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	<title>Top 5 Most Overhyped Video Games - Versionsgeschichte</title>
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	<updated>2026-04-16T09:37:54Z</updated>
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		<title>ErikMcAdams am 10. April 2026 um 17:34 Uhr</title>
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		<updated>2026-04-10T17:34:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 10. April 2026, 19:34 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;World of Warcraft is massive and full of secrets and easter eggs for fans &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discover&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some of which are rather creepy&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creepiest easter eggs &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is the Children of Goldshire&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who are creepy kids that stand &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pentagram formation&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At 7:40 in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;morning, players can find the children in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second floor of their house&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where they &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;subjected &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strange&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;otherworldly sounds, including threats from the evil entity C&#039;T&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not entirely encouraging, is it? And yet&lt;/del&gt;, that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;message is the first thing &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greets players who boot up &lt;/del&gt;the game, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;every single time &lt;/del&gt;they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do so (though it can&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thankfully&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be skipped). Consider it foreshadowing. The Journey is regularly interrupted with control tutorials - almost constantly at first&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less frequently as it progres&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;problem with Crackdown 2 it &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;basically more of the same, but worse&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Very little in terms of gameplay &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;changed &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game actually featured less variety than its predecessor. Players could be forgiven for thinking it &lt;/del&gt;was the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or at least part &lt;/del&gt;of the same &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/del&gt;story &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of Crackdown 2 was cut down in comparison &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the first Crackdown &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which left some wondering why they were fighting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good fight, doing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same thing over and over again. This game did not deli&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Further exploration &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Andale reveals that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;strange meat&quot; its townspeople eat is actually human flesh, and that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;town is run by inbred cannibals&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Upon making this startling discovery&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players are then attacked by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people of Andale, unless they have &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cannibal perk&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in which case they are accepted by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;twisted community as one &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On the occasions when everything works exactly as advertised&lt;/del&gt;, Fable&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: The Journey proves &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be good - if simplistic - fun&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Using Gabriel&#039;s gauntlets to launch enemies &lt;/del&gt;into the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;air&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then decimating them with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well-placed blast &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;magical energy&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can be extremely satisfying&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sequences in which Gabriel &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Theresa flee from The Corruption&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seren galloping at &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;breakneck pace as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surrounding landscape is overtaken and defiled by The Corruption&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crimson mass&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are among &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most intense, graphically potent set&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pieces The Journey &lt;/del&gt;has to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offer&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sadly&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those occasions are too few and far between&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game is constantly undermined by its finicky&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imprecise Kinect contr&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main reasons &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story falls so flat is your character’s infinite silence&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only way to communicate with other characters is through a series &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expressions that only really serve &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;illicit a base &lt;/del&gt;reaction &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from any NPC that sees them without any real discourse. Sure using &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right expression will curry favor with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;townspeople of Albion&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the wrong one will help &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make &lt;/del&gt;them &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;view you are boorish &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rude&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it helps to illustrate the core issue with Fable II’s system&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game becomes about the choices &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not necessarily &lt;/del&gt;about the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters that those choices may alter. Due to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one-dimensional townspeople &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack of real interaction,  [https&lt;/del&gt;:&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;//adventurequestlog&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/ linked internet page] scenes that should have some amount &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;emotional resonance fall significantly short. The only real feeling you have for any character is for your faithful canine companion&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and even that is tenuous&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For that matter, The Journey&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;voice acting and score are both top notch&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/del&gt;is the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on-screen performance &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gabriel during cutscenes, his subtly exaggerated features easily communicating a wide range of emotions and clearly reflecting his state of mind&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a likable, distinct hero who frankly deserves a better game. Perhaps he&#039;ll get it when Xbox 720 and Kinect 2.0 - with its rumored ability to read lips and recognize emotions &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roll around&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for now&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just no need to take The Journ&lt;/del&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From a technical standpoint&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphics and music are both top notch&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games only real negative in this category is that&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more often than not, combat &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controlling &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character can feel a bit detached and clunky&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While combat itself is rewarding, with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;switch between melee, magic, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ranged almost instantaneously &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep bad guys on their toes, actually controlling your character can be a frustrating occurrence&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You will be plagued by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;occasional cheap death&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thanks