Hello! As I said I would try back in May, I’m going back and doing a review megathread of a mapset which I’ve briefly talked about – it is Aquatic TC, also known as Last Reaction and Water Bases, along with its sister/sequel mapset Chimera. To give some context:
Last Reaction, Water Bases and Chimera are all authored by one George-William Bernard, a French mapmaker who to my knowledge doesn’t really have many other notable mapping credits. The release dates are a little weird – LRWB’s text file states it was made in 1999. The Lookup.dat file for Chimera was last modified on Christmas Eve 1999, while the other files that come in the original zip file were last modified on the 5th of February, 2001, so February 5th 2001 is probably the release date.
To give context about myself: I’ve been a frequent contributor to FistMarine’s Mod of the Month Clubs for well over a year now. While I started writing reviews in April of 2022, I actually started by playing March 2022’s featured map set(s), which was LR, WB and CH. I played in secret though – I didn’t write down any of my reviews and I held off actually showing myself until April when the original three Duke 3D episodes were featured. I also only got through about two maps of Water Bases before the month ended – Last Reaction literally took me the entire month to do and I hated pretty much all of it. After being inspired to try my hand at putting my own topic together by FistMarine, I’m here and ready to review Last Reaction, as well as finishing Water Bases and Chimera.
Before we get into things: I’m going to do the first five maps in Last Reaction, followed by the other half in the next post. Repeat this for Water Bases, and I’ll do Chimera as its entire post since there’s only 7 maps. That’s basically everything I have to say, so without further ado let’s get into it. There’s 29 maps and I already feel like I’m losing my patience.
Last Reaction
Spoiler
If I had to liken Last Reaction to something, I’d probably compare it to a Rainforest Café. It draws you in with attractive visuals and seems fun for about five minutes before spiralling into a downward whirlpool of depression, hurt feelings and bad tasting food. (I’ve never been to a Rainforest Café so I wouldn’t actually know if this is accurate.) In this excruciating opener, Bernard tasks you with navigating a large rocky pool and some pitch dark caves. Sounds easy, right? Well, as you’ll see with the rest of this episode, Bernard does literally everything he can to expedite even the simplest tasks. Case in point? The water tunnel you need to traverse to get to a cave with an admittedly decent Protector Drone fight is stretched out. It’s so stretched out in fact that you need Scuba Gear to go back and forth. You’ll start drowning long before you actually reach the bottom for the first time, and if you used all your health items at the bottom then there’s a good chance you’re just softlocked. You simply won’t have enough health to get back up to the surface again and you’ll die. Also, there’s Sharks in this entire tunnel for some reason. Because the only thing better than the Duke equivalent to the Mariana Trench is if there were long and grey landmines that take precious health off of you while you’re trying to swim. Never mind the fact you also need to kill all of the Sharks if you want to get 100% of the kills. You don’t get a non-secret Scuba Gear in this map by the way. You need to use an explosive to blow up a cracked wall in a particularly dark area of the cavern. Awesome map.
I didn’t even mention the caves. The only monsters in these halls of madness are Enforcers and Sentry Drones. What’s that? You wanted ammo or weapons to get through this section better? Maybe a crate of Pipe Bombs to get past a debilitating row of trip mines at the tail end of the caves? A Shotgun to kill the Enforcers? A Shrinker with Expander ammo for the Drones? The best Bernard can do is a Chaingun. Not a guaranteed Chaingun. A Chaingun you have to bargain with one of the Enforcers for. You wanted ammo for that, too? Yeah, about that. To get anything at all done in this map, you need to hit the slots and hope that you can trade your bullets and clips used to kill Enforcers for ammo drops. There’s basically no ammo within the maze of samey tunnels and lights, so this is your only option. If you get too unlucky, you get stuck with no ammo and you’re softlocked. Bernard even put a cardboard cutout of an Enforcer in one of the dead ends just to make you think that it’s a real monster and you’ll waste ammo on it, what kind of shit is that? This is all of course if you don’t locate the DNSTUFF secret, which gives you a full arsenal of weapons and inventory items that can help you greatly negotiate the monsters in the tunnel. Because why have a map that’s appropriately spaced out with weapons and ammo when you can shove all of that in a random secret that was clearly designed to let Bernard cheat without actually using DNSTUFF? Could he not even beat his own level and so he put this in as a band-aid?
