You can sacrifice the snake or strange larvae to the fire so it’s always safe next time
@JoeBentsenАй бұрын
Best movie ever
@cosmic2616Ай бұрын
9:15 the amalgam did the damage needed to kill it
@cosmic2616Ай бұрын
I love that he says "power and toughness" I love hearing other card games in magic terms
@crontiblium90Ай бұрын
It really varies on rng I haven't watched any of your other things But if you reach a cabin you've hit the end It is def doable? Probably Also ouroboros best card if you get it. Always play it Goat is only good if you put it's effect on black cat There's a reason stoat looks like that. You'll learn 5:09 i mean squirrels are infinite 5:59 he doesn't give you teeth if you accept the surrender. Always bully him for points imo 6:42 colony is great perk if you can get enough points 6:52 all of the tentacle cards do diff things based on their symbol and it's cool imo
@crontiblium90Ай бұрын
8:43 yes that's totally rarity. The color is a little diff too
@cosmic2616Ай бұрын
to clarify, he did get to the cabin, but did not make it past the first section. His deck was, well, mid to say the least
@alltheflavors9673Ай бұрын
Go see Mauler's review. There's no reason to fawn under such a condescending movie.
@TheSocialSolipsistАй бұрын
Did you actually have a thought of your own or did you look up my video just to tell me to watch someone else?
@jamiefarrell6049Ай бұрын
Full of crap man
@TheSocialSolipsistАй бұрын
Do you have an opinion of your own you'd care to share in a civil and constructive way?
@theoneonlygrapeapeАй бұрын
sup boss
@AC-cw3ie2 ай бұрын
Next time when you sacrifice for a sigil, you need make sure you apply a really good sigil like the respawn sigil that the cat has and apply to a powerful card like a wolf or the social card you have. Also, play the caged wolf and set it free. Look for the 3rd talking card in the cabin
@AC-cw3ie2 ай бұрын
Try not to over think this game. A lot of the game requires trial and error. The caged wolf needs to be released and it needs to die for it to be a playable wolf that does damage. Also , if you get to meet the woodcarver I would try and choose the 3 blood body and a squirrel head as you can then sacrifice a squirrel to the value of 3 blood. Hope that helps
@JohnM-sw4sc2 ай бұрын
I’ve always referred to this kind of movie as “pop-horror” and not in a bad way. The movie itself it good not great but one of the most quotable flicks of all time.
@TheSocialSolipsist2 ай бұрын
That's a good way of putting it - it definitely has enduring entertainment value.
@JulioCesarRochaBaia2 ай бұрын
Wth!!!! 105!!!!11!! That's a lot of eps
@TheSocialSolipsist2 ай бұрын
It's a pretty big game if you're trying to do everything!
@connorcampbell46672 ай бұрын
Hey, since your channel is pretty small I thought I’d give your video engagement with some tips. Feel free to ignore if you don’t want backseat gaming or have already beat the game and are just now uploading. First, don’t worry too much about making mistakes. The game is a Rogue-lite, meaning it’s designed around the expectation that you’ll die many times before eventually winning. Every new run provides you with new resources in the form of death cards and rewards from solving puzzles, and new information such as hints for solving those puzzles. The initial struggle is part of the intended experience. Second, the description of the flying symbol is “A card bearing this sigil will strike an opponent directly, even if there is a creature opposing it”. Nothing more, nothing less. It has no effect when defending. To put it in MTG terms, non-flying creatures can’t block flying creatures, but flying creatures can still block non-flyers. the difference here being that flyers also cannot block other flyers, and blocking happens automatically whenever possible. Third, what likely tripped you up on that last cupboard puzzle was not understanding the lizard symbol. When the lizard symbol is attacked, it moves to the right, leaving its tail behind to block the attack, so when the Y shaped symbol attacked diagonally, the lizard moved to block the 3/2. When you moved the spike symbol up, the Y symbol damaged itself on the first attack, dying before it could attack the lizard, leaving the other Y symbol and the 3/2 free to attack directly. I really love Inscryption, so I’m glad you’re enjoying it. Here’s to your channel’s future success.
@shiro-takashi62692 ай бұрын
I absolutely loved this game. I hope u have as much fun as I did.
@TheSocialSolipsist2 ай бұрын
I have liked all the games from this dev, and so far I'm really enjoying it! Thanks for watching!
@turbofrog_froggy3 ай бұрын
Game was made by 1 person.
