Desert Island Video Game Draft Playoffs - Round 2 (#2 Padrino vs. #7 hrdboild)

Whose video games would you rather have on your island?

  • Padrino

  • hrdboild


Results are only viewable after voting.
I figure hrdboild isn’t going do this for his own list, so I’ll take up the reigns on this matchup. And I’m shocked he’s already done this more than once. This is a huge endeavor and rather time consuming; I’m rather amazed at his commitment, the maniac. I’ll stick to snarky blurbs that mention some key highlights moving forward. But for now, hrdboild, this one’s for you.

These were my top two favorite rosters. But ironically, they both had famous popular titles that I just cannot get into,

Zelda: A Link to the Past (Padrino) (30)
  • Stone-cold classic and absolutely timeless. I played this decades apart and was just as exhilarated as the first time, which is something I can’t say for a lot of games locked in nostalgia. If there is a complaint it’s that there isn’t a whole lot of “off the beaten path” exploration, but nearly every screen has something interesting.
Disco Elysium (Padrino) (29)
  • Truly unhinged isometric RPG where the writing and dialogue are bigger stars than the actual protagonist. I’ve read this as a fusion of Planescape: Torment and Leisure Suit Larry and that’s just equally disorienting and deliriously apt a description.

AC IV: Black Flag (hrdboild) (28)
  • Cloak and dagger ninja shadow arts mixed with swashbuckling adventures on the high seas. I have to give this more than an hour of my time.

No Man’s Sky (Padrino) (27)
  • I was really into the development of this one, similar to Cyberpunk 2077, and dismissed it when it was released without even approaching its lofty promises. But the team stayed with it, kept tinkering, and I would love the opportunity to dive in now.

Fallout (hrdboild) (26)
  • The quirky bonkers Fallout universe is fully my type of world-building, and I wished I’d even heard of it before Fallout 3 came out. A game into which I’d love to fully immerse myself and explore.

Deus Ex (hrdboild) (25)
  • One of those gems where it’s impossible to outpace the legend. Love myself a good conspiracy theory, as entertainment at least, not so much as a world philosophy. The first person perspective gives me some pause, but I have enough exceptions that it’s difficult to count that as a hard fast rule.

Control (Padrino) (24)
  • I am all in on simplistic gameplay if the environment and vibes are off the charts cool, and that’s the feel I’m getting from this title.

Mass Effect (Padrino) (23)
  • I love games that have you managing a small crew, mixed with a sci-fi space adventure is basically exactly in my wheelhouse. Never seemed to get around to it though and backed away when I heard the third in the trilogy was disappointing.

The Witcher 3 (Padrino) (22)
  • Legendary conclusion to a trilogy that’s already firmly within gaming royalty. My especially picky friend who 100% games, then fully removes them from his system never to be played again, calls this the greatest game he’s ever played and one of a few he’s played more than once as it safely remains on his hard drive. Like Mikey with Life cereal, cant really argue with that endorsement.

Rollercoaster Tycoon (hrdboild) (21)
  • Fun enough to simply build a park, place some pre-made roller coasters, and watch the place thrive. But the real fun comes from customization, which admittedly I never tried. Read that a guy was competing with a park next door, so he built a rollercoaster that did nothing but launch people over the fence into the other park to their untimely deaths. All of those were officially registered as deaths in the other park, so it was forced out of business due to the danger and the Death Launcher was torn down to make way for a replacement from which people presumably walked away.


Castlevania (Padrino) (20)
  • Like Demon’s Souls, I was scared to play Castlevania (and Ninja Gaiden) as a kid. Partially because of the horror theme, but mostly because of the difficulty; I considered it a triumph whenever I managed to beat the first large bat boss. When I actually beat the game as an adult, I realized I was right to be terrified of it as a kid. Death’s Hall is just flat-out obscene difficulty, and with the full on Grim Reaper waiting at the end, 8-year-old me would not have been able to handle that, to say nothing of Dracula’s second form. An NES cart that combined gameplay, aesthetics, and theme to be relatively scary? Just a shade below Sweet Home in that department.

