He said true things, but called them by wrong names

waffle, zoso 3 Comments »

Naming systems for uniquely identifying characters can be a tricky business in MMOGs, especially when server boundaries are broken down by features such as cross-realm zones in Mists of Pandaria or joining friends as a guest in Guild Wars 2. Maybe the games industry could look to areas with years of precedent; naming a racehorse, for instance, follows fairly similar criteria to character names in GW2: “Your name choice can be up to 18 characters, including spaces. All names are registered subject to approval by the British Horseracing Authority. There are approximately 250,000 names on the current register, therefore it is advisable to check availability prior to submitting your application.”

OK, so the jurisdiction of the British Horseracing Authority doesn’t quite stretch to GW2 yet, but apart from that… A quick glance at the runners of the 2012 Grand National isn’t terribly inspiring though, maybe a couple of potential guild names (“Midnight Haze”, “Smoking Aces”), but there aren’t many names you’d want for a character. Apart from “Shakalakaboomboom”, natch.

Pedigree dogs have to be registered with the Kennel Club, and the list of Best in Show winners of Crufts is much more like it: “Volkrijk of Vorden”, “Fenton of Kentwood” (Jesus Christ!), “Abraxas Audacity”, “Saxonsprings Hackensack” and, of course, “Araki Fabulous Willy” (who wouldn’t want a Fabulous Willy?) Maybe those six extra letters (dog names can be up to 24 characters) make all the difference.

The Westminster Kennel Club Dog Show offers even more tantalising examples, as per a quiz on Slate; I mean c’mon, what MMOG wouldn’t be improved by replacing “G4ndalf” and “KniefStabRouge” with “McMagic’s Candied Ham of Pebbles Run”?

Posted by Zoso at 4:34 pm

All the ills of mankind, all the tragic misfortunes that fill the history books, all the political blunders, all the failures of the great leaders have arisen merely from a lack of skill at dancing

fallen earth, games, zoso 5 Comments »

Browsing around GAME the other day there were a few boxes of Fallen Earth: Blood Sports for 98p (reduced from £9.99). With Fallen Earth moving to a free-to-play model late last year it didn’t quite qualify for “spot the box for the MMOG that’s closed down“, but I wasn’t sure if the physical game was good for anything more than saving a bit of download time. Displaying the sort of hard-nosed investigative journalistic instinct that’s become a trademark at KiaSA, without thought to my own personal safety I grabbed a box and strode up to the cash desk. If they recognised me as an International Blogger of Blogging conducting hard-hitting undercover research who knows what might have kicked off, so clearly a disguise was in order. Not a problem: I tucked one arm inside my jacket, closed one eye and said “Avast, landlubbers, I am Horatio Nelson, famed admiral and victor of the Battle of Trafalgar, although I was killed during that so obviously it hasn’t happened yet. I’d like this game please.” I was about to hand over my credit card to pay, but at the last second realised it would’ve been a dead giveaway as it had the wrong name on it, so rummaged around and fortunately found a pound coin. “Arr, here be a shiny doubloon to pay for it, me hearty, splice the mainbrace. Yes, put the receipt in the bag please, thanks.”

They didn’t suspect a thing so I made my escape, and got the game installed. Looking at the website it appears to be a fairly standard “freemium” model, and redeeming the code supplied in the case granted 30 days of “Wastelander” premium status with a boost to XP gain etc., usual cost $14.99, so not a waste of a box. I’m not sure if it’s worth stacking up a pile of the boxes, or if you can only apply one of those codes to an account, I’m afraid my unswerving commitment to investigation doesn’t stretch to another 98p.

I can’t make much of an assessment of the game itself as I’m barely out of the tutorial, but it reminds me of Star Wars Galaxies in some ways (not that I ever lasted past a trial in SWG) with FPS-ish ranged combat and lashings of crafting. Like early SWG, Fallen Earth doesn’t have classes; character creation is just about appearance with no worries about too much supermodel perfection in a post-apocalytpic wasteland, plenty of options for scars, wrinkles, facepaint, tattoos and piercings. As you level up you can put points into a mix of stats, skills and mutant powers, a slightly daunting array of options a couple of hours into the game when you’re not really sure how things will develop, like attending a careers fare at infant school:
“So, small child, what sort of field are you thinking about? Lawyer, perhaps? Archaeologist? Lead Senior Direct Corporate Dynamic Future Product Customer Investment Manager?”
“I like painting and running around and Lego and making dens”
“I see, so which A-levels are you considering to further your aims? Art and Physical Education would be natural choices, I’m not sure offhand if there’s a syllabus that focuses on Lego, I’ll need to check up on that.”
“Are there any where you get to be a Flying Robot Wizard?”
“I’ll put down General Studies…”

