In 2020 I reached a benchmark I had long wanted to reach. I beat my 500th game in my lifetime, and with that, I decided it was time to organize and make a list of my favorites. To commemorate and really feel satisfied with this idea I wanted to share my list with the world. So on my social platform of Kitsu, I decided to make a post one at a time about each and every game on my list. These are those posts migrated over here for you all to read. Once I make the Top Ten though, all of those posts will be wholly unique and curated for here.  I plan to update this list every year, but for now, until I reach the end of my countdown, please enjoy my current Top 100 Favorite Games of All Time! Any questions or concerns, let me know in the comments below, but as always thank you for reading my little gaming wanderers! Here’s to video games and my lifelong passion for them, shared with you all!

90:  Mario & Luigi SuperStar Saga

Played on: GBA
Year Released: 2003

What started in Mario RPG SNES and through Paper Mario would eventually spin off into a new handheld RPG series. Maintaining the brand of comedy and style of time-focused button pressed for interactive take-turn combat, Mario and Luigi is a natural evolution of its predecessors. It almost feels like what Mario RPG would have been if they would have stayed with that branding all the way through, and you can’t really complain. Just like the original SNES classic, this game is filled with charming new characters, and a ton to do. It’s got all the bright cheery Mario appearances with the great qualities of RPGS mixed into one fantastic package.

Also, remember how I said I like funny games when done right? This series and game specifically are downright hilarious. I don’t know who came up with the ideas for it all if it was just the core writing staff themselves, or someone else, but these games always hit their jokes on a consistent basis. They give Mario and Luigi both very unique displays of their personality and use it to great effect. Luigi often getting the butt end of a joke works as it always has, and the same applies to Bowser when he is on screen as well. The story is surprisingly well told, more so than you would expect, but what sticks with me most is the excellent comedic parts more than anything else.

Well, that and the combat that ages so wonderfully. The engaging time-pressed attacks and defense of Paper Mario and M&L is never dull. Extra damage? That’s on your timing of the jumps. Wanna dodge that tricky attack? You can if you learn the pattern and watch closely. The game is never too brutal, giving you plenty of chances to slowly learn and improve as you face an ever-increasing amount of enemy types and attacks. Yet, it rewards players so handsomely who master the timing, and reactions required to ultimate domination. I love when games do this type of thing. And that isn’t even mentioning the nice light puzzle mechanics in the overworld where you have to combine the bros to solve clever roadblocks along the way. The game finds such a great sweet spot. I think if the story were a little more impactful rather than just funny, and if the final boss fight didn’t throw you to the wolves, this game would rank much higher for me overall. Putting that aside though, these games are totally worth the time. At least the first 3 or so. I guess that’s the same pattern with Paper Mario too though. Well, I will take 3 wins in a row before mistakes happen.

89: Wild Arms

Played on: PS1
Year Released: 1997

Is still find that one of the coolest facts about this title is that it was heavily inspired by the manga/anime of Trigun. Trigun was and still is one of my favorite anime series. Something I grew up with and have incredibly fond memories of. You tell me an RPG is using a similar aesthetic and you have my curiosity beyond peaked. A proper wild west feel with a little magic tossed in sounds like something I could use around these parts. With all the steampunk, medieval fantasy, and futuristic stories out there finding an RPG with a little more of its own identity is something I truly appreciate.

You take control of three main characters whose stories eventually intersect into one larger one by the end of the first major chapter of the story. We have Rudy, a silent kid from a small village in the middle of nowhere. Jack and his little buddy Hanpan, treasure hunters looking for the next big score. And Cecilia, a princess born into royalty just looking for some normalcy in her life. Their individual stories all bring them together for various reasons, and in the end, they join a common cause. Wild Arms nails the main cast here. These 3 are equally likable and interesting, and their group dynamic is fantastic as well. Rudy being a silent protagonist is actually explained within the story rather than just being a typical throw-away design choice. Then you have Jack and Cecilia who go through major character growth from start to end. The chemistry and progression they ascend through are memorable and the bulk of what makes this game so special. Well, that and some excellent world-building that makes the main quest always feel like it has some sort of urgency to it. A major issue in many RPGS is they try to give your urgency and then you can just kind of fuck off and do whatever. In Wild Arms the game tries to keep you on track and stay focused as much as possible. It does suffer some seriously confusing map design that makes traversal a bit like wandering in the dark at times however. So be prepared to be patient with random encounters as you try to figure out which way is the right way.

