Drama and intrigue in today’s episode of Warriors All-Stars as Kasumi and Arnice attempt to save Setsuna from the trap he’s fallen into.
We also run into Marie Rose, subject of last week’s Waifu Wednesday, and discover that she’s a more powerful weapon than anyone could have possibly imagined… and she doesn’t even need to touch anyone.
While we’re on, we have a nice chat about what’s coming up here on MoeGamer, too. Why not stop in and hang out? We have swords and cute girls.
In today’s episode of Warriors All-Stars, we start to get a hint of what Setsuna’s up to — and why the war among the furry siblings kicked off in the first place.
Setsuna hasn’t been entirely forthcoming with Arnice, Kasumi and his other allies, however… and as such they’re finding it somewhat difficult to trust him, as his true intentions remain somewhat murky. Can you truly be someone’s comrade if you don’t really know why they’re fighting in the first place? Can you trust an ally if you learn more about their philosophy from your supposed “enemies” than from the ally themselves?
These are all big questions that will need to be answered eventually. For now, though, let’s continue racking up those monstrous KO counts!
Hello everyone! It’s the end of another week, so time for another one of them thar roundup type posts.
I’ve been ill this week, but I’ve been doing what I can to keep things ticking along. I think I’ve mostly mended now; a particularly fiery portion of noodles yesterday and a Chinese takeaway this evening have helped a great deal. Back on the straight and narrow with the diet tomorrow!
All right, enough about me, let’s check out what you might have missed this week.
Continue reading Around the Network
There really is no rest for a Warrior of Light, is there? “Go and bring me proof of courage,” says Bahamut, without any sort of indication of what the bloody hell he means.
Fortunately, some of this subordinates were a little more forthcoming with the information we needed, and so it was that we found ourselves standing outside the Citadel of Trials, ready to find that which would prove our courage once and for all.
All we knew was that it would take a form that we probably wouldn’t expect… and that there was an annoying teleporter puzzle between us and it!
The Warriors of Light are done Down South, so now it’s time to head Oop North. There’s just one problem: how to get there!
The northern continent has an alarming lack of places to dock a ship, so they’re clearly not expecting any visitors any time soon. And apparently canoeing across the ocean is out of the question, so what could the answer be?
Take to the skies, of course! After all, we have everything we need to do just that, right…?
Welcome back to the last letter of the alphabet! We’ve made it around another cycle.
This time around, we’re taking a look at Zynaps from Hewson, a company who built a reputation for mechanically and technically solid games in the 8-bit era, but who sometimes struggled to adapt to the changing — sometimes fickle — desires of the 16-bit home computer market.
Zynaps is a good — if monstrously difficult — shoot ’em up, but many argued at the time of its original release that it would have been best left in the 8-bit era. What do you think?
Find a full archive of all the Atari A to Z videos on the official site.
After a bit of farting around getting lost, the Warriors of Light finally find themselves in front of their next dungeoneering challenge.
Okay, it’s the wrong dungeon, but they’re there now, so they might as well dive in and have a bit of an explore. What could possibly go wrong, after all?
Mindflayers, dear reader; mindflayers are what could possibly go wrong.