I figured a bit of research was in order, and a quick poke about on the forums turned up a most helpful Ultimate Guide to Fallen Earth. In the section on levelling it says: “It’s crucial to follow a template because if you don’t you end up impaired and have to buy expensive respecs or even start over.”, with suggestions for builds such as Assault Crafter, Buffer, Debuffer, Hybrid Crafter and Melee Gunner. Seems like, as is often the case, the freedom of a classless system is a vast array of doors spread out in front of you covering all manner of strange and exotic options, where you’re completely free to pick whichever one you want, only it turns out you’re competing in Takeshi’s Castle and only five of the doors lead to freedom, the rest are painted onto solid rock and bruise your shoulder when you try and barge through them.

Classes vs open skills is always fertile ground for debate, and reaching all of level three is no position to render judgement on the system of Fallen Earth. I posted about Pirates of the Burning Sea, how I started out as a Naval Officer and became interesting in the trading/crafting aspect later, but due to the fixed class system had to roll a new character if I wanted to be a Freetrader; I could see a similar path in Fallen Earth, starting out focused on combat then developing crafting skills later on, with skill system giving the flexibility to do that with a single character rather than starting from scratch. With a bit of a lack of gaming time I’m not sure how much I’ll get into it, but then the beauty of free-to-play is that the option is there without having to leave a subscription going; I can be a procrastinator, and have my apocalypse later…

Posted by Zoso at 1:37 pm

You imagine what you desire, you will what you imagine and at last you create what you will

games, guild wars 2, zoso 8 Comments »

The transient, here-today and, if I may say so, gone-tomorrow nature of betas blunts the achiever streak that’s a major motivator for me in MMOGs, so I didn’t do an awful lot of adventuring in the Guild Wars 2 beta. The vague impression I formed was pleasurably chaotic, partly by design, partly a result of waves of brand new players squinting in the gleam of new-game shine and shouting “HOW I MINE FOR FISH?” Stumbling out of the introductory quests into the starter zones you talk to a scout, who basically opens your map up, points out a bunch o’ stuff going on, then slaps you on the back and says “off you go!” Following the directions of punctuation-emblazoned questgivers in a more structured MMOG can be like an assault course, where an instructor at each stage orders you to climb the scramble net, kill ten boars, step through tires or whatever, refusing to allow you to progress to the next obstacle until you’ve done it properly. In comparison Guild Wars 2 is an adventure playground where there’s a game of tag going on around the monkey bars, an impromptu round of “capture the fort” centred around a climbing frame, then a heavily distorted version of Greensleeves starts playing as an ice-cream van turns up and everyone runs after it for a 99 (except the van’s driven by an otter, who’s taking it to a carpet factory, and… hang on, this analogy has crashed, ABORT! ABORT!)

I did spend quite a lot of time on the character creation screens, though, wallowing in the luxury of ample time to adjust nose width and brow depth without the nagging feeling you get once a game goes live that you’re in a race with an Evil Society of Name Thieves to get to the “Enter character name:” box, that every second spent considering the precise tint of hair colour is a step closer to the accursed defeat of “Sorry, that name is not available”. Or maybe that’s just me. Character customisation is reasonable; not right up there with APB, but a decent array of options, and ArenaNet at least remembered to do some work on the rest of the game. The Charr seem quite interesting, they get good horn sliders and some fun fur patterns, but I’ve never really got into anthropomorphic characters so spent less time with them than the Humans or Norns.