Even after all this, Bernard still isn’t done with churning you through the wringer. The final section takes you through an idiotic teleporter sequence separated by a huge gulch with Pig Cop Tanks hitscanning you from the other side of the map. You get introduced to a few new monsters in this map, but the only one that really matters is the Alpha Drone. The Alpha Drones (I’ll call them Roombas from now on because I don’t respect Bernard) are these Lameduke drones that slide around on the floor and irritate the hell out of you while you’re trying to decipher whatever stupid-ass puzzle Bernard set up for you, which gives you no hint at all and punishes you with a full restart if you guess incorrectly. They have way too much health for how agile and small they are. Imagine a Green Spider from Blood but they can hitscan you, and also you don’t have an Aerosol Can. Awful! Wait until you get to Khaki Space. Last Reaction is a truly miserable experience that I wanted to turn back time and forget I ever played it as soon as I finished it. It somehow still gets worse than this, by the way.
1/10.
Mortal Transition
Spoiler
This map is bad, but it’s less bad than Last Reaction, I guess? It’s just kind of really boring, boxy and amateur. The start is a headache. I was playing with pistol starts in Last Reaction so I had to do a lot of waiting around for a Commander to kill himself by continuously firing rockets at a barrier. I don’t really remember too much about this map and I’m not going to redownload LRWB to jog my memory. I’m going entirely off of memory and other people’s reviews in the March 2022 MOTM thread. Uh… there’s a lava maze, which is always fun. If you didn’t know how to avoid hurt floor damage by timing your jumps correctly for some reason, then you should probably learn on Rabid Transit or Metro Mayhem. But if you’re too lazy, then this maze is perfect for you. Look out for the DNSTUFF secret in the maze, because the rest of the map becomes a non-issue after you find it. This map doesn’t exactly piss me off, but I really think that’s because this was one of the few maps I found the DNSTUFF secret in on my playthrough. Not that this makes Mortal Transition an engaging or even a decent map, but I find it better than Last Reaction by essentially default.
3/10.
The Jungle Zone
Spoiler
Oh my god, we’re only two maps in… okay, so, Jungle Zone. I wouldn’t even call this a jungle. Lost Lagoon from Caribbean was more of a jungle and that map’s not even a jungle in its name, so that should say something. The Jungle Zone is a grassy field filled with long ramps, blocky temples, cacti and palm trees. Things you’d find in a jungle, of course. It’s also way too oversized, with far too much time spent running around and going to all of the different locations instead of actually fighting in them or looking for secrets. This map has another deadly water tunnel which can also end in a softlock. Only this time it’s even worse, as there’s a red switch down at the bottom, the Scuba Gear is behind the blue door and if you don’t have the red key, you’re dead. There’s a “research base” in this map which is pretty dark and I don’t really like moving around in it. I guess the temples are kind of fun to run around in? The red key is randomly stuffed behind one of these temples and there’s no indication that it’s actually there, which can potentially lead to the softlock mentioned earlier. More new enemies! Overlord Sentries show up in this map but are generally used pretty sparingly.
Ammo and health is less of an issue in this map than the previous two, but I still didn’t really have anything useful before the final stretch, which turns to an IQ lowering slobberknocker. You get absolutely nothing towards the tail end of the map and you need to march through an Overlord Sentry and many other high-power monsters. I specifically remember save scumming my way through this section, using a Steroids and literally finishing the map and dying at the exact same time. Just an awful section that would have been less awful if I managed to find the DNSTUFF secret. The Jungle Zone is yet another dumpster fire with no good qualities. And still, I went onward.
1/10.
Khaki Space
Spoiler
…You know, there comes a time in a Duke 3D map reviewer’s career where they have to question why they’re doing the thing they’re doing. What they’re striving for. Whether it’s worth it to keep on playing solely for maintaining your position in the community or to slink away and find a new hobby to dedicate time towards. My only experiences playing community maps up until I played Khaki Space for the first time were Duke Hard and Shaky Grounds, and I was already questioning if this was worth it.