to not actually being able to die, you won’t have to worry about losing anything more than some experience points if you bite off more than you can chew. In &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end, your enjoyment of Fable II will hinge on what is important &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you in this type of game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If you are looking for an engrossing story with loveable characters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this might &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;please you. However, if you are looking for an impressive gameplay experience with tons of replayability, I could not recommend Fable II more. While it may have, once again, fallen short of being &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic, it is a large improvement over &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first game despite its numerous weak points&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;There is also &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;matter of Seren herself. There are some great horses &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;video games: Epona in The Legend of Zelda: Ocarina of Time &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(especially, so far as I&#039;m concerned) Argo from Shadow of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Colossus . Seren won&#039;t &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;joining that list, despite Lionhead&#039;s intentions &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the contr&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Member the games you used &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play? We member. The basement at the Hardcore Gamer office has a section known as the Crust Room&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with an old grey couch and a big old CRT TV&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic systems are down there collecting dust, so &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an effort to improve &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cleanliness of our work space, we dust off these old consoles every so often and put an old &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;through its paces&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just to make sure everything stays &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;working order. We even have a beige computer with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;floppy disk drive&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highly anticipated Elden Ring from FromSoftware will be missing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still plenty of games to look forward to. Here&#039;s a handy list with the biggest games to look forward &lt;/ins&gt;to, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;along with events and streams related to t&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Getting together with three other friends makes playing Fable Heroes feel less empty&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but after one or two levels you&#039;d be hard pressed to find anyone &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was having fun. It should be mentioned &lt;/ins&gt;that the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deals with death in a pretty clever way -- players can still help defeat enemies in a ghostly form&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cannot collect coins -- but dying will not be too much of a worry&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even on the harder difficulties. Hopping online&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the other hand, devolves into running around trying to snipe coins&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather than actually worrying about killing anyth&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2. Medal of Honor (2010) &lt;/ins&gt;&amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Medal of Honor series &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often criticized for offering one bland WWII game after another&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In a world where Halo &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaining ground &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Call of Duty &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pushing FPS games as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;big genre&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gamers were getting tired &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing &lt;/ins&gt;the same &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scenario over and over and over. So, the series disappeared for a while before being set for a reboot&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;EA would take Medal of Honor the Modern Warfare route and bring its next &lt;/ins&gt;story to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;present day Afghanistan&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with actual members of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armed forces helping develop &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;g&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scary moments in non-horror games can sometimes be even scarier than horror games themselves, as they are often unexpected or stand at odds with the tone &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://Adventurequestlog.com adventure game updates|https://adventurequestlog.com/]&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As a result&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these scary moments tend to linger with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player long after &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game is over&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the experience wasn&#039;t sc&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lot of what &lt;/ins&gt;Fable &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Heroes brings &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the table, aside from that, is dull and uninteresting&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combat devolves &lt;/ins&gt;into &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mashing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same button over and over again&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;earning coins, while competitive, doesn&#039;t carry quite the joy that it should. Lionhead does infuse &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its signature Fable flairs&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like branching paths and good vs&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evil choices, into the game but both are either too few &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far between&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or just &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different way to prolong &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience. It&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only the board game leveling system&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;title&#039;s brief mini-games -- like mine-cart racing -&lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that provide brief respites from an otherwise uninspired experie&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Game Rant &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;come together &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;list 5 games that are prime examples of that overhype&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Games that&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;either through the companies promoting them or the fans wanting them&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were hyped as the next big thing &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in some way&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;didn&#039;t deliver or meet expectati&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The combat mechanics played a big part in creating an enjoyable game, but a lot &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun came from just exploring &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world and seeing what sort of trouble one could get into&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;goal &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the hero was &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gain fame, which was measured by their renown which was acquired by completing quests and the &lt;/ins&gt;reaction &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;NPCs was determined by &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character&#039;s alignment&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which was also influenced by their actions. Good characters would seem &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;develop a bright aura around &lt;/ins&gt;them and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a halo&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while evil characters would grow horns and attract pestilence&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;NPC behaviors weren&#039;t quite as unique as early claims from Project Ego days would have &lt;/ins&gt;you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;believe&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they did react based on those factors, though just &lt;/ins&gt;about &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everyone gave &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same reaction based on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hero&#039;s current renown &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alignment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Please note&lt;/ins&gt;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just because a game didn&#039;t deliver on everything it said it would doesn&#039;t mean it was bad &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A number &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these