The battle system uses a classic take turn approach with normal battle, skills, and magic all being involved as ways to defeat your opponents. The battling is a little on the system side, but it never fails to be fun at least. I might have preferred them carrying over the 16-bit style like FFVI or Chrono trigger here as well. Instead, we get quite dated clunky chibi models doing all the legwork. They aren’t the worst, but they look noticeably worse than the world and design of the main game. Where you get to have fun little puzzles to solve in the normal look, then you get tossed into this blocky and not too favorable battle appearance. Even as a lover of retro stuff, this design choice was a miss for me. I think being right in the middle of the 2D to 3D transition is what caused this final choice, and I think it was probably for the worse. I am hoping 2 and 3 use sprites or maybe something in line with FF7-9 where we get fully-fledged nice looking character models in battle.

Otherwise, Wild Arms is a charming tale of 3 friends who help save the world and forever grow as people through their journey. While not everything has aged as well, the main cast, puzzles, and world itself of Filgaia are worth revisiting if you have never embarked on this epic quest before. It was one of the favorite series of my great friend Connor, and I was so happy to finally explore a childhood favorite of his so we could discuss it for hours on end. I love you Wild Arms, and will see you in the sequel……someday!!

88: Trauma Center: Second Opinion

Played on: Wii
Year Released: 2006

This Wii remake of a DS game is one of my definitive choices for highlighting games that do justice to motion control gaming. Rather than be just a gimmick, the game is truly built around it, and I feel would be far less engaging with a standard control option. I could see this type of game really doing exceptionally in a VR scenario. Trauma Center on the Wii is an exhilarating exploration of what it means to be a super surgeon in a video game world. You are Dr. Stiles, and you have one job; to save that person on the table no matter what. A simple, yet effective premise that anyone can get behind.

What separates this game from being just a boring surgeon simulator, or feeling too much like something like Operation is the main gimmick. You start off in a position of ease. Small-time surgeries to learn the ropes, and to understand the arsenal of a doctor when high-pressure situations may arise. Alongside the keen and watchful eye of Angie, your nurse, you must be diligent, accurate, and quick to perform surgery on people. The only catch is, after a few hours into the game, a twist is tossed your way. What happens when your surgeries suddenly get unexpected complications? And what do you do when those issues arise from parasitic aliens that wreaking havoc on your patient’s health, with their ferocity and aggression?

That’s what I love about this game. It’s outright ridiculous but makes it feel so fun and exciting. You are still just a doctor who must perform surgery, but now you must also save the lives of people being attacked by literal alien-like creatures who can do anything from cause blood rupturing to tumour spawns. You must constantly adapt to new situations and mixtures that you have not seen before, and it all culminates in an epic 10-minute long gauntlet fight at the end that requires an incredible amount of focus and precision.

The Wii remote works so perfectly for this game as you move your hand from tool to tool. You must grab them, switch them out, and make the necessary moves in the right location, and so forth. Everything from your scalpel to your stitches behaves differently with how you move them on screen. Some missions will surely kick your ass as you adjust to getting enough endurance to moving your hand too quickly all the time, but it’s one of the most thrilling gaming experiences I’ve ever had, and I wouldn’t trade it out. This is a game that is perfect for motion controls, and its almost arcade style of challenge is hard not to be immersed and excited by. It lacks actual character in many places outside Derek and Angie, but the gameplay shines so brightly I can forgive that. I want more games that do unique setups like this. It makes us of peripherals in a way that makes sense and gets the most out of it. Swords and guns are the only tools of the trade for the Wii mote, not when you have the mighty tools of the doctor!

87: Professor Layton and the Unwound Future

Played on: DS
Year Released: 2010

Man, I love puzzles! The Layton series is the premier gaming franchise to go for if you want a nice mix of Englishman class and brain teasers in the same place. You take control of Professor Layton, a true gentleman, and his sidekick Luke as they once again find themselves in a mystery to solve. Layton is like the friendly version of a Holmes character and living in a world where the collective all agree that puzzles are the best way to get to the button of things. It’s wacky, charismatic, and a joy to play through.