It's hard to describe in words just how legendarily shitty Khaki Space is. It’s so bad that it wraps around to being good only for it to become bad again. Every single mapping sin you could possibly think about that could be committed, is committed out the ass. Way more than three keys. Pointless open boxes with nothing to do in them. Resource starvation. Obnoxious enemy placements. A random train for some reason. It’s just pointless sections on top of more pointless sections on top of more and more tripe. It genuinely felt like Bernard was laughing at me the entire time I played this map… which is 80 minutes, by the way! This map is the length of a feature film! This is like what a five-year-old would describe as an “epic” map without actually realising that what they’re doing is just continuously adding random filler everywhere. Not a single part of this map is even remotely playable. It might have been playable if you had any ammo at all, but you don’t. This map is like what living in poverty feels like. Not even Commanders being changed to drop rockets once in a blue moon helps, because there isn’t any goddamn ammo supplies at all! There’s nothing! You are living from paycheck to paycheck and 50 Chaingun bullets to 50 Chaingun bullets. At the 40 minute mark I had to switch out Space Storm for a different MIDI, because I just couldn’t take it anymore. I wanted it to be over already.
Don’t talk to me about the health also. There’s no health in this map, right? You probably already guessed that, but that’s okay because only in the centre of the map Bernard put down a ring of water sprinklers. Remember, kids: Military grade medical supplies are temporary, but guzzling down enough water to make you vomit afterward is infinite. I had to go back to the fountains constantly during my playthrough. There’s just no health at all and it seems deliberately designed that you have to rely on the fountains. The very end of this map sucked the life out of me and I used DNSTUFF to finish the map for myself. Not the secrets, which I think stop for a while by E1L5, but the cheat code. I didn’t finish this level without having to cheat and I don’t care. Not even when I was cheating was I having any fun. I had to chew through a wall of Sentry Drones and look for a random switch to open the exit switch, which was of course guarded by a Battlelord Sentry. Khaki Space is an awful, AWFUL map and is the closest thing I have gotten to a map designed entirely out of malicious intent. Out of all of the maps I have played for Duke Nukem 3D, this one is by far my least favourite.
1/10.
Lunar Factory
Spoiler
Finally, something actually playable! Kind of. Lunar Factory is not so much “good” as it is “very slightly below average”. Bernard actually bothered to balance his map appropriately this time, which means that most of the combat doesn’t chug balls, and it’s a little less cryptic than Khaki Space which does wonders for the map’s navigation. My main issue with the map is it’s still extremely long and has no pacing at all. It feels like whole other maps were stitched together and haphazardly pasted to make one huge and linear hike that doesn’t go anywhere or is building to anything. There’s like eight keys in this map and none of them are actually used intelligently. I like the train ride, but that’s kind of it for the things I have to say about this map. So, I’m going to do a bit of a lightning round for the things I missed. There’s a new Trooper variant that shoots Freezethrower rays. Okay. They don’t fire them fast enough and they have such little health that you’re never really in danger when they show up. You have 125 health in this mapset and can overheal to 250. That’s cool and all, but with how little health you have in Last Reaction without relying on fountains you’ll be lucky to be at over 80. There’s a new Med-Pack which has Steroids, a Medkit and Armor. Where were a few of these in any of the maps besides the first one? I think the only one I actually found was in Last Reaction, so either the rest of them are in obscure secrets for Bernard just forgot about them. Lunar Factory is completely forgettable in any other mapset but sadly stumbles into being the best map so far.
Hello again. I have the other half of Last Reaction here. A lot of these reviews are a little shorter because they are generally shorter and I remember less things about them.
New L.A.
Spoiler
I can definitely see where Mikko Sandt took inspiration from this map to make his own city maps, in particular The New Dawn. But surprisingly, Bernard actually did better than Mikko this time around. Relatively speaking, New L.A. is designed more intelligently and has a couple of interesting locations, such as a church stuffed into a high rise and a dance club. The dance club is kind of fun but has hitscanners in faraway places, and the high quality “Born to be Wild” by Steppenwolf sticks out pretty heavily compared to the other songs in the game which are bit-crunched. I’m sorry, but I don’t really remember too much about this map. I can remember one thing though, which is that the Battlelord which spawns after you run around in the church for too long can bite me. The corridors in the church area are so small you can’t even run past the Battlelord even if you didn’t have a gun, and Bernard still hasn’t decided to give you a non-secret Shrinker yet. I think if I played this map again I’d have more things to point out, but I don’t think I should given that this is probably the best map so far. New L.A. is short, and that’s all Bernard needs to sell me on something playable. 6/10.