Syl posted about the generically attrative faces of GW2, and Humans suffer particularly badly. A lot of the faces, especially female faces, go past photoshopped-model-in-glossy-magazine into slightly freakier animated-porcelain-doll territory, they just didn’t look right to me. GW2 is also slightly unusual in that, at least for this beta build, facial details such as scars, wrinkles and make-up are part of a head-package, not elements that can be added or tailored individually; I’m not sure if that’s something they’re planning on changing, but I found it quite tricky to get a Human head I was really happy with. Norns were much better, plenty of character in most of the male faces and a few female options from outside a glossy teen drama, plus the ability to add tattoos to mix things up a bit. Granted the high level female outfits shown during creation were heavy on the cleavage and midriff, and if there was any equivalence then male Norn casters would excel at smuggling budgies, but I think that’s been beaten that to death recently. With a high-heeled boot.

In summary, then: Guild Wars 2 has a character creator, and after that you run around a bit. Join me here at KiaSA after the next beta weekend when I hope to be able to shed some light on the rumours that you can “press buttons” to “use skills”.

Posted by Zoso at 10:28 pm

KiaSA Top Tips: Guild Wars 2

guild wars 2, ktt, melmoth, mmo, zoso 2 Comments »

A list of (hopefully) useful tips and tricks we’ve found while rummaging around in the Guild Wars 2 beta. We’ve only been playing for a short while so far, and not played before, so it’ll be an equally short list of basic tips to start off with, but we’ll add to it as and when we stumble upon tidbits that may be QI to others. Do feel free to add your own tips in the comments and we’ll pop them in the main list with an appropriate attribution.

  • Whether you like it or not – remember it’s still a Beta (you can sing this to the tune of Remember You’re A Womble if it’ll help you at moments of high stress.)

    .
  • Those of you with ATI/AMD graphics cards may find that upon entering the game world you’re faced with a UI and an otherwise black screen. Press Esc, go into the graphics options and disable Depth of Field, which fixed this in my instance. Apparently the game is optimised for NVidia cards only at the moment, so expect slightly more frinky graphical glitches during the beta if you’re part of The Way It’s Also Possible To Be Played set.

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  • The music on the login page is indeed on the loud side – although if any game music were going to have to be loud, I’d take the Guild Wars soundtrack any day. There is a cog icon in the top left corner of the login screen which will open the options page and allow you to reduce the audio levels.

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  • When you’re on the character selection screen look to the top left and you’ll see a Contacts icon next to the Options icon. You can check which of your friends is online before you login, and then choose which of your characters to play based on who’s on what and where.

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  • Helmets and shoulder-pads can be turned off in the Hero sheet (Press H) by right-clicking the appropriate piece of armour. Useful if those Mesmer masks freak you out as much as they do me.

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  • Speaking of outfits: the small icons at the top centre of the Hero sheet above your character model allow you to select your town outfit which, for my norn warrior at least, was a rather fetching pirate get-up that matched her bandana rather nicely.

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  • Autoloot can be enabled through the options menu (Press Esc) General Options -> Interactions. It does, however, still show you the icons of what you looted in the bottom right of the screen, and you can mouse-over each one for a description of the item. After a short period of time these icons fade out. Don’t panic! Autoloot does not steal the armour from other PCs: they all look that naked with their armour on.

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  • Speak to any scouts you see (they have a spyglass icon above their head), they will often give you information about the area, and point out new events and locations on your map. They are not recruiting for X-Factor or Next Top Model, though.

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  • You may need to bind Dodge to a key – it was unbound for me, although I may have used the default key for something else. Either way, make sure it’s bound, and use it whenever you can, it will help to keep you alive as much as ’6′ (the heal key) will.

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  • If you’re taking a screenshot, perhaps for sending to ArenaNet, then consider binding a key to Screenshots: High-Res in the options (Press Esc) Control Options.

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  • You can merge your inventory into one large bag by unchecking the Bags checkbox at the top on the inventory screen (Press I). You can keep your inventory nice and neat by pressing the Compact icon next to the Bags checkbox. This will move all items up to the top of the inventory, filling in any empty spaces you may have from selling or equipping items – it’s a nice way to keep all the new loot going in at the bottom of your inventory so it’s easy to find.

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  • Don’t just chain-run quests, take time to smell the roses. Unless you’re doing the Smell the Roses quest, obviously.

