the style/design changed with every game talking about the hair fix the hinterlands problem stakes felt really high it feels like bioware/DA is back neve/harding guilttrip verbal jabs modern audience/new audience the combat is really fun darkspawn design mentioned Free! care for the story more than gameplay learned lessons for DAI it's a "tactical" game the story is heading in good direction didn't like the qunari design the style/design changed with every game talking about the hair fix the hinterlands problem stakes felt really high it feels like bioware/DA is back neve/harding guilttrip verbal jabs modern audience/new audience the combat is really fun darkspawn design mentioned Free! care for the story more than gameplay learned lessons for DAI it's a "tactical" game the story is heading in good direction didn't like the qunari design
(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.
the style/design changed with every game
talking about the hair
fix the hinterlands problem
stakes
felt really high
it feels like bioware/DA is back
neve/harding guilttrip
verbal jabs
modern audience/new audience
the combat is really fun
darkspawn design mentioned
Free!
care for the story more than gameplay
learned lessons for DAI
it's a "tactical" game
the story is heading in good direction
didn't like the qunari design