Old L.A. On Ice
Spoiler
I'll take "Maps Copied from Stock Duke 3D Maps" for 200, Alex. The Death Row knockoff must have felt stale even back in 1999 when this was made. I hate it not only because it’s stale, but because it looks way worse and you need to solve two switch combinations that have like 8 to 10 switches on them. Why would you even do this? Why are you allowed to do this in a map editor? The rest of the map isn’t much better. It goes from being a bad and boring Death Row to an even worse Flood Zone. This map is divided into two halves with an ice flow, which creates only one submerging spot. That would be fine, but it’s easy to become disorientated while underwater, you need to solve switch combinations and shoot buttons while on the underwater time limit, you need to scout out an obscure Scuba Gear hidden in a dark dumpster, and you also don’t have access to a water fountain once you get past the prison, as Bernard blocks you off from coming back once you’ve left.
I couldn’t figure out for the life of me what you’re meant to do with one of the keys. I don’t remember which colour it is, but I had to solve a puzzle underwater that I think I spent like 20 minutes trying to figure out until I carefully read all of the posts in the original MOTM thread and then just stumbled into the solution randomly. With an actually competent map maker at the helm, a city half-submerged in ice could have been an interesting location. Unfortunately, Bernard squanders his opportunity with cryptic progression, frustrating design and yet more open-ended wastelands. 1.5/10.
Launch Base
Spoiler
Launch Base can choke on a grid iron. The first thing you might notice about this map is how goddamn unbearable the rain is. It’s not even the lightning that’s the issue, it’s that the rain sound effect is set to be way too loud and it gave me a headache the first time I heard it. When you get inside it stops, but every time I get close to the edges of the main building it’s almost like there’s someone around the corner with a knife. And if you want a water fountain, because God knows Bernard won’t give you enough health to make staying indoors viable, you need to go back into the rain and backtrack to your submarine at the start to drink from a broken toilet. Just where is all this water coming from, anyway? The upstairs sections have some pretty ugly texturing, with Bernard choosing just the worst flats to use as ceiling textures. The underground section is pretty cool, though. I like the purples and pinks contrasted with pitch black, but I wish it wasn’t pitch black because then I’d be able to see the Protector Drones and Roombas that are hounding me.
The switch combination is pretty annoying but I think I just brute forced it until I got it. It was around this time that people in the MOTM thread posted their reviews, so I mostly used FistMarine’s walkthroughs as clues to allow me to start “speeding through” the back half of the maps. As in, I went from these maps taking 40 minutes down to 30 minutes. My thanks to FistMarine for that. Uhh… I’ve got nothing else for this map besides the fact there’s a secret exit. Launch Base is painful on my ears upstairs and forgettable downstairs. 3/10.
Hidden Base
Spoiler
This is another map like New L.A. that’s playable. It’s also the best map in Last Reaction. Hidden Base is a pretty stock standard Lunar Apocalypse phone-in, but at least that gives Bernard the opportunity to experiment with coloured lighting, and there’s actually a decent amount of resources in this map to make the gameplay not a complete drag. There’s even a custom MIDI! Most of the monsters in this map don’t really annoy me either. The only one I don’t like is the Battlelord that’s in front of the blue door. You don’t really have a lot of ammo to kill it and you don’t have a Shrinker, so it took quite a few tries to finally beat it. I think I also remember there being a really long underwater vent on both sides of the red underwater section that don’t need to be there. By virtue of having the least amount of bad or forgettable things to talk about, Hidden Base tops the list, but I also wouldn’t say it’s a map that I truly enjoyed. 6.5/10.
Aliens’ Detraining
Spoiler
This map is… also kind of playable? Maybe? I hate the start specifically but once you get into the UFO I’m indifferent. The start is a big junkyard with a bunch of Pig Cops, Tanks and Enforcers, and you only have a Shotgun to defend yourself. I think I made this much harder on myself because I didn’t want to use water fountains after what happened in Khaki Space, so I had to use all of the random and very limited health you can find around the place. Thankfully the city street section is short. The UFO is fine I guess, but it’s pretty cramped and I think I remember there being some really cheap tripmine traps. This is another map I don’t really remember too much about. It was one of the few I didn’t get stonewalled by so I blazed past it in about 20 minutes. Aliens’ Detraining is weirdly titled but it’s thankfully pretty calm after the frustrating start. One of the better maps for sure, only because it’s not wasting as much of my time. 5/10.