@turbofrog_froggy3 ай бұрын
Super stoked to see you play this! I really thought love you when I played it, and I felt like it was something you would really enjoy.
@TheSocialSolipsist3 ай бұрын
I'm glad to have gotten around to it. Did you play it yourself or just see it somewhere? I'm enjoying it, but I hope you're ready for me to have some *hot takes* too.
@turbofrog_froggy4 ай бұрын
9:35 darn tootin'
@TheSocialSolipsist3 ай бұрын
Help 💀
@turbofrog_froggy4 ай бұрын
I hope they end up together.
@TheSocialSolipsist3 ай бұрын
🤢
@turbofrog_froggy4 ай бұрын
It ended as it began - poorly.
@turbofrog_froggy4 ай бұрын
New R&R?! #Hype
@TheSocialSolipsist3 ай бұрын
Hey youtube, why the FUCK was this comment held for review? How are we this far into KZbin as a platform and you still don't even notify me that there is a comment held for review in the first place? WHY IS THIS PLATFORM SO SHIT???
@turbofrog_froggy3 ай бұрын
@@TheSocialSolipsist I sense a new episode
@TheSocialSolipsist3 ай бұрын
I have been thinking for a while about a video on the state of youtube. I was thinking about it even more last night after some other technical BS I had to deal with. Now I almost think I should do quarterly reports on the state of shit not working...
@turbofrog_froggy4 ай бұрын
This entire sequence is insane. Like, this was made by an alien who has never been on Earth, wtf.
@turbofrog_froggy4 ай бұрын
Emperor Norton + Norton anti-virus is such a lit combo
@TheSocialSolipsist3 ай бұрын
Streamer brain took hold of me and it took me entirely too long to catch on to that one. Also probably a blessing that we're far enough from the period where I had to think about Norton on a regular basis that the name no longer immediately dredges up those memories.
@burningsheep44734 ай бұрын
Thanks for putting in the effort in at least giving this some closure. As far as the environments are concerned and how appropriate these are for a Space Hulk game: Well, if your solution is to get rid of the impressive, aesthetically pleasing and often fairly open environments and replace them with mostly pretty bland corridors and small rooms that can barely accomodate one squad..... then I can gurantee you that absolutely nobody would have considered this an improvement. Aside from the fact that this is obviously not a board game and not a turn-based top-down tactics game either. You can't just use the the kind of map layouts you have in something like Space Hulk - Ascension. Aside from that: There actually are a lot of narrow corridors, but thankfully not just that. That would get pretty dull pretty quickly and it wouldn't provide for varying circumstances where different loadouts are more or less viable. If you are crossing an open room you should know that that is dangerous, but a lot of things just don't matter much on Normal as the game will rarely punish you. And so the consequence will often be that players don't pay attention anymore and will act surprised when walking through the middle of a wide room will get them caught in an onslaught. It is absolutely a game about navigating the map and positioning and awareness of what is happening and what might happen (spawnpoints, Stalkers etc.). It just matters way less on lower difficulties, whereas No Mercy can be extreme - but also somewhat inconsistent - in how it punishes you for your mistakes. Control is provided by equipment and skills. You'll obviously have an easier time controlling large hordes with an Assault Cannon or Flamer than with a Bolter, which is mostly just accurate and reliable. The first mission does provide the tension you speak of, but while I would have liked them to use this kind of mission design more, I can see why the didn't. Most people would have merely considered that boring and that is evident enough in people being confused about the lack of a soundtrack. Another way to get tension is to simply play on a higher difficulty, but I very much doubt that this will result in a better experience without first learning to play the game and accepting it for what it is. Normal is very much appropriate for somebody that hasn't played much and especially No Mercy is more of an acquired taste. But, big but, in some ways it works better: Arms and legs tend to break far more often; movement in combat, blocking and so on are far more important and the same is true for how you move across the map. Sometimes it's better to just stop or to quickly run to a defensible corner. The criticism herin is that Normal difficulty is quite playable, but to a degree it comes at the expense of less tension and less interesting gameplay. It also isn't much good in teaching the player how to play somewhat properly, because - as said - it simply isn't punishing enough. Also, from what I've seen Space Hulk is very much about killing hordes of Tyranids and Terminators being extremely fragile, so I'm not sure where this criticism of it not being lore-accurate is really coming from. Sure, perhaps not quite as many, but the player also has far more firepower at his disposal, so it makes sense. Translating a boardgame/turn-based tactics game into an FPS will obviously change some things and considering what Deathwing is, it is understandable