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Posted by Melmoth at 10:19 am

Don’t be a procrastinator, have your apocalypse now

mmo, stalker, survarium, zoso 2 Comments »

I was a big fan of STALKER: Call of Pripyat, third of the STALKER series, which knocked off the roughest edges of the earlier games without losing the charm, or perhaps more accurately lack-of-charm, of scrabbling around trying to survive in a grim post-Soviet wasteland. Development of a sequel was troubled with announcement of cancellation, un-cancellation, re-cancellation and un-re-cancellation, but as of a couple of days ago it seems to have finally succumbed to radiation poisoning and/or mutant attack.

In the light of the Syndicate and XCom reboots I would’ve suggested this is likely to mean news of STALKER being reborn as an FPS in four or five years, but of course it was an FPS to start with. Maybe instead they’ll try a tower defence game where you place Stalkers around the perimeter of a nuclear power station gunning down endless waves of mutants…

All is not lost, though, for the STALKER 2 team announced that they’re now working on Survarium, an MMOFPS that looks very much like a spiritual successor. PC Gamer expresses concern about how well STALKER’s values mesh with a massive playerbase, commenters on RPS have slightly more forthright opinions; for the most part “free-to-play MMO” goes down about as well there as “close links between cabinet ministers and News International” at the Levenson inquiry (ooh, little bit of politics).

It’s not hard to see why people would be trepidatious about a World of STALKERing, I mused about the possibilities and problems of an online version Fallout: New Vegas a while back, much of which could apply to STALKER, but it’ll be interesting to see what develops, and as per the post title I’d like to suggest an ideal theme tune.

Posted by Zoso at 12:52 am

Life imitates art far more than art imitates life

plague rages, zoso 5 Comments »

I think Bioware are taking the Rakghoul Plague event in Star Wars: The Old Republic a bit too far. Shortly after contracting the in-game plague that causes your character to become feverish and start vomiting, I managed to to contract some sort of out-of-game unpleasantness causing a fever and vomiting. Coincidence?

Well, probably. But I’m avoiding Tatooine for a while, just in case.

Posted by Zoso at 10:14 am

Opinion has caused more trouble on this little earth than plagues or earthquakes

games, mmo, swtor, zoso 4 Comments »

Along with the big 1.2 game update Bioware have reactivated accounts for former Star Wars: The Old Republic subscribers for a week, so I’ve popped a nose back in for a bit of a look around. I had been slightly miffed at missing out on a free month of subscription; active users with a level 50 character on April 12th got an extra 30 days of game time, and I would’ve strongly considered resubscribing to qualify but only found out on April 13th. Since a bit of unhappiness, not least from people without a level 50 character, they’ve tweaked the offer slightly to also cover people who’ve reached Legacy Level 6 across multiple characters, and you qualify if you have an active sub on April 22nd, so I’ll probably dig out the credit card after the free week for a bit more dabbling.

Picking up a couple of Melmoth’s links from yesterday, Richard Bartle talked about the lack of story-focused content in 1.2. The Legacy system does give an incentive for playing different characters, and a levelling boost for alts makes some sense in allowing you to focus on the class missions and perhaps skip some of the content seen on previous characters. Overall, though, individual character-specific stories don’t seem to have changed or advanced since launch.

I’m not sure that’s such a bad thing; I posted about the disconnect between individual stories and the wider game world, something thrown into sharper relief when jumping from SWTOR to Mass Effect 3, and 1.2 turned out to have a secret payload…

While idly browsing the Galactic Trade Space-Auction-House Network, safely tucked away in the heart of the Imperial Fleet, I dropped dead. “That’s a bit strange” I thought, displaying the incredible perception of the Empire’s most astute Agent. I commenced an investigation at once, drawing upon my full reserves of cunning, interrogation techniques and psychological mastery to ask “WTF??/?” in /guild chat. It turned out that I’d contracted the rakghoul plague (as I would’ve noticed, if I wasn’t so fixated on the trade network screens), some NPC chatter and in-game news bulletins started to shed a bit of light on the situation. Spinks and Shintar have fine posts about the event, as Spinks says it’s nicely done, all very organic within the world: “None of this, incidentally, is delivered via quest text from an NPC with a quest symbol above its head.”

