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