enough that there would have to be some way to heal. It's basic, but gameplay-wise it works well enough. The whole criticism of not being "fun" isn't very helpful. Sure, it can be repetitive and I can see how the game might be frustrating at times...., but while there are legitimate criticisms some of this comes from lack of experience with the game and indeed also not being that good at it. No problem, we have all been there, but acting as if lack of experience and knowledge have no influence on your perspective, is frankly disingenuous. Feel of combat and the game in general is also pretty subjective. I can easily imagine some improvements in the sound department and I wish powerful weapons like Thunder Hammer and Plasma Cannon felt as powerful as they are. But there is still a lot of it that feels "good" to me. The extremely heavy feel of swinging a Power Fist not least among them. I'm sceptical of how useful comparisons with Left 4 Dead really are. Deathwing is not Left 4 Dead and it's obviously not even trying to be. The tempo is very different and it's way more about positioning than L4D, the melee system is way more intricate, just like the player has a far more tangible physical presence in the game that actually matters. And I can't say that being able to gun down hordes of Zombies very quickly is necessarily very interesting or satisfying. Perhaps for a little while, but a mass of Zombies isn't any more interesting than a horde of Genestealers. As far as increased sponginess goes I'll just refer back to loadout and skills again. An Assault Cannon is going to gun them down more quickly than a Bolter. And yes, the Terminators aren't particularly smart and require a good amount of management. The Tyranids are better than people give them credit for though. They try to flank, back away from swings, block melee attacks, lose limbs (together with their weapons), keep attacking when burning or when having lost limbs, and sometimes they even run away. Hybrids use cover competently. And no, it's not a tower defense game, it's basically just a pretty unique slow tactical FPS. It is the same as Space Hulk where you are trying to get to other places for various reasons. And you do so by covering your flanks and trying to be prepared for approaching Tyranids. Just like Deathwing. The difference is just that the tempo and the limitation to just two bots doesn't really allow for being specific about positioning. Oftentimes it has to be enough to send them somewhere and then tell them to "Defend".
@turbofrog_froggy4 ай бұрын
17:35 this might be one of the absolute worst puzzles in all of point-and-click adventure game history.
@burningsheep44734 ай бұрын
I honestly never started using many of the commands. Just Follow, Defend and Send work well enough. Defend seems to mostly allow them to be more responsive as they don't need to be as focussed on the player. As long as you leave one of them on pure Melee. Assault Cannon or Plasma Cannon can work, but it feels like something that needs the right environments and even more positioning management from the player.
@burningsheep44735 ай бұрын
06:30 Stalker jump attacks do a lot of damage. Apparently even on lower difficulties.
@turbofrog_froggy5 ай бұрын
You're right - I miss Ingrid too. You should call her, bro.
@burningsheep44735 ай бұрын
The Chainlightning really doesn't care where you aim it. That's why it's great for sniping at long distances. It will not always do exactly what you want, but while there is line of sight it should always hit something. Edit: Also do yourself a favor and actually try something other than the Bolter. I mean in case you still have any motivation left over to continue with it.
@alexwest25145 ай бұрын
is this halo 5
@TheSocialSolipsist5 ай бұрын
Halo 6 actually
@burningsheep44735 ай бұрын
The green bar is just for recharging the Psygate by picking up enough relics. Psi-Skills only have cooldowns.
@TheSocialSolipsist5 ай бұрын
Appreciated, I think I caught your comment about that on one of the previous videos before this recording session. It really does not explain much at all, and that's such a strange thing to have a dedicated bar for on the HUD
@burningsheep44735 ай бұрын
@@TheSocialSolipsist Yeah, it's true. Not too important anyway. I think it's just their way to counterbalance that you'll be more damaged if you get lost or simply spend too much time on the map. On Normal you get quite a few Psygate-charges anyway.
@burningsheep44735 ай бұрын
08:55 There is a spawnpoint right inside the corridor in case you didn't see.
@TheSocialSolipsist5 ай бұрын
Yeah, the question is mostly rhetorical lol. That's more me saying "Not having any safe space or reasonable ability to direct my allies to give me proper cover fire sucks"
@burningsheep44735 ай бұрын
It's Space Hulk. I'm told it's normal that it's deadly, even though it might not make too much sense considering the powerful armor. As far as the more general feeling is concerned: Perhaps it comes from the game being so slow. I have often seen people complain about the melee, the AI, some weak-sounding weapons etc. A lot of people would prefer unimpeded movement, speed, one-hit kills and such. The power fantasy basically.
