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