Interstate ‘76 (hrdboild) (19)
  • I had never heard of this game a mere two months ago, but it became among my favorite picks because of hrdboild’s personal connection and the fidelity of vision from the creators. In the late 90s, the box and manuals of PC games were an extension of the experience, and it wasn’t just applauded, but expected that developers would put as much effort into the packaging aesthetics as they did the game itself. That fully immersive element where a synergy of gameplay mechanics, environmental aesthetics, and artistic ambitious marketing aligned to create an overall experience far greater than the sum of its parts. I miss that micro-era.

Xenoblade Chronicles (Padrino) (18)
  • Found this amazing for the hour I played it, became paralyzingly overwhelmed by the sheer amount of options, got brutalized in combat by a giant frog thing having no idea what I was doing, and stepped away for a quick break never to return. It’s not you Xenoblade, it’s me.

TIE Fighter (hrdboild) (17)
  • Love the concept of unapologetically playing as the bad guy, which doesn’t happen nearly as often as it could. But runs the line with my dizziness, and if I’m going to risk it, I think I’d rather go with something that has a little more depth like Privateer.

Alien: Isolation (hrdboild) (16)
  • I’m a big pansy and hate being scared, so I’m never going to dive into this. But I appreciate the hustle.

Citizen Sleeper (Padrino) (15)
  • Heard a lot of good things, enough to convince me to put it on my radar. Intrigued, but a little hesitant to fully jump in due to its perceived complexity.

Uncharted IV: A Thief's End (hrdboild) (14)
  • On the opposite side of complex, I played through the first two of the series, and during said to myself “awesome, this feels like I’m playing an Indiana Jones summer blockbuster!” Then they disappeared from memory almost immediately after the end credits rolled. I don’t hate on them any more than I hate Panda Express: have a great time while I’m having it, but an hour later it’s like nothing happened.
The Settler’s II (hrdboild) (13)
  • As a Civ fan, this seemed to nestle nicely into my interests; kind of a more active RTS version of Sid Meier’s Colonization (yes, there is a Sid Meier’s Colonization, which I played fairly extensively). I do worry about my RTS stress flaring up, but sure, I’d give this a whirl.

Metal Gear Solid (hrdboild) (12)
  • Another one I played for an hour or so and moved on. Just a question of timing really. Had I played this in the 90s, I’m certain I would have dedicated weeks of my life to it. But coming to it as an adult, I just don’t have the patience.

Skyrim (Padrino) (11)
  • Before the Witcher 3, this was my friend’s Best Game Ever, and he insisted I play it so I could agree. I made it through the prologue, and was out. If escaping from chains and running from a dragon scorching the village I’m in didn’t grab me, not sure what else this title was going to do.

Final Fantasy VII (hrdboild) (10)
  • And this is where the Final Fantasy franchise and I parted ways. Quite possibly the finest game ever made, and it did nothing for me. I’ll leave it at that.

GoldenEye (Padrino) (9)
  • Seasickness the game, and just so happened to be the hottest game in the world for a year of adolescences. Appreciate the innovation, but I don’t need to play this ever again.

Xenogears (hrdboild) (8)
  • Again, honor the hustle. There is so much depth and effort in this from top to bottom, it makes sense the team ran out of time and resources and just made a rush job to wrap things up. But the truth is, I wasn’t really into this during disc 1. Complexity doesn’t mean it’s compelling, and it really bothered me I felt less powerful whenever I was in the gears because I had less options and an added fuel gauge to monitor.

Illusions of Gaia (Padrino) (7)
  • I think I’ve played roughly 10 minutes of this and found it to be closer to Lagoon than Secret of Mana. Or maybe not, who knows. I’m not confident anything about memory of this one is accurate

Bushido Blade (hrdboild) (6)
  • I don’t like fighting games, but at least this has a fun gimmick I could imagine keeping my attention for a few minutes longer than button mashers usually do.

Elden Ring (Padrino) (5)
  • As I said in my Hollow Knight pick, gothic macabre and punishing difficulty just aren’t my thing, unless they’re all tiny little bugs.

Dark Souls (Padrino) (4)
  • Ditto

Riven (hrdboild) (3)
  • I hated MYST. Walking simulator linking a series of frustrating puzzles. And ultimately, red book, blue books they’re both wrong. You need to find the secret book and page you never knew was there. Ugh. Is Riven different? Better? Don’t know don’t care.