I’ve always had a penchant for puzzles. Games can through them at me in many ways and I always love trying to solve them. It could be timed stuff like Catherine, or slow methodical things like Zero’s Escape. You bring me puzzles, I want to see if I can solve them. Layton’s series is built upon a puzzle foundation of brain teasers. Meaning just about anyone can play through the game and win. They always have a simple answer even if it doesn’t seem true at first glance. You accumulate hint coins to aid you in this battle in case the puzzles stump you too hard as well. Be vigilant and hit everything you can on-screen so you can always progress steadily. Anything from math word problems to chess moves is at play here. And in the 3rd go along the puzzles are still strong even if they are getting a little different overall with ideas being used so much. Either way, in every Layton game I go out of my way to solve everything even the extra hard unlockable puzzles because it helps quench my eternal thirst.

What I find most surprising though is how moving the stories these games have are. Despite being filled with goofy jokes and designs, 2 out of 3 of these games somehow managed to make me cry with some of the end-game story content. I can count maybe on both hands how many games have gotten me to cry and somehow Layton is in there. Maybe I’m just an old sap these days who gets moved more than ever, but hey I gotta say this time travel story where we get to meet Future Luke and get the full context of Layton and how he became who he is today is brilliantly done. If you aren’t touched by Layton’s past romance, then clearly you are lacking in gentleman skills! I’ve only done the first trilogy so plenty more for me to go out and seek than there is! More puzzles and maybe even more feels? I can get behind this movement without much thought at all!

86: Batman Arkham Asylum

Played on: PS3
Year Released: 2009

Growing up, a lot of animated series really captured my imagination to the fullest. Everything from my dog shows like Scooby Doo or Courage the Cowardly Dog, to the action classics like Jackie Chan Adventures or Super Hero-based series. One of the best of the bunch was Batman the Animated Series. Brilliant in execution, and to this day one of the best animated series I can think of. It was even animated by a lot of Japanese anime studios to some extent, so go figure. I grew up loving the bat. Even his terrible live-action movies with Clooney and Kilmer. I at least got to enjoy the goods with campy West, Serious Bale, and classic Keaton. Yet, no one will ever be Batman to be quite like Kevin Conroy. The same applies the Mark Hamill as the Joker. Their chemistry and performances are just too great on so many levels. So, what happens when I discover an incredible Batman game is on PS3 and I need to play it?

I buy the damn thing and discover within minutes my favorite incarnations of Batman and Joker are starring in this very game. Rocksteady made a legendary trio of games, and it all started here. Redefining what superhero games could be, and showing the world the greatest Batman game ever made. Well until they topped in later in the sequel that is. Arkham Asylum is a gritty, tightly focused, action game set in the titular prison. It feels claustrophobic and like you are part of the game being devised against you. A trap that you walked straight into, and must not only break out of but also stop those behind it. It’s classic Batman all the way around.

You have the snappy and responsive free-flow combat, that allows you to switch between targets and your gadget arsenal at a moment’s notice. The fearsome and creative predator mode is also present allowing you to be the one who stalks the prey and take them out silently. Arkham Asylum allows you to be the Batman who kicks ass, the Batman who hides in the shadows, and the Batman who solves mysteries with his superior intellect. This especially gets tested with the Riddler’s challenge present throughout the prison. A balance that is hard to stop praising for a guy like me. This game just understands what it means to feel like the caped crusader and makes it feel excellent to do.

I would say the only major drawback to this game that keeps it from being almost 40 spots higher than it would have been, is the ending portion. I know that is a lot of grief to give for an excellent made game, but it is also competing in my heart here. If you make a pitch-perfect experience in almost 90% of your game and flat drop the ball at the end, well it’s hard for it not to reflect on the whole product. I love this game, to bits, but the fantastically acted and paced story gets the rug pulled out from under it with how lame and disappointing the very final portion is. Small issues here and there were easy to ignore, but this Joker fight and how it could have gone but didn’t was just an utter disappointment on top of one of the most dream fulfilled satisfying experiences I could have asked for. So, for now, I make a concession and place it here. Maybe as I grow older I will let go of this pain it caused me, but for now, it weighs on me enough, despite how great the overall package is. If you love Batman or action games in general, you owe yourself the chance to play through this peak moment in the franchise’s history.

85: The Last of Us

Played on: PS3
Year Released: 2013

Quite the swan song indeed for the era of the PS3 to come to close on. What started for Naughty Dog as Uncharted 1 pushing them into slight stardom, exploded with the following sequels, and somehow they made another completely new I.P. in TLOU that did better than them all. For better or worse, their games have helped shape and define storytelling in gaming over the past 10 years, and the one game at the forefront of it all was The Last of Us.