@burningsheep44735 ай бұрын
Chainlightning destroys turrets with one hit by the way. Also no need to "Hack" then "Destroy". If you don't have the Lightning available just do either. Edit: The only purpose of relics in the campaign is to recharge Psygate as far as I'm aware. The meter to the left of your armor indicator charges up as you collect them.
@burningsheep44735 ай бұрын
It's also helpful to memorize the hotkey that lets you send the bots to a specific spot. You can respond quickly when you want them to move through a door or when they are standing in the field of view of a turret. Edit: The infinite spawning is a Streumon trademark and I'd say it's the most appropriate in Deathwing. They even have proper spawnpoints instead of spawning in out of thin air. The fact that it's never quiet.... well, I wouldn't have minded having some instances where there is a finite amount to kill, just for variety's sake. But ultimately Deathwing is a game about navigating the map and pacing yourself properly depending on what is currently happening. If the spawns weren't spread all over the map then the gameplay loop wouldn't work properly.
@burningsheep44735 ай бұрын
Just a heads-up: The bots tend to move around a lot, but oftentimes it's just because they try to move out of the way of the player or because they try to follow you. In defensive situations just tell them to "Defend" once you are in a good position. Depending on how it goes for you, you might also want to give Barachiel Claws or Hammer. The bots are much harder to kill when on pure Melee.
@burningsheep44735 ай бұрын
Too late of course, but you could have just used "Load" instead of "Restart" after you had died. There are checkpoints.
@burningsheep44735 ай бұрын
The Goliath boss seems to be one of the buggier things in the game. Had him get stuck as well once or twice and other people also have had some trouble with him.
@burningsheep44735 ай бұрын
10:00 Yeah, buckshot seems to be pretty weak vs refractor fields, but it doesn't seem to apply to Psyker shields. Penetration should only help vs armor, not refractor fields or anything like that. However, the Static Charge archaoetech adds +20% damage vs refractor fields. Mindboggingly they didn't include any of the info on the Archaeotech in the game.
@TheSocialSolipsist5 ай бұрын
The lack of information available is wild to me until I remember it's Struemon. How did you even find that out? Look it up in a wiki or something? There's so much info on screen and they've made such a hash of the UI and yet it still doesn't deliver that information anywhere. It's wild.
@burningsheep44735 ай бұрын
@@TheSocialSolipsist Sure, but the alternative would be like what Doom Eternal did, where you get straight, inelegant explanations for everything. Though perhaps it's more necessary in the case of DE. Most I found out through simply playing the game, but the thing with what Archaeotech does do, that was some Focus Home person answering a question on their forum. The answer has been replicated a few times on various forums/reddit etc.
@davidsokoloff23315 ай бұрын
I'd like to s
@davidsokoloff23315 ай бұрын
I'd like to propose that Harvey IS real but supernatural
@davidsokoloff23315 ай бұрын
You don't take into consideration that Harvey IS real, just supernatural..watch all the doors opening by an invisible force ...and Dr. Chumley's belief in Harvey..what do you think?
@TheSocialSolipsist5 ай бұрын
I'd have to rewatch that and consider it. I suppose there's no evidence for or against it, but I think it undermines the narrative somewhat if that is the case. I think if Harvey is an invisible supernatural being, it takes a lot of the impact out of the stakes of some scenes. Also makes Harvey less of a good friend because of when and where he chooses to intervene.
@philbright73895 ай бұрын
And nobody watched this
@TheSocialSolipsist5 ай бұрын
You did.
@MrMightyZ6 ай бұрын
This has reminded me that I saw this was free on PS5 or XSX or both. It looks great for such an old game! I’ll have to download it tomorrow. 40k was originally described to me as “Imagine Halo’s Spartans times 1000 combined with every heavy metal album cover ever made”🤓
@TheSocialSolipsist5 ай бұрын
I love the 40k universe, it's a ton of great worldbuilding. If you end up playing it, drop your thoughts. Personally, it's leaving a lot to be desired, but if you're getting it for free, then no harm in trying it.