The Dig (hrdboild) (2)
  • I looked into this briefly and it just wasn’t grabbing me. I’m not even sure of the genre. Reminds me of the older Lucas Art point and clicks like Secret of Monkey’s Island, Loom, or Day of the Tentacle (which is super rad), but more mature and serious. I loved Manic Mansion / Day of the Tentacle because of the humor. Without it, I’m not sure I’m buying.

Mortal Kombat (Padrino) (1)
  • Not a fighting game person. But if I was, I’d main Mileena

Padrino
245

Hrdboild
220
 
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These two were neck and neck and very high on my personal ranking. Going to be tough. In this moment, I’m leaning towards betraying the initial order I sent Capt. :oops:
 
Obviously, I've voted for myself here. But I have great admiration for @hrdboild's island, because he was pretty uncompromising in selecting games that suit the particularities of his taste. Most I have not played. There are a few that are terribly intriguing to me. Deus Ex. Final Fantasy VII. Xenogears. And a couple that I adore, including Rollercoaster Tycoon, which was probably my earliest non-Oregon Trail experience with PC gaming, and Alien: Isolation, which is one of my great regrets from this draft, not getting to it sooner. I should have known @hrdboild had that one in his back pocket, but I thought I could let it slide a little further. Hubris, on my part, but I'll take that one on the chin, because I'm ultimately quite satisfied with my island. It captures almost everything I love about gaming.
 
Citizen Sleeper (Padrino) (15)
  • Heard a lot of good things, enough to convince me to put it on my radar. Intrigued, but a little hesitant to fully jump in due to its perceived complexity.

Actually, there's very little complexity here! It's just dice rolls and assigning those rolled dice to in-game actions. There are definitely nuances to the gameplay, and strategy to employ as you determine how to value your dice, but you're mostly just using the dice rolling mechanic to explore the Eye, its inhabitants, and the themes in which Citizen Sleeper is marinating. I'd say it's a highly accessible cRPG, and the average gamer should have no problem picking up its mechanics.
 
ONLY two minutes? :p:p:p

Yeah but that's two minutes with the Powerplay unit on the ice... could be a game-changer here in the Semi-Finals. :)

I'm still going to rank all of these games since I don't want the folks with a first-round bye to feel left out but I can't rank my own games for obvious reasons. Similar to what I did in the first round I'll mostly just write comments for each of Padrino's selections here. I have all of my rankings ready to go for the four matchups but haven't had time to finish the rest. Soon though!

Thanks for your detailed comments @Löwenherz! I'll respond to some of those too.
 
hrdboild has a strong list. Though I've never played a RollerCoaster Tycoon game, I have watched a bunch of Marcel Vos videos on youtube.

One thing I will never not be angry about is that my brief encounter with internet gaming acclaim, such as it was, came in an era before monetization. I had to quit RCT and get a real job while the generation after me has been able to parlay the culture of gaming into a viable career thanks to social media platforms. I guess this is similar to what it must feel like to have been a professional athlete in the 1960s making $12,000 a year now seeing guys like Ohtani sign for $700 million.
 
One thing I will never not be angry about is that my brief encounter with internet gaming acclaim, such as it was, came in an era before monetization. I had to quit RCT and get a real job while the generation after me has been able to parlay the culture of gaming into a viable career thanks to social media platforms. I guess this is similar to what it must feel like to have been a professional athlete in the 1960s making $12,000 a year now seeing guys like Ohtani sign for $700 million.

Please excuse my ignorance, and I’m really trying to write this in a way that doesn’t sound dismissive or condescending, because I don’t mean that at all. But having read your text from the pick itself and this comment, I’m fascinated as to how one might become good enough at RCT insofar as it means to garner followers and potential riches.

That is not meant to say the game is without skill, difficulty, or artistry. Hardly. I never even tried to design my own in-game rollercoaster and can imagine doing so takes a ton of imagination and engineering know how.

But like, do people watch let’s plays or long streams of RCT? Do they examine pictures or videos of ornately designed coasters and parks? How does the community connect with each other besides posting images of their creations? For instance, in the Mega Man community, people interact over robot master concepts or level/gimmick ideas, but mostly, it’s built on playing each others’ levels or watching experts perfect run and/or speedrun especially tricky ones.

Without that direct interactive aspect, I’m not clear on how the community works, especially in building an audience eager to throw money at you.
 