I’m not sure if it’s a pointer towards a shift in focus from character-oriented stories to a more world-based narrative, or just the way the updates have fallen, but it’s a pretty interesting event so far. Now if you’ll excuse me I just need to go and rub up against some other infected Imperials at the Giant Rakghoul Plague Party in the cantina…

Posted by Zoso at 1:16 pm

Hatred is gained as much by good works as by evil

waffle, zoso 7 Comments »

Poor old EA, apparently they’re the worst company in America. Worse than The South California Crack Cocaine and Heroin Company, worse even than pre-tournament favourites Puppy Kicking Inc. (motto: “We Kick Puppies!”), EA beat the Bank of America in the final vote.

Back in 2004, when Erin Hoffman’s EA Spouse post drew attention to the working practices of the industry, and when EA had a reputation of swallowing up and crushing smaller studios, it would’ve made more sense, but since John Riccitiello became CEO in 2007 they’ve improved considerably. Course they’re not perfect, they’re a big company ultimately focused on profits, but *worst* company? How could they possibly earn such a title in a series of internet polls where a comparatively small number of motivated tech-oriented people across the world could easily swamp the… oh… Right. I suppose, in hindsght, those hit hardest by the financial crisis that the Bank of America played no small part in might have been a bit more worried about finding a job, food and somewhere to live than voting in an internet poll. The slackers.

Maybe there’s a little clue to the most monstrous evil of EA in the post on The Consumerist awarding the Golden Poo:

“Traditionally, the Poo has been delivered on its little red pillow. But this year, we’ll give EA three different color options for its pillow, though in the end it’s still the same old Poo.”

Even without the explicit reference it wouldn’t be a massive leap to connect a campaign expressing displeasure with EA to the Retake Mass Effect efforts. At least they’re gamers, though, motivated by their passion for games they love, if perhaps a touch overzealous in places, unlike some other online campaigners. It seems EA have been targeted over the inclusion of same sex relationships in their games, with Star Wars: The Old Republic being particularly singled out by the Florida Family Association. There’s a link in the GamesIndistry.biz piece, I’m not going to replicate it here (oxygen of publicity and all that), but you couldn’t ask for a better example of Poe’s Law. It’s headlined by an image of RuPaul’s head superimposed on Darth Vader’s body and the question: “Will the makers of Star Wars video games create Darth VaPaula, a (mock) transgender version of Darth Vader – RuPaul, for kids to choose as their action character?” I’m pretty sure the answer is “no, you deranged fuckwits”, EA’s Jeff Brown puts it a bit more diplomatically: “In short, we do put options for same-sex relationships in our games; we don’t tolerate hate speech on our forums”.

A cynic might suggest it’s PR driven, with EA pointing to the support of the Human Rights Campaign over their stance in a response on Kotaku to the “worst company” award. With the stock price of Starbucks climbing since a “Dump Starbucks” campaign was launched to protest the coffee company’s support of same sex marriage, possibly in part because of a backlash against the original campaign, maybe it’s just a sensible business decision, but regardless of EA’s motives it doesn’t sound like the behaviour of The Worst Company In America to me.

Posted by Zoso at 12:57 pm

I once told a friend that nothing really ends, no-one can prove it

games, mass effect, zoso 5 Comments »

(BBBC Spoiler Warning: this post finally gets around to talking about the end of Mass Effect 3 but in broadly non-spoilery terms.)

Back at the start of the month I quoted David Mitchell on expectations, and to grab another piece from the same column:

“Our level of expectation is crucial to our enjoyment of food, wine, holidays, plays, films and TV shows. We flatter ourselves that we’re objective but our judgments are clouded by our hopes, by whether something was better or worse than we’d anticipated.”

Some people were particularly miffed about the end of Mass Effect 3 due to anticipation stoked by pre-release quotes from Bioware, but for me it was quite the reverse. The rumblings of discontent started with leaks, the storm broke with the US release, so even before the game was available in the UK the “Retake Mass Effect” initiative had kicked off and it was impossible to avoid the fact that a lot of people were Really Jolly Cross. Expectations duly set, as I started the final mission I was waiting for the game to format my hard drive while the screen flashed “HAW HAW THE REAPERS HAVE DELETED ALL YOUR DATA PUNY HUMAN”, or to cause the PC to eject the game disc with crushing force into my crotch. All through the mission I was anticipating some devastating blow; as we lined up for a final push, I was thinking “hmm, about to go ‘over the top’, a hint of Blackadder Goes Forth?”, and as everyone was cut down and the screen briefly faded to black I thought for a moment they really might have done it. Now that would’ve been brave.