You start pre-pandemic, think like February of this year, and get to see the world as we know it. And soon after it all crashing down before your very eyes. We jump 20 years into the future to see the remains of the broken soul of a survivor that is Joel. 2 decades of surviving in a world of cutthroat violence, no true home, and hoards of undead infected people trying to kill everyone. It’s a fun spin on the zombie storyline similar to how Dead Space did it with aliens. We have these fungal infections that get worse over time and make the people basically living zombies filled with rage. Classic spread is done by biting/scratching. That’s all well, and in fun, but what makes this game special is the human element.

One of the finest achievements in every Naughty Dog game post Uncharted is the actors they hire to fully realize their characters. What could make a simple action game or simple survival action title feel more than been there, seen that sort of experience. What separates the Last of Us from a plain story of two survivors meeting each other and filling in the voids of their lives, is the performances and time defining the characters by the actors. Troy, Ashley, Jeffrey, Annie, and so many others recontextualize what it means by giving these characters stand-out performances. Mix that with a solid writing team and the TLOU really excels at building a fully realized world with characters that feel more like people than ever before. It’s not just Joel and Ellie, but characters like Sam, Tommy, Bill, and the like who all build a robust complimentary cast that fleshes out the world like none other.

The one mighty drawback of this game though is the gameplay. Not in general, because in general, it works, it’s fun, and it serves the purpose. The problem lies within the action of the game. While stealth is tense, exciting, and always rewarding to do properly, the action suffers a great deal more. We have some areas with little rectangle shapes telling you a gunfight is before you. This is silly and breaks a little of the world realism in a way that is harder to forgive because you are directly interacting with it, and it affects your fun of the game. Gunfights aren’t fun in this game. There is no good way to hide, enemy AI is super aggressive, and resources get depleted fast. It feels like a way to artificially expend the small resource you gather than those being used by natural mistakes of the player. The lack and variety of combat options really is a large detriment, when you compare it to the fantastic world-building, characters, and overall fun gameplay feel of exploring the dilapidated world. I love scavenging to find comics, supplies, and try and figure out what this place would have been like prior to it all coming to ruin. That is where the Last of Us shines brightly, and I love it so for it, but I won’t ignore that the combat, even on harder modes never really satisfies the same way the stealth does. Wouldn’t be much of a problem if it wasn’t forced on you at so many intervals. Either way though, if you enjoy story-based games with hard-hitting drama, The Last of Us is no doubt going to satisfy an itch somewhere within you.

84: Super Paper Mario

Played on: Wii
Year Released: 2007

As much of a departure as this was from its last two predecessors, I really like this game a lot. They went full in on the paper idea. Instead of a take turn RPG, we have a real-time game with action and puzzle elements. The combat is fun and diverse for each playable character, and the use of making players think in 2D and 3D got as much as they could out of the style of the Paper aesthetic. I would have been completely fine if future games continued on the brilliant style of the first two games, or further expanded upon this one. Neither happened, so what we are left at is the last Paper Mario game before more than a decade of disappointing follow-ups. It makes this game get a lot of undue hate, which disappoints me, but I get it. What I don’t hate though is Super Paper Mario!

First off, I think I can confidently say this is the best story in the Mario franchise pool. And that goes with saying how good some of the other Paper Mario and Mario and Luigi game stories can be. We have incredibly charismatic villains, lead by the fearsome Count Bleck! He is a bit silly, yet seemingly unhinged a bit too. This seems to go for his lackeys as well. All of which give really fun and interesting boss fights that make the player think on their feet with both 2D/3D being utilized in tandem. It all leads up to while an easy enough mystery to solve, a heartbreaking and truly emotional finale that I certainly didn’t expect a Mario game to toss at me. These games really are a different breed when they don’t try to handhold the players all the way. The story of Tippi and Count Bleck is one I shall never forget, and you shouldn’t either.

How’s that gameplay though? It’s different that is for sure. It’s like a mixture of classic Mario and the movement of Paper Mario. It takes some time to get used to. Especially with how all the playable cast has their own unique set of actions they can take. It helps diversify the game and makes puzzles and combat stay fresh by player preference. Mario is the perfect balance who can do a little of everything, while his other partners in the game have skills that lean heavily into being super useful in certain ways. Bowser for example is by far the best enemy dispatcher which his insane power he brings.