Great Stadium
Spoiler
Damn, I can’t believe Ion Fury’s secret level stole the idea of a sports stadium from this random map in 1997. Difference being Voidpoint actually made a good level and this isn’t a good level. Great Stadium is a bunch of different locations mashed together and separated by pitch black corridors with a whole bunch of hitscanners. Fun! Whole sections of this map are copied from stock maps. The three movie theatres which are the exact same room copy-pasted three times over are taken from Hollywood Holocaust, and the stadium where you fight the Cycloid Emperor looks like a scaled down copy of… well, Stadium. This is another map I got briefly stuck on, and at this point I was thoroughly done with Last Reaction. I think it was like the 28th of March and I was only just getting around to playing this. I eventually found my way through though after fumbling around in the darkness for a while. The Cycloid Emperor fight is a little crowded. You need to hit a few switches before he spawns, and among other things he has a Battlelord next to him which needs to be shrunken and killed first. Kill the rest of the lackeys and then bomb Cyclie to end off Last Reaction. 3/10.
Hi! I finally finished the first five maps of Water Bases. I wish I hadn't.
Aliens’ Trap
Spoiler
We’re onto Water Bases now, and unlike the opener to Last Reaction this map doesn’t make me want to tear my intestines out. I don’t know how there’s a random teleporter in a stadium which leads to a base at the bottom of the ocean, but I’ll roll with it. This map is the first to have a custom MIDI, and it’s alright. It’s probably the best part of this map, in fact. This map has a lot of recycled content in it and some sections are clearly meant to pad out the run time. I’m one of those people who likes to kick all of the Protozoid Eggs to death instead of using ammo on them so the 50 Eggs in the room with the Red Key was right up my alley. I ignored all of the Protector Drones in the Blue Key area, but I think all of them can be woken up and killed. If that’s the case then I don’t even want to know how you go about doing that since you don’t want to squeeze with the Protector Drone in their holding bay, and you can’t even bring Pipe Bombs from Great Stadium. There’s also some cheeky copy and pasting in some areas, and the main hub looks very symmetrical. Overlord Sentries are back in this map, and I thank that Bernard finally gave me a Shrinker because he’s not going to be so kind two maps later. This map is pretty average, but it’s a calming reprieve from Last Reaction’s torment. 6/10.
Somewhere Else…
Spoiler
After losing all of your weapons and performing yet another prison escape, Somewhere Else becomes (surprisingly enough) a pretty good map. I don’t like the start though. I’ve never liked using Trip Mines and Bernard forces you to use them for the first couple of monsters until you get the Pistol. I also don’t like these doors that open and close with proximity. There’s a lot of them in the map, and not only do they make a really loud noise, they also open and close with the use key. What I ended up doing a lot was running into them to open the doors and then pressing the use key out of instinct to close the door again. Somehow, I feel like this was an intentional way to add further padding. This map’s visuals are a highlight. Bernard displays an uncharacteristically great skill of lighting in this map and there’s a lot of trains, with some of them cruising by simple underwater setpieces. They're basic, but they're an attempt to be something more than the trains are.
Some of the fights in this map are hard to swallow. There’s a pretty annoying mosh pit of Roombas, Expander Enforcers and two Commanders followed by two Protector Drones, all of which you have to either Shotgun or use Pipe Bombs on. This map in general is very Shotgun heavy which makes this map take longer than it needs to. Tell that to the Overlord Sentry at the exit switch who will try to corner you unless you can Shotgun them to death. The MIDI in this map is probably the best in the mapset so far. It’s pretty repetitive, but it’s cool and calming, which helps to ease whatever nerves I get from trying to sit through the combat. Somewhere Else is certainly not perfect, but there’s enough on offer here to make it a map that’s worth your while. 7/10.
Green Harbor
Spoiler
Playing Green Harbor feels like how raw meat must taste. It’s chewy, unsatisfying and bad for my insides. This map is back on par with the rest of the 3/10s from Last Reaction. It’s a lot of dark corridors, hitscanners you have to Shotgun, and Overlord Sentries you also have to Shotgun. Sometimes one after the other, as seen in the crew quarters. The resource distribution in this map is a bit abnormal. You need to get a Freezethrower from one of the Freezethrower Troopers in this map instead of getting a guaranteed one, but regardless of if you got one or not there’s randomly a whole motherlode of Freezethrower ammo sitting in a random crate towards the end of the map which will get you through to the exit switch. There’s also not a lot of health either. This was another map where I had to rely on a water fountain to help get by. I’m not sure if getting the extra health actually mattered, but it helped to take the edge off. The ending can go to hell also. Having to swim around in a basin with Sentry Drones and Octabrains is one thing, but peeking in and copping a fist full of projectiles as you enter the speedboat is awful. Even with all of the Shotgunning, I do like that these maps are generally around 15 minutes instead of 30. It makes marathoning them less painful. Green Harbor is a slow drag that draws a sad smile on my face. 3/10.