Please excuse my ignorance, and I’m really trying to write this in a way that doesn’t sound dismissive or condescending, because I don’t mean that at all. But having read your text from the pick itself and this comment, I’m fascinated as to how one might become good enough at RCT insofar as it means to garner followers and potential riches.

That is not meant to say the game is without skill, difficulty, or artistry. Hardly. I never even tried to design my own in-game rollercoaster and can imagine doing so takes a ton of imagination and engineering know how.

But like, do people watch let’s plays or long streams of RCT? Do they examine pictures or videos of ornately designed coasters and parks? How does the community connect with each other besides posting images of their creations? For instance, in the Mega Man community, people interact over robot master concepts or level/gimmick ideas, but mostly, it’s built on playing each others’ levels or watching experts perfect run and/or speedrun especially tricky ones.

Without that direct interactive aspect, I’m not clear on how the community works, especially in building an audience eager to throw money at you.

Oh man... I don't even know where to start really...

The types of things that I made in this game (and others in the community were similarly inclined) are a lot closer to what people are making in Minecraft than the actual theme park building game itself. One of those maps I linked to, for example, is a kind of movie where the rollercoaster leads you through the map and a battle erupts around it. Each time a rollercoaster blows up in RCT it causes the ride window to pop up on your screen with a little camera view of the crash-- the game design intention being that a responsible theme park manager would want to know that one of their rides has just killed people so that they can stop what they're doing and go fix it! But I used this feature more like comic book panels by naming each ride with a little quote and painstakingly timing each explosion to launch in the right order like a pyrotechnics show.

In the Mars looking map I built a shoe-string coaster which takes advantage of a hacking tool to merge two rollercoaster tracks together in precisely the right way so that the ride's train passes only half way over the split before gravity stops it and sends it the other direction -- actually splitting the ride train in half. The result is that the physics engine in the game treats the first half of the train like normal (interacting with the peaks and valleys of the track in the way you expect) but the second half of the train mimics the speed of the first half regardless of what the track underneath it is doing. So you can have a ride appear to climb impossibly high hills or pause halfway up a loop before accelerating through the rest of it. That was another way of building a ride that tells a story and this one was about the colonization of mars by dropping a nuclear bomb on the ice cap (an idea that I found on the internet in 2004 and definitely did not have anything to do with Elon Musk) and the unintended consequence being a subterranean plant-based lifeform getting really really pissed off about it and fighting back.

Another big one was to merge two types of rollercoasters together -- one which rides on top of the track and a suspended coaster where the car rides underneath the track -- which allowed you to hide the track underground and have "trackless" rides where the trains appear to drive directly over the terrain but actually follow a set path you mapped out. I used that idea to make a rally racing ride where the cars went over waterfalls and giant bones and almost crashed into each other, etc.

A lot of the parks that I won community awards for were in this e-sport forum game that we called Head-2-Head where a group of captains each drafted 10 parkmakers to their team and then participated in a tournament where each week every team submitted a minipark built by 1 or 2 of their parkmakers which was matched up against another team's minipark and the whole forum voted on the winners until we eventually had an elimination playoff and crowned a winning team. Because these were miniparks, we were able to really step up the level of detail (and in my case I tried to do unique hacks with each one as well). We also had other forum games and people designed their own custom object sets for RCT2 and even some custom rides. There's a whole grading system for awarding accolades to finished parks and a panel of judges to vote on them.

I just look at things like Minecraft and Roblox now and shake my head because we were doing all of that stuff 20 years ago, we just didn't have YouTube or TikTok so thousands of people saw it instead of millions. I spent hours upon hours outlining how to create certain types of ride hacks and architecture tricks and evaluating other people's work and helping them with their parks but it was all just typed and posted on a forum for free instead of on YouTube. Now there's OpenRCT2 which has many of the hacking tools built right into the game and can be played by multiple users simultaneously. I've been outside of the community for so long at this point that I can't really tell you exactly what is going on now -- I know there are some people livestreaming their parkmaking process, which is most likely what I would have done if I'd had the means. Or film tutorials on different aspects of how to use the hacking tools and some cool little tricks I figured out that no one else knew how to do.
 
