit level 5 with 15 minutes /played.
The funny/sad thing is that the speed is both too fast and not fast enough. If leveling is easy because the designers want more people to be in the current expansion endgame, well… put people in the current expansion endgame. The first couple of zones in every expansion are more or less tutorial zones for returning players already, so it should accommodate re-rollers just fine. Conversely, if the leveling still exists as some kind of nod to new WoW players or nostalgia junkies, it’s much too fast to satisfy anyone.
This split baby needs thrown out with the bathwater.
—————
The challenge continues. I have little to no interest actually hitting 60 in vanilla, especially given the number of hours it supposedly takes, but I will play for a while longer. My next goal is to unlock the talent system, which traditionally started at 10, I believe. Can’t wait to start unlocking +2% damage for the next dozen levels thereafter.
Overwatched
My private server escapades were interrupted this past weekend by the Overwatch beta weekend.

Well then, looks like I’m playing this instead.
Unlike last time, a lot of my internet friends got in as well, so we queued up over the course of about four hours. The results were… interesting.
My first impression was one of queues. I’m not sure if it was the after-effects of the DDoS attacks or if the stress test was actually delivering stress, but queuing into matches with more than one person increased the delay significantly. At one point, our group of 5 had to wait for almost ten full minutes. Was there seriously not a single loose straggler trying to get into a game? Was Blizzard trying to match premades with premades?
Regardless, if there is one thing in particular that can kill games like this, it will be queues.
My second impression is one of… I don’t know. Difficulty? It wasn’t just about facing people who were clearly in the Closed beta portion for months. It was about teams that are not scrambled after each match, meaning if you were steamrolled in the prior one, you will face the same lineup and get steamrolled again. Unless you drop game inbetween matches and then get hit with queues again.
Then there was the Route 66 map, which is one of the worse I have ever played in a shooter. Not only is the map bad, if you get wiped on defense, attackers basically win the game instantly as it takes ages to run all the way back. [Edit: Appears that the payload speed has been decreased by 10% on this map.] In a game where you can be one-shot without much recourse, this sort of thing is bonkers.
Nepal is equally bad, now that I think about it. The game mode here is pseudo King of the Hill, where you have to capture a point by standing in it. But once captured, you continue to get points until the enemy captures it, without having to stand in the area. Which basically means you cap the point, then set up firing lines and spam the capture area with explosions, etc. It’s not impossible to recapture points and win, but the game mode never really feels all that fun. Especially one of the three maps Nepal is divided into, that has the capture point in an open area with zero cover with bottomless pits surrounding it.
So, basically, I had significantly less fun this time around with Overwatch than the previous time. It’s still fun overall, just less so. Considering my options for FPS goodness is squeezing blood from Battlefield 4 or wading into a decade of congealed veterans (CS, TF2, etc), I might end up getting Overwatch anyway. Hopefully at a discount.
Overwatch’s Mark-Hitting
May 12
Posted by Azuriel
There is an interesting post up over at MMOBro asking whether or not Overwatch is missing the mark. The conclusion Tyler comes to is this:
Having spent the last week playing Overwatch 2-5 hours a day, I am inclined to agree.
Most of the criticisms brought up by Tyler are legit. While single-player campaigns in games like COD and Battlefield are generally superfluous, they are value propositions and used extensively to sell boxes via commercials. Blizzard appears to be treating Overwatch more like a MOBA in the sense that they are crafting a lore-rich story and intricate characters that have nothing at all to do with the game itself. Or maybe the straight Team Fortress 2 comparison is more apt.
Regardless, it does feel a bit jarring to have all these production values without a production.
Probably my favorite place in all the maps.
Also, it is very much true that Overwatch is not a particularly welcoming game. The average Time-To-Kill varies, but it very often can be “Instantly.” Junkrat and Reaper can often kill 3+ people practically out of nowhere with their Ultimates, which is kind of a big deal in 6v6 matches.
Indeed, the team size is small enough that a skilled veteran can often single-handedly lock down a match by themselves or a complete noob on your side can result in a demoralizing, grinding loss in an otherwise even match. I’m not sure what kind of matchmaking Blizzard had active during the Beta (assuming they had anything at all), but it didn’t seem to be working that well. The fact that the teams stay the same from match to match (there is no team shuffling) just encourages people to bail to try and find a different server with the possibility of a better team, which just increases the queues for everyone.
Having said that… this is technically still beta. One of the criticisms from Tyler was:
This is not entirely true.
In fact, if there is contrary info out there, I’d like to know where, because Kaplan has said this:
Indeed, Overwatch has borrowed Hearthstone’s Brawl mechanic in which there is a weekly mode with “crazy” new rules. This past week it was random hero selection upon death, and the ability to switch heroes disabled. Not only was this a brilliant, relatively stress-free way to experience characters you might feel bad for picking in a normal match, if Hearthstone is any indication, it is also a test-bed for future mechanics.
Just think about how much live data Blizzard could pull from any given match, in terms of whether stacking three Roadhogs was effective given X or Y factors. Seems dumb now, but maybe that very thing will inform a future, more robust AI for bots down the road. Or when the Brawl from before was normal Overwatch but 75% shorter cooldowns.
Far-fetched? You be the judge:
Playtesters and didn’t even know it.
So, in the final before-launch analysis, I conclude that… Overwatch is fun. I wish I was playing it right now. Assuming that Blizzard fixes the matchmaking and horrible DC experiences, it will absolutely become a part of my “I don’t know what to play right now” rotation. You can easily get four matches done in 30 minutes, which starts to make you wonder if Blizzard’s master plan (assuming there is one) is to fill in the holes in WoW’s design with other games. Waiting for dungeon queue? Play some Overwatch. Which is absolutely easier to jump in and out of than Hearthstone or Heroes of the Storm.
However, much in the way that raiding isn’t for everyone, neither is Overwatch. If you are John Q Casual, there isn’t much for you to do (at the moment). The scope of the Battlefield series is such that you could always tag along a squad as a medic or supply guy and generally not be nuisance while rendering material assistance to your team. In Overwatch? You’re a straight liability, even if you are a healer. Especially if you are a healer. Because the better players might assume you’re competent and not pull a healer themselves.
So as I mentioned before, I agree with Tyler. If you’re looking for quick bursts of kinda frustrating, often amusing FPS action, Overwatch is pretty damn good. Just make sure that is what you’re looking for before you throw down $40/$60.
Posted in Commentary, Impressions
15 Comments
Tags: Beta, Blizzard, FPS, Overwatch, Tavern Brawl