Crystal Mine
Spoiler
Fun fact: This is where my original playthrough of Water Bases ended. Now that I’m replaying it to write these reviews, I can see why. Crystal Mine is a terrible experience from start to finish that I want to scratch out of my brain by tomorrow morning. The best strategy for basically this entire map is to run away from it. Exhibit A, the underwater ambush. You don’t have ammo to waste on this section, because your Pistol clips count against the gang of Enforcers you see. And by the time you do get the ammo to waste on this section, you can’t come back here. Exhibit B, this horde of Protector Drones that shows up behind a door with five Commanders and an Overlord. Using the explosives from the Commanders and Overlord to kill the Drones seems like the intended solution if you’re on a pistol start, but fuck that! My strategy after dying six times trying to get everything to kill each other was to lead all of the Drones into the water and to forget about them. Now the rocket spewing assholes are just a little less obnoxious. As soon as you hit the switch just in front of the blue key to close yourself off from the other monsters, you get blindsided by Octabrains and Troopers, and in the middle is a pool of super lava that (you guessed it) hurts you if you cross over it. Not touch it, if you jump over it it still hurts you. This is the way you’re meant to proceed, by the way. You need to get the Boots from a dark corner, jump into the pool and move through a tunnel while grabbing a Plutonium Health to stay alive. Is this seriously a map that people think highly of? Am I drinking enough water?
After rushing through yet another super lava section that seems like it’s designed to be a noob trap, you enter the underwater cavern. This place sucks balls, I’m sorry but it just does. It’s way too dark, everything looks the same, there’s this sickening red filter over everything, you’re taking psychic damage from Alien Princesses all of the time and there’s dead ends within the tunnels to waste your time and your oxygen. Not even the fact that you have barrels of Atomic Healths and Shrinker crystals make this section any more bearable. To make it to the exit, you have to find three switches within glowing green caves. I spent way too long on this, it took me like 30 minutes to find all of them and I didn’t enjoy a second of it. One of the tunnels randomly has two of the switches you need while another of them has the yellow key and the door that opens to the exit switch. The door that has the same texture as all of the other dead ends… the only consolation I can give Crystal Mine is that it ends as soon as you do this stupid cat and mouse puzzle. This map is a waste of my time and my sanity. 1/10.
The Gate to Atlantis
Spoiler
For fucks sake Bernard, can you give me actual supplies at the start of the map instead of one Pipe Bomb? I hate this map too. It’s dark, lazily textured, boxy, gives you 30 shells but no Shotgun for the first 7 minutes and you have to gamble for the Chaingun yet again. I’m trying to find something nice to say about this map, but I really can’t. This map introduces the Mini Cycloid and he is a royal pain in the ass to deal with. Not only is the area he’s in a shameless copy of Fusion Station, he also appears from an exploding wall without warning, and also when you open another door with four Protector Drones in it. I had to use all of the Devastator ammo I had because I already used my rockets, and even then I had to slip by him and fight him on a staircase while he had the height advantage. Then came the triple Battlelord ambush, and I don’t even know how this took me under 10 tries. I abused the quirk with the RPG where it can do more damage across Battlelords if you fire at groups of them. When it came time to kill the final one, I Shotgunned them on the shoulder. These MIDIs suck also. Both this one and Crystal Mine’s. They’re extremely repetitive, don’t use interesting instruments and they don’t contribute anything to the map’s atmosphere. They actively harmed my opinion of this map and I really wish Bernard just used the stock MIDIs again. Plain and simple, this map is terrible. Bernard throws two gutterballs in a row. 1/10.
This post has been edited by Quacken: 12 July 2023 - 12:11 AM
Looking at your reviews, I'm pretty sure this episode wasn't really done with pistol starting in mind, so you'd have a much better time playing it continuously
Looking at your reviews, I'm pretty sure this episode wasn't really done with pistol starting in mind, so you'd have a much better time playing it continuously
I definitely would, but pistol starting is my thing and I do it for everything just to keep reviews consistent.