• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

The least interested I've been in the antics of an eel

  • Sooz
  • 10/16/2016 12:30 AM
  • 11745 views
So I'm super into weird shit. Even really amateurish weird shit- Ratboy Genius is one of my favorite web series, which, if you're familiar with it, says a lot about what I will tolerate in terms of low quality. I genuinely enjoy listening to the Most Unwanted Song. I say all this to show my credentials as someone with a really high tolerance of- and interest in- what this game is trying to be. Also, its protagonist is an eel, which is one of the cutest and most delicious animals ever, so I was already more than ready to meet it halfway.

G is advertised as a surreal/art game, but it really doesn't stand up as either. This is a disappointment, because the splat on the gamepage sounds super interesting- a floody land? Mysterious and sudden disappearances? Unfortunate gifts? Heck yeah! Unfortunately, the game just doesn't have anything outstanding to it.

The art- simple, Gameboy-style, low-detail blocks- doesn't exactly make one excited to play. Its setting is incredibly dry and pedestrian for a game intended to be “surreal”- normal buildings, normal dirt, normal mines. No evidence of the regular floods, unless one counts the uninspiring lack of anything other than building, ground, and character sprites. There's a tedious amount of space, given that the gameplay involves so much walking (slithering) around. It feels empty- not in the lonely and desolate sense, but in the “art director couldn't be bothered to add any details” sense.

The art is also just not that good to look at. The grass is random pixels. The dirt is random pixels. The sea is random pixels where the tiling is still obvious. Everything is square. It's often hard to tell what land features are supposed to be, because the random pixels all blur together in a visual mush.

The character sprites are unclear- not an asset in a setting where things are intended to be strange. I assumed one sprite was supposed to be some kind of toilet before I learned it was intended to be a hand. Its portrait did not really contribute to the clarity; I learned this from its dialog.

Speaking of dialog...

The art issues wouldn't be much of a problem if the writing were great. OFF, for example, is pretty great despite some weak pixel art, partly because the writing is so brilliant. G is not brilliant. It relies entirely too much on telling, rather than showing; all the characters simply and straightforwardly inform you of one thing. Sometimes, it's a weak joke. Mostly, it's exposition:

I made a wish to have the hand of the G man. You can see how that worked for me.

I know a guy who worked himself to the point of death in that mine. He was as pale as a ghost by the time they found him. We all know who controls the mine; the G man. How is it fair that one person can decide who lives and who dies?

Deep underground in this very city is a rebel gang planning to push the G man out of office, but you didn't hear it from me, no sir.


This is all stuff that could be really interesting if the player could see it play out, rather than just being told what's going on.


This was a pretty good line, though. Got a laugh out of me.

The writing also gives no real indication of who the player character is or what he is supposed to be doing. I know from the menu that his name is Sir Eel, which is just offensive on multiple levels, but he has no apparent existence outside of being a sprite on the screen. Why am I helping this eel on his journey? Because he is the one that responds to my input, I guess. I'm not even sure what his journey is supposed to be, beyond wandering around several screens and interacting with characters who give no interesting responses. I pushed a guy, and brought a guy to help another guy, but I have no idea why, or what repercussions there might have been if I'd refused to do either. The game is an exercise in wandering, a walking simulator lacking the interesting scenery that is that genre's entire purpose.

Through the exposition given by several NPCs, I guess this was supposed to be some kind of religious commentary. (Here I must admit that I did not bother to complete the game; I couldn't bring myself to care enough to wander around and re-talk to every NPC until I stumbled on whatever I was supposed to do next, especially since it'd require continuing to hear that dreadful music.) What I saw from it was tepid, very much Babby's First Religious Criticism, with nothing to distinguish its subject matter from any of the flood of similar works before it. It brings no new views on the subject, no truths about the human condition, just a bunch of “these are things people have said about this,” presented in a format that's extremely unengaging.