While I really love the classic time-sensitive take-turn style of the older games, I do think this one nails what it sets out to do. It completely unfolds an identity all its own because of it. The trademark humour of the RPG series maintains to help balance the surprisingly dark nature of the end of the game as well. I find Super Paper Mario finds a sweet middle point for all things. I don’t think it exceeds the combat or exploration of fellow Mario RPG type games, but it has a brilliant style and world to help support that missing link. All in all, I really dig what this game did, and the story it told. It isn’t the best of the best for me, but it is pretty damn good in its own right.

Now if only I could figure out what happened to Luigi…Maybe the mysterious Mr. L knows a thing or two!

83: Pokemon Platinum

Played on: Nintendo DS
Year Released: 2009

The first time Pokemon makes the list! I mean of course, it was going to, right? Unless you outright have zero experience or just hate the idea of pokemon, you probably as a gamer have one or two of them that you are fond of. I was part of the initial pokemon craze in the early ’90s when the games, anime, and trading cards all came in like a storm. I first played Generation 4 on my sister’s copy of Diamond, and though, eh okay this one is fine, but not as great as my first 3 experiences. Then in college, a buddy of mine bought a copy of Pearl, and I got a copy of Platinum, and my love for generation 4 was ultimately cemented. We played through the game at the same time, trying to build rival teams of pokemon we wanted to best each other, and made a point to battle after each gym and see who was the better trainer at the time. Overall I think the final score was 5-3 me, but we were pretty damn evenly matched.

The second time I dove into this game, it was just a standard playthrough. Not as exciting, but I once again approached the game with a mindset of full exploration of all the elements included within the world of Sinnoh. After both of these playthroughs, I was already pretty invested in this game. The balance of the gyms, the challenge of the battles, and the variety of the pokemon present were all just that much better in Platinum. The game had a nice balance of all the elements and made the okay story a furthermore exciting one as well. I really liked this game a good deal, and then my 3rd playthrough happened.

The nuzlocke! Not sure how many of you remember but I did an entire nuzlocke playthrough of Platinum here on Kitsu with overly lengthy and elaborate blog posts to show my journey through it all! Me and my best friend Mr. Wiggles battled through many many foes together. Great partners like Le Quack, Splumfark, and Shadow brought us all the way to the end in an epic final battle. This is by far the most memorable nuzlocke, I’ve had. Only the second one I’ve gotten to beat as well, but that’s because I don’t pre-plan looking at what you can grab, or grind so a lot of things make me at the mercy of the game and RNG. In the end, my friend Mr. Wiggles was the only survivor in a stall out til the very very last move of it all. I got to Cynthia with 5 of my team left and lost 4 of them during that run. Nothing will ever replace the intensity and sadness brought to be with that.

So, after 3 amazing times with this game, I really can confidently say I enjoy it. I don’t find Sinnoh’s story or gym leaders as interesting as the previous generations, but the way Platinum ups the variety of pokemon you can nab allows for a lot of fun new ways to play. It made my nuzlocke always nail-biting, and my co-op playthrough with my friend Cody a joy to build a team with. This game is cemented into my college experience alongside Pokemon Y, and I won’t forget my years with them. Mr. Wiggles is my champion, and we fight tooth and nail to this day. Godspeed to you nuzlockers! And a merry time for those who just enjoy the casual glory of pokemon’s goods.

82: Mark of the Ninja

Played on: PC
Year Released: 2012

I’ll say it time and time again, I love good stealth games. I love not only the feeling of the sneaky sneak, but also when a game actively rewards you for playing into it. Whether that is for upgrades, less annoying encounters, or something else altogether, when stealth is done right, it’s one of my favorite genres in gaming. Mark of The Ninja exemplifies this thought process with an entire game built around the idea of the ninja. In most games being a ninja is essentially like being a proper action star. You are lightning-fast and dispatch your foes at a moment’s notice. They behave and act more like Samurai than a proper ninja. Not in this game though!