games were still good&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or at least decent&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They just didn&#039;t deliver of everything they were meant&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There&#039;s a lot of weird stuff in Fallout 3 &lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capital Wasteland&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but perhaps the most disturbing place players can come across &lt;/ins&gt;is the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;small town &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Andale&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Andale&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;residents seem like normal citizens living in post&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;apocalyptic Washington&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after speaking with Old Man Harris&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clear the town is harboring a dark sec&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There were many secrets to discover in Albion&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which was necessary to pad out &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main story campaign was short by RPG standards&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so having optional side quests &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secrets added value to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;title&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Demon doors would have treasures such as legendary weapons if you could solve &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;riddle &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;open them &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there were many silver keys scattered across the land they were needed &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;open silver treasure boxes&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They may have have fixed this in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;subsequent reissues of Fable&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original Xbox version there was a glitch &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get unlimited silver keys&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This worked by getting a key&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doing a hero save but &lt;/ins&gt;not a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world save and then load &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;file&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The character will have &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;key &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their inventory &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;key will &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;waiting &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be collected in its original spot.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ErikMcAdams</name></author>
	</entry>
	<entry>
		<id>https://falone.eu/index.php?title=Top_5_Most_Overhyped_Video_Games&amp;diff=59676&amp;oldid=prev</id>
		<title>LatiaMcKeon: Die Seite wurde neu angelegt: „&lt;br&gt;World of Warcraft is massive and full of secrets and easter eggs for fans to discover, some of which are rather creepy. One of the creepiest easter eggs in the entire game is the Children of Goldshire, who are creepy kids that stand in a pentagram formation. At 7:40 in the morning, players can find the children in the second floor of their house, where they are subjected to strange, otherworldly sounds, including threats from the evil entity C&#039;T&lt;br&gt;&lt;b…“</title>
		<link rel="alternate" type="text/html" href="https://falone.eu/index.php?title=Top_5_Most_Overhyped_Video_Games&amp;diff=59676&amp;oldid=prev"/>
		<updated>2026-04-10T17:21:57Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;World of Warcraft is massive and full of secrets and easter eggs for fans to discover, some of which are rather creepy. One of the creepiest easter eggs in the entire game is the Children of Goldshire, who are creepy kids that stand in a pentagram formation. At 7:40 in the morning, players can find the children in the second floor of their house, where they are subjected to strange, otherworldly sounds, including threats from the evil entity C&amp;#039;T&amp;lt;br&amp;gt;&amp;lt;b…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;World of Warcraft is massive and full of secrets and easter eggs for fans to discover, some of which are rather creepy. One of the creepiest easter eggs in the entire game is the Children of Goldshire, who are creepy kids that stand in a pentagram formation. At 7:40 in the morning, players can find the children in the second floor of their house, where they are subjected to strange, otherworldly sounds, including threats from the evil entity C&amp;#039;T&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Not entirely encouraging, is it? And yet, that message is the first thing that greets players who boot up the game, every single time they do so (though it can, thankfully, be skipped). Consider it foreshadowing. The Journey is regularly interrupted with control tutorials - almost constantly at first, less frequently as it progres&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The problem with Crackdown 2 it was basically more of the same, but worse. Very little in terms of gameplay was changed and the game actually featured less variety than its predecessor. Players could be forgiven for thinking it was the same game, or at least part of the same game. The story of Crackdown 2 was cut down in comparison to the first Crackdown , which left some wondering why they were fighting the good fight, doing the same thing over and over again. This game did not deli&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Further exploration of Andale reveals that the &amp;quot;strange meat&amp;quot; its townspeople eat is actually human flesh, and that the town is run by inbred cannibals. Upon making this startling discovery, players are then attacked by the people of Andale, unless they have the Cannibal perk, in which case they are accepted by the twisted community as one of their &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;On the occasions when everything works exactly as advertised, Fable: The Journey proves to be good - if simplistic - fun. Using Gabriel&amp;#039;s gauntlets to launch enemies into the air, and then decimating them with a well-placed blast of magical energy, can be extremely satisfying. Sequences in which Gabriel and Theresa flee from The Corruption, Seren galloping at a breakneck pace as the surrounding landscape is overtaken and defiled by The Corruption&amp;#039;s crimson mass, are among the most intense, graphically potent set-pieces The Journey has to offer. Sadly, those occasions are too few and far between, and the game is constantly undermined by its finicky, imprecise Kinect contr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One of the main reasons the story falls so flat is your character’s infinite silence. The only way to communicate with other characters is through a series of expressions that only really serve to illicit a base reaction from any NPC that sees them without any real discourse. Sure using the right expression will curry favor with the townspeople of Albion, and the wrong one will help to make them view you are boorish and rude, but it helps to illustrate the core issue with Fable II’s system. The game becomes about the choices you make, but not necessarily about the characters that those choices may alter. Due to the one-dimensional townspeople and lack of real interaction,  [https://adventurequestlog.com/ linked internet page] scenes that should have some amount of emotional resonance fall significantly short. The only real feeling you have for any character is for your faithful canine companion, and even that is tenuous.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;For that matter, The Journey&amp;#039;s voice acting and score are both top notch, as is the on-screen performance of Gabriel during cutscenes, his subtly exaggerated features easily communicating a wide range of emotions and clearly reflecting his state of mind. He&amp;#039;s a likable, distinct hero who frankly deserves a better game. Perhaps he&amp;#039;ll get it when Xbox 720 and Kinect 2.0 - with its rumored ability to read lips and recognize emotions - roll around, but for now, there&amp;#039;s just no need to take The Journ&amp;lt;br&amp;gt;From a technical standpoint, the graphics and music are both top notch. The games only real negative in this category is that, more often than not, combat and controlling the character can feel a bit detached and clunky. While combat itself is rewarding, with the ability to switch between melee, magic, and ranged almost instantaneously to keep bad guys on their toes, actually controlling your character can be a frustrating occurrence. You will be plagued by the occasional cheap death, but thanks to not actually being able to die, you won’t have to worry about losing anything more than some experience points if you bite off more than you can chew. In the end, your enjoyment of Fable II will hinge on what is important to you in this type of game. If you are looking for an engrossing story with loveable characters, this might not please you. However, if you are looking for an impressive gameplay experience with tons of replayability, I could not recommend Fable II more. While it may have, once again, fallen short of being a classic, it is a large improvement over the first game despite its numerous weak points.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;There is also the matter of Seren herself. There are some great horses in video games: Epona in The Legend of Zelda: Ocarina of Time and (especially, so far as I&amp;#039;m concerned) Argo from Shadow of the Colossus . Seren won&amp;#039;t be joining that list, despite Lionhead&amp;#039;s intentions to the contr&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LatiaMcKeon</name></author>
	</entry>
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