The actual ending, though, was… all right. I’ve read a lot of cogent pieces articulating numerous problems with the ending(s), and some equally cogent counterarguments around certain aspects, a more nuanced and worthwhile debate than a blanket demand for a “better” ending when everyone has a slightly different idea of what “better” would mean. I don’t think I’ve seen anyone come out and praise it as the perfect conclusion to the series, it’s undoubtedly flawed, but it didn’t spoil the whole game for me, possibly in part because I was expecting it to terrible thanks to the campaigns. Overall, though, Mass Effect 3 was a fantastic three-coarse meal, even if the dessert wasn’t quite up to scratch. Or if taking each course of the meal as a separate instalment of the series, most of the dessert was excellent (the high point of the meal, in fact), but the custard was a bit lumpy. OK, tell you what, if each of the three Mass Effect games is a separate three course meal, with Story, Combat and Progression represented by a different course, and Bioware are the chef, EA the waiter and the internet is the restaurant, then the mariachi band going around the tables (representing the 1981 NatWest Trophy winning Derbyshire cricket team) are playing the wrong song.

That analogy got away from me slightly, so I’ll borrow some words from author-type-person Joe Abercrombie instead:

“[The ending] was confusing, maguffin heavy, not really set up in this game let alone the earlier ones. As is so often the case, the villain’s plot, so mysterious and thrilling when unknown, seemed rather silly and baffling when explained. Plus heavy exposition from a glowing child is really, really never a good idea. On the other hand, I was so impressed with the sheer scale, bombast, and technical achievement of the action leading up to it I didn’t care.”

Posted by Zoso at 9:13 am

In pre-preparation for April 10th.

guild wars 2, kiasa, kiasannouncement, melmoth, mmo, zoso 4 Comments »

So April 10th is the big day we’ve all been waiting for. Yes indeed, on April 10th fans of KiaSA will finally be able to pre-purchase their pre-order for the post-purchase pre-order purchase of KiaSA: The MMO. Be aware that this pre-purchase of the post-purchase pre-order only gives you access to the beta test for the post-purchase pre-test pre-preview phase of the pre-post-purchase-order part of the KiaSA game. To be able to play KiaSA: The MMO upon release, you will need to return to the retailer from where you pre-purchased the post-order post-preview order for the pre-purchase early access post-beta pre-game access and present a valid proof of purchase, whereupon the retailer will give you a code which fully unlocks the pre-post-pending-past-participle-order for the early post-headstart pre-access for KiaSA: The MMO.

This pre-purchase of the post-purchase pre-order includes the following exclusive benefits:

  • access to the beta test for the post-purchase pre-test pre-preview phase of the pre-post-purchase-order part of the KiaSA game
  • access to the month of June from May 17th
  • an exclusive in-game cosmetic “I pre-purchased the post-purchase pre-order and all I got was this lousy tabard” tabard
  • an exclusive out-of-game make your own cosmetic tabard kit [*]
  • Exclusive forum post template, “You should have seen [class/item/ability] back in post-purchase pre-test pre-preview, that was really [overpowered/underpowered/wombling-free-powered]
  • an exclusive lifesize replica of YOU! [**]
  • KiaSA: The MMO – Pre-purchaser’s In-Game Store, where you can pre-purchase items for your character before they’re available for pre-order in the standard in-game store.

[*] kit consists of a felt tip pen and instructions on cutting a hole in the middle of a sheet then writing “I pre-purchased the post-purchase pre-order and all I got was this lousy tabard” with said felt tip.
[**] to access exclusive replica, look in a mirror.

Whatever you do, please make absolutely sure that you DO NOT enter the code for your pre-order post-purchase purchase before you’ve entered the pre-code for your pre-test post-access purchase order, which is the first four digits of the pre-purchase post-code in reverse order; failure to follow these instructions will result in your account being permanently locked and someone from the KiaSA team coming around to your house and pre-kicking your cat.

Thankfully, being an MMO, the launch of the KiaSA game should be smooth and seamless, and therefore the KiaSA team does not foresee any issue with this slightly expanded pre-release schedule for the post-game pre-order release.

Pre-thanks for your post-attention.

The KiaSA team.

Posted by Melmoth at 10:21 am
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