You are tasked with individual missions with goals to set. As long as you don’t hit the fail requirements, everything else is completely open to being interpreted by the player as is. The type of open stealth that is most gratifying, because you can be really sneaky but there isn’t just one single way to achieve success. You are also given rewards and bonuses if you can make sure to do certain goals. This can be like take out every camera, or never kill anyone. They are normally tricky, but incredibly satisfying to complete and empower the inner ninja in you. This game is about methodical hunting, and being the best shadow you can. It really delves into what feels like what a ninja would be like, and with quite competent A.I. and a variety of level designs to challenge you, the game never feels stale or frustrating. I like that the immediate goal is normally to find an exit, but with all the extra incentives the missions feel bustling with things to do, and things to keep you engaged throughout. As it ramps up in the later sections, and you are armed with so many of your tools, it becomes a serious puzzle to tackle some of the harder obstacles, but when you win, the victory is oh so sweet.

If I had to really shout out the biggest misgiving of this game, it would be the story. It isn’t bad per se, it just didn’t stick with me very much. I can remember sort of how it ends and whatnot, but the rest of the events are a complete blur to me. This world of the ninja really excels for gameplay over story, and I can get behind that. I normally have two types of indies I go for. The mechanically deeps ones like this or Meat Boy, and the story-driven types like The Beginner’s Guide. They both hold a lot of merit in different ways. No matter what, I came in for a romping good ninja time, and boy howdy did I get that in spades. If they ever make a follow-up to this, I will be playing it day one. Until then I suppose I should check out Invisble Inc. and see what it has to offer me in strategy since I liked this one so much.

81: Fatal Frame 2

Played on: PS2
Year Released: 2003

A few genres rarely come up when I talk about my favorite games. I normally don’t mention FPS, Simulation, Racing, and another one would be Horror. Games with Horror elements often show up in games I enjoy, but a pure horror experience rarely does. While I have a disinterest in cars for racing, and twiddle my thumbs too much to figure out what I want to do in simulation, my big setback in horror is actually gameplay-related. Most classic games of the genre have very clunky and slow-movement choices that make them far more aggravating than fun for me. I understand the defense of how it adds tension, but the general lack of options of movement usually makes me more frustrated because I can’t get the character to move how I wish. I am aware of this in my limitation of needing to learn to adjust to the style, but it often makes me dislike or outright unable to play very far into horror games. It’s why classics that I’ve tried such as Resident Evil 1 or Silent Hill aren’t on here. I never finished either because tank controls in a game with action really are one think I struggle to enjoy. And we all know enjoyment is king in hobby time.

With that pretense out of the way, I actually really enjoy Fatal Frame’s style of combat and pace of play. Because the nature of the ghosts aren’t quite as quick and they are meant to be more dangerous as they close in, you are always given time to prepare for battle. The fear and anticipation instead come from the fact that with your limited ammo supply, is that the spirits only really take large points of damage when you allow them to get closer. You use a camera shutter to take photos to erase them. However, damage is calculated by how good the picture is, how close the ghosts are to you, and how much danger you are in. So if you get a good center mass picture mid-swing then you will do massive damage. Think of it like an action game similar to Dark Souls. Normal length does fine damage, but mid-attack you can basically parry the enemy for massive success. You get to constantly weigh that balance as you battle your hauntingly aggressive foes in this game.

The second installment of Fatal Frame is a game that focuses on twos a lot. We have a village with a storied destruction thanks to some ritual involving twins. Our main character is lost in this very haunted locale because her twin has gone missing here as well. Many enemies have counterparts as well. They go hard on the 2 motifs for this sequel, and while it is a bit abstract at times, I think the general spooky nature of the story hits the mark. Uncovering the horrors of a sacrificial-based village from the eyes of a young Japanese teen girl who only has a camera to defend herself is really something eerily to have to deal with for the 10 hrs or so this game takes place over. The ending is classic horror with a neat twist, and the accompaniment of the final song really sent shivers down my spine. Wholly impressed by this combination of solid scary storytelling, and fun intense gameplay, Fatal Frame 2 was a great time the whole time through. If you enjoy genuinely creepy gaming experiences, I would recommend this. It has its own fair share of clunky game design at times but rarely does it hinder enough to make one want to quit.

While I go figure out how to play horror games other than this correctly, and while the 3rd game is such a constant flow of tedium, you tell me your thoughts on this below or if you plan to play it sometime soon!

Any other gaming related posts you would like to see! Let me know in the comments below! I just might make the post just for you if you really inspire me to do so! I want to post content for you folks here, so let us work at that future together!  Until next time, stay same my little wanderers!