the story is heading in good direction fix the hinterlands problem darkspawn design mentioned modern audience/new audience talking about the hair verbal jabs it feels like bioware/DA is back the combat is really fun stakes felt really high care for the story more than gameplay neve/harding guilttrip didn't like the qunari design learned lessons for DAI Free! it's a "tactical" game the style/design changed with every game the story is heading in good direction fix the hinterlands problem darkspawn design mentioned modern audience/new audience talking about the hair verbal jabs it feels like bioware/DA is back the combat is really fun stakes felt really high care for the story more than gameplay neve/harding guilttrip didn't like the qunari design learned lessons for DAI Free! it's a "tactical" game the style/design changed with every game
(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 story is heading in good direction
fix the hinterlands problem
darkspawn design mentioned
modern audience/new audience
talking about the hair
verbal jabs
it feels like bioware/DA is back
the combat is really fun
stakes
felt really high
care for the story more than gameplay
neve/harding guilttrip
didn't like the qunari design
learned lessons for DAI
Free!
it's a "tactical" game
the style/design changed with every game