@burningsheep44736 ай бұрын
Difficulty is subjective. I just watched an old review where the reviewer was of the opinion that it basically was fairly easy because of how powerful the abilities are. He is right, but unlike him most people will not be as quick to build everything into their gameplay loop. He also said that it was badly balanced and that the game was hurt by basically having no reason to continue playing it after the campaign. Personally I had enough fun with the gameplay, aesthetics, customization, that it didn't matter too much, but it would still have been better with progression, with more customization for Bounty mode and so on and so forth. Edit: They are not spongy when you can turn off their shields with Haywire, use Takedown, Crush, Blast or just slow down things in general or just kill everyone very fast with Perfect Aim. Especially once some of these are fully upgraded it doesn't matter too much which guns you bring. You are always going to make mincemeat of whole groups with Blast, Crush and Autoaim anyway. Which is one way to deal with the balance issues..... The game has all kinds of problems, but the people that were playing it, the reviewers... they too often had problems with playing it properly, but then also assumed that they already knew everything there was to know. And oftentimes people just are wrong on some things or take their subjective preferences too seriously. And yeah, the plot progression is pretty weak, and yes, both Deathwing EE and Hired Gun seem a little unfinished, but they are both still very good games. People just go in with weird expectations. It's Streumon. At this point we know what they are good at and what they do, but a lot of people still always end up being confused by their games and apparently never want to accept them for what they are.
@TheSocialSolipsist5 ай бұрын
I really appreciate your thoughtful response! I don't think the game is particularly difficult, it just doesn't play very fun when you're bullet sponging as your main survival mechanic, or when your enemy difficulty only comes from "we made them faster, and with more shields, and in larger numbers. I don't think it's "badly balanced" per se, but the incentives or prompts to use skills other than "move" and "gun" are far too few and come far too late, and with the sheer speed of the gameplay, and the complete lack of meaningful ability to disengage from combat situations, finding the right moment to try to use them is unintuitive. Additionally, I don't like that all those abilities are not *enhancing* the existing gameplay, they are just adding another thing onto the *side* of it. There is no real synergy in the abilities, and they aren't intuitive to weave into your combat. And even to know the right one to used based on context can be hard because of enemy design and readability, so having to check your enemy with gunfire first to see which ability you need to use on them to take down a shield or whatever is very unsatisfying. Compared even to something like Call of Juarez Gunslinger, which I played on the channel here and have some similar issues with, this does so much less to encourage/force your special ability use. Also, none of the abilities fix the fact that every combat is "enemies run to set engagement distance and then just shoot you nonstop until you kill them." That's very dull AI behavior IMO, and that's worse than even EYE. There is no use of cover, no use of tactical movement, very little use of the environment at all, lacking all self-preservation instinct while constantly hunting you down like a homing missile. Ultimately, they're just not even very fun to kill. They're more like a swarm of hornets - many, loud, painful, and most of the time they won't kill you, but you really don't feel properly empowered to take them all out, nor are you particularly satisfied when you complete the job.
@burningsheep44735 ай бұрын
@@TheSocialSolipsist I do remember having some real trouble dealing with certain situations in Missions 4 and 5 when I first played through them and Shock is absolutely required for that annoying bossfight, as there are so many respawning shielded enemies. So I completely understand that it is difficult to get a handle on things, especially as long as game knowledge on skills and such is lacking. The game speed, amount of respawning and perhaps lack of upgrades early on, can also be a problem, even on a lower difficulty. Specifically the incentives to do more than run-and-gun are the sponginess coming from refractor fields and psyker shields, as well as the amount of respawning. As far as "disengaging" is concerned, you should be doing that most of the time, be it by simply running, grappling around or using Crush to reposition yourself very quickly. You make some good points in your second paragraph and I agree that it is a lot at first. I don't believe I used much outside of Blast and Crush on my first playthrough. Blast especially is very straightforward and its true that it basically doesn't interact with anything else in an interesting way. But Crush lets you resposition yourself, Haywire enables shotguns as buckshot has a very hard time with refractor fields, Perfect Aim makes the slower guns with good range and accuracy better, the Timeslow can help with the speed (wallrunning, headshotting etc.) and the Mastiff helps with readability. It's true that the AI behaviour isn't exactly very inspired, but Hired Gun is also a game that has a lot of verticality and the player has ridiculous mobility. The AI is rarely interesting or impressive, but they have the mobility to keep up with the player somewhat. So I still think that that is appropriate design. The needed power comes in the form of the various abilities. Blast, Crush, Perfect Aim etc. Even the weak form of Blast early on can be quite useful and Shock allows you to do takedowns on shielded enemies. Crush is a bit dangerous early on, as it doesn't do enough damage from the get-go, so you sometimes teleport into their midst without killing them all. That can be a problem.