I mentioned the music in passing. It is abysmal: a single, slow, tuneless track of random vibraphone tones, incessantly repeating. In a way, it's almost brilliant, in that its lack of any kind of direction, sense, or aesthetic value perfectly reflects the feeling of the game itself. The tedium of the notes- plonk...... plonk...... plonk...... plonk......- as I slooooowly slithered around an uninteresting island talking to uninteresting characters served to push me even further from any engagement with the game.

G fails on every front to be what it intends to. It has the beginnings of something that could be an interesting game, but suffers from a complete lack of development of these ideas.

Posts

Pages: first 12 next last
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I know from the menu that his name is Sir Eel, which is just offensive on multiple levels,

Can you explain this?

Babby's First Religious Criticism

I'm surprised that all the people that I've seen comment on this game don't get it. I'm also surprised that everyone cleaved so hard to the religion element of this game when there's supposed to be an overwhelming sense of government. There are many facets of what constitutes the G man and his governance. A dictator is a god of men, but you didn't hear me say that.

no truths about the human condition

Clearly you didn't finish the game. I can't stress this enough, you really need to see it through to the end.

I mentioned the music in passing. It is abysmal: a single, slow, tuneless track of random vibraphone tones, incessantly repeating. In a way, it's almost brilliant, in that its lack of any kind of direction, sense, or aesthetic value perfectly reflects the feeling of the game itself. The tedium of the notes- plonk...... plonk...... plonk...... plonk......- as I slooooowly slithered around an uninteresting island talking to uninteresting characters served to push me even further from any engagement with the game.

Perhaps that's what I was going for? I don't see this as a bad thing. It's meant to feel slow and droll, to invoke a feeling of emptiness in the player.

This game was very much a deliberate and carefully constructed effort.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Surreal? lmao I get it
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=InfectionFiles
Surreal? lmao I get it

It's a slap in the face to every other art game, to be honest. As I said in the other review, this game starts off as biting critique of the genre before coming into its own. You'll see this as other people start receiving names based around the "eel" aesthetic and the whole society's dialect reflects common traits.


Your humor is strange.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Corfaisus
I know from the menu that his name is Sir Eel, which is just offensive on multiple levels,
Can you explain this?


It is a really, really bad pun. Really bad. Terrible. Also awful. Also also super dumb.

I'm surprised that all the people that I've seen comment on this game don't get it. I'm also surprised that everyone cleaved so hard to the religion element of this game when there's supposed to be an overwhelming sense of government. There are many facets of what constitutes the G man and his governance.


I'm gonna say that if multiple people are not "getting it," perhaps you have not done a good job of making it gettable.

I mentioned the music in passing. It is abysmal: a single, slow, tuneless track of random vibraphone tones, incessantly repeating. In a way, it's almost brilliant, in that its lack of any kind of direction, sense, or aesthetic value perfectly reflects the feeling of the game itself. The tedium of the notes- plonk...... plonk...... plonk...... plonk......- as I slooooowly slithered around an uninteresting island talking to uninteresting characters served to push me even further from any engagement with the game.
Perhaps that's what I was going for? I don't see this as a bad thing.


If you are going for something, and it is an abomination to all that is good and true in the world, it is still bad.

Like, after I submitted this, I read the other review, and saw your refuge in "satire," but, dude... satire only works if it is clear, at least to most people, that it is satire. If you make a bad game, you haven't made a satire of bad games, you've just added another bad game to the world.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Sooz
I'm gonna say that if multiple people are not "getting it," perhaps you have not done a good job of making it gettable.

If there's nothing more that someone can do to fill in the blanks, it's solely a problem of the audience if they don't get it. I work at that level of thinking, where I expect people to be able to piece stuff together without having to have everything dropped in their lap. Perhaps I need to dumb it down in the future?

author=Sooz
Like, after I submitted this, I read the other review, and saw your refuge in "satire," but, dude... satire only works if