One thing I will never not be angry about is that my brief encounter with internet gaming acclaim, such as it was, came in an era before monetization. I had to quit RCT and get a real job while the generation after me has been able to parlay the culture of gaming into a viable career thanks to social media platforms. I guess this is similar to what it must feel like to have been a professional athlete in the 1960s making $12,000 a year now seeing guys like Ohtani sign for $700 million.
With very rare exception, I avoid youtube channels with sponsors, especially channels that are doing impressions of generic youtube business models. Patreon has allowed many channels to make money without sacrificing too much of their content's integrity.

Please excuse my ignorance, and I’m really trying to write this in a way that doesn’t sound dismissive or condescending, because I don’t mean that at all. But having read your text from the pick itself and this comment, I’m fascinated as to how one might become good enough at RCT insofar as it means to garner followers and potential riches.

That is not meant to say the game is without skill, difficulty, or artistry. Hardly. I never even tried to design my own in-game rollercoaster and can imagine doing so takes a ton of imagination and engineering know how.

But like, do people watch let’s plays or long streams of RCT? Do they examine pictures or videos of ornately designed coasters and parks? How does the community connect with each other besides posting images of their creations? For instance, in the Mega Man community, people interact over robot master concepts or level/gimmick ideas, but mostly, it’s built on playing each others’ levels or watching experts perfect run and/or speedrun especially tricky ones.

Without that direct interactive aspect, I’m not clear on how the community works, especially in building an audience eager to throw money at you.
Marcel Vos has a popular channel. He mostly analyses the inner workings of the game. He explains things like how npcs decide where to go, how ride stats are calculated, and small things like why some balloons don't pop when you click them. He looks into the code, does experiments, and gives precise explanations.

Some videos are just...
 
This is a really strong list from @Padrino. I haven't looked at the voting yet but I assume based on the rankings that I'm going to lose this matchup. As has been the pattern so far, some of the highest profile games here are the least compatible with my gaming taste but I can certainly appreciate that you have a style of game you enjoy and you stuffed your desert island list full of them.


OWN, WANT TO PLAY

1. Disco Elysium: The Final Cut (PC) "A game so awesome that I played it for an hour and knew I was going to love it. And then haven't played it since! Had I stumbled across this one sooner and/or wasn't trying to write a book, design a board game, record an album, and make a movie at various points over the last 6 years it might have been my favorite game. I'm sure I'll get around to playing the rest of this eventually."

2. Mass Effect (PC) "My parents took me and my brother to see all three of the original Star Wars movies in the theater when I was barely a year old. I must have slept through most of them but I quite vividly remember the Emperor attacking Luke Skywalker by shooting lightning out of his fingers and that's my earliest memory. Anything remotely Star Wars adjacent already has my attention and it also has the branching storyline and interactive movie elements I tend to gravitate toward."

WOULD BUY, WANT TO TRY

3. No Man's Sky (PC) "This has also been on my radar for awhile but I haven't found the time to try it yet. I do quite like the look of it -- boldly pastel hued space exploration is distinctive and interesting -- and there's the promise of some of that Deus Ex style open-endedness. The big question is, will it be the good kind of Open-World game where I never run out of things to do or the bad kind of Open-World game where there's a lot of stuff but most of it isn't fun?"

4. Xenoblade Chronicles: Definitive Edition (Nintendo Switch) "Unfortunately this will have to be ported to PC or PS4 / PS5 before I'll try it but I'm certainly intrigued. I haven't played a Xeno game in quite awhile but I get all frothy (y'know, like I've been spun round in a blender with ice for 30 seconds) just thinking about more mech combat filled JRPG globe-trotting adventures."

5. Control (PC) "This looks like a lot of games that I have enjoyed. I dismissed Infamous rather quickly in the last round which in retrospect seems a little unfair. Is a third-person action game with telekinetic powers really that much different from a third-person action game with electrical superpowers? But I guess this is an example of how the presentation of an idea can be more significant than the idea itself. I wouldn't have thought I would like this when I read about it, but seeing it in action I get the references -- the X-Files, the Matrix, Christopher Nolan's warped dream-reality from Inception -- and I love the aesthetic, which is usually enough to rope me in."

INTERESTED, WOULD HAVE TO LEARN MORE

6. Citizen Sleeper (PC) "This one scores big points with me for the art direction -- I looked up the artist responsible, French cartoonist Guillaume Singelin is someone I'll pay attention to now. There's a recent trend of using tabletop gaming mechanics in video games ("Slay the Spire" being the most high-profile example) which I'm a little uncomfortable with. I'd love to see someone make this into a co-op board game so I could play it with friends sat around a table. As a video game though, from the playthrough I watched I'd say that it feels more static than I was hoping for."