@TheSocialSolipsist5 ай бұрын
I think we are using slightly different definitions for some things but saying much the same. When I say you can't disengage, you can get away but you can't fully get a breather. You can put distance between yourself and the enemies, but the poor AI means they just come running back to your new location as soon as fast and hard as possible, and they move just as fast if not faster than you do. Your guns and your aim are worse than the enemies, so you are disincentivized to try to be tactical because they will outrange and outdamage and outnumber you. Even ignoring that, the most expedient way to deal with almost any encounter is to simply stand in more or less one place and do as much damage as possible as fast as possible. Running largely just prolongs the inevitable close combat encounter. I'm guessing you stumbled on this last episode in my series and didn't see me play most of the game, but because of the order I unlocked things and the way I played, I didn't unlock the special combat skills until quite near the end of the game. That was the biggest issue - that the game never nudged me to go look for them, and being buried in a sub-menu of the upgrades, it's just not that obvious that it's the way forward, let alone that it's so critical. It does basically nothing to say "hey, looks like you're struggling to gun your way through these guys, I wonder if the doctor could give you some help" - that's all the game would have needed to do to basically say "there is an easier way and you haven't found it or aren't using it." Instead, because so much focus is put on the guns and the customization thereof, I ended up spending a ton of time just looking for modifications to things like penetration with the assumption that either that, or some kind of swap from bullet to plasma or energy was the way to negate the fields and shields, and to some level that does work. Unfortunately, this is still a Struemon game, and that means that it doesn't show everything it has to offer very well. Playing 15+ hours of the game and then finding new abilites... that's just too late for me to be learning about them and using them effectively. The smart design decision would have been to give you the underpowered first level version of each of the abilities around mission 4 or 5 so that you already know it's there.
@burningsheep44735 ай бұрын
@@TheSocialSolipsist You know what, I did indeed not watch your series and perhaps that has led to some misunderstandings. I'm going to give it a try and then perhaps come back for a more detailed comment.
@TheSocialSolipsist5 ай бұрын
Hey, no shade for not watching the whole thing, I know a lot of my viewers are not die-hards who watch every episode, and I release a lot of content for someone to keep up with. Knowing what I know now about the game, I would have a few things differently and unlocked things differently and in different orders. My tendency to not upgrade things until I feel like I really critically need them also hurt my experience, somewhat, but in the end, even playing differently I think my feelings on it would be largely the same. I appreciate your insights and your take on the game as you experienced it. If you do end up watching I hope you enjoy it a bit, and if you feel like dripping comments here or on the respective videos, that'll be cool too. More than anything I like this as a 40k fan, and I do thing this was the start of a decent opportunity to build out an experience in that world.
@turbofrog_froggy6 ай бұрын
Credit where it's due, this is easily the strongest start to any of the games in this series so far. The quality of detail in the scenery, tutorial mechanics, and enhancements to the visuals are pretty great. Your character having absolutely no reaction to a giant eating the hairy ball sack is some of the good old stank though lol.
@whinegummi63296 ай бұрын
I love the atmosphere of the game, I still think it could have been great.
@TheSocialSolipsist5 ай бұрын
I do too, I think this is some of the best rendering of a 40k environment I've seen in any game. It's a shame the game itself isn't better.
@Dave-el6rh6 ай бұрын
Thank you.Really.Thank you.
@TheSocialSolipsist6 ай бұрын
I'm not sure what exactly you are thanking me for, but you're very welcome, I'm glad you enjoyed the video!
@yurikozheng63956 ай бұрын
why can't you explain to us how to do echolure
@TheSocialSolipsist6 ай бұрын
Because that isn't the topic of this video. You also should have learned that ages ago when you started hunting the first time.
@turbofrog_froggy7 ай бұрын
it's Melissa
@bobolink397 ай бұрын
I certainly would not classify Treasure as a western.
@TheSocialSolipsist7 ай бұрын
Really? What would you classify it as then?
@anthonylittlewood8108 ай бұрын
Keeps telling me have got the wrong lure on 🤷♂️
@TheSocialSolipsist6 ай бұрын
Did you buy the right lure like it says in the video? Did you equip it in your equipment? Did you switch to it in the UI like you were shown? Can't really make it simpler.