7. The Legend of Zelda: A Link to the Past (SNES) "This game actually looks really cool. I have not even seen this game before and was a little surprised that the roots of what I think of as the modern Action RPG actually pre-date Diablo by quite a few years. I would probably play this."

8. The Witcher 3: Wild Hunt (PC) "As much as I keep hearing that this is an all-time classic (most recently in @Löwenherz' comments) and the photo-realistic landscapes really appeal to me, it really would take a lot for me to look past the theme. Big, silly fantasy settings are really hard for me to get into. I won't even watch Game of Thrones."

9. Elden Ring (PC) "This was the hardest game on this list for me to rank. Perhaps the ultimate example of a (by all accounts) great game that is most likely not for me. From what I've seen the theme does not appeal to me, the difficulty level seems deliberately designed to push me away, and the size of the game world guarantees I will never come close to experiencing even 5% of what the designers put into this. I worry that game designers seem more and more focused on making virtual worlds with nearly limitless potential to tell stories and less and less focused on making sure that the stories they do tell are interesting and original. That's not really a criticism of this game though, I don't know if that comment applies. But when I see a game promising a massive game world and hundreds of hours of gameplay my first thought is that it can't all be great."

OLDER GAMES I HAVE PLAYED

10. GoldenEye 007 (Nintendo 64) "I never played the single-player story mode but four player split-screen was a lot of fun. Also I still have a soft spot for the movie GoldenEye and this game had my favorite side character in that movie -- Alan Cumming's russian hacker Boris -- as a playable character so my friends got to hear me shout "I am invincible!" every time I sniped them from behind and then ran off to hide."

11. Mortal Kombat II (SNES) "One of my favorite bits of mid-90s ephemera was a TV show called WMAC Masters, which was a lot like professional wrestling but for martial arts. The original martial artist that portrayed Liu Kang (used for the motion capture of the first 2 Mortal Kombat games) is named Ho-Sung Pak and he played "Superstar" on that show. He was also wearing the Raphael suit for all the martial arts scenes in TMNT II: The Secret of the Ooze and TMNT 3 -- though I only found that out just now when I looked him up so I knew how to spell his name."


PROBABLY WON'T PLAY

12. Illusion of Gaia (SNES) "At this point I'm getting the idea that you really like action RPGs! This game looks like enough of a time investment and similar enough to games that I have already played that it falls just on this side of the "probably won't play this one" line. I can see why someone who grew up with this would really love it though."

13. Castlevania (NES) "I hadn't even heard of the Castlevania games until Symphony of the Night was released on PS1. Similar to the Final Fantasy series, these were revered games that were locked away from me behind a Nintendo pay wall. As NES era platformers go, this one looks better than most. I like the gothic art and somewhat more realistic, less cartoony presentation. But if I'm going to play a Castlevania game, I'll probably play Symphony of the Night since it's the one I have some history with."

14. The Elder Scrolls V: Skyrim [Special Edition] (PC) "I briefly played Elder Scrolls II: Daggerfall. I wandered into my first town and realized the game would let me steal anything on the store shelves -- so naturally I availed myself and before long the entire village guard had shown up to enact old testament vengeance on me. I fled off into the woods with my meager loot, managing just barely to evade them long enough to escape with my life, but now forever doomed to live the life of an outlaw and beggar. Such was my one and only experience of playing Elder Scrolls. See above (The Witcher 3) about fantasy settings. I only like Diablo because it's more medieval horror than fantasy."

15. Dark Souls: Remastered (Nintendo Switch) "There's an ideological conflict I have with the Souls games and I think it goes all the way back to Super Mario Bros. These games expect you to try and fail over and over again until you get good enough at the game mechanics to overcome the difficulty curve. And then it gets even harder. I skipped over most of the early arcade and NES / SNES days so I never had an in-road to participate in the formative years where this was the dominant game design methodology. Instead I played PC adventure games, RPGs, and strategy games where skill was rarely a factor and figuring out what to do next was the challenge, not how to do it. If gaming choices were represented by a skill tree, I now find myself in a place where the games coming out in some genres are five or six levels beyond what I'm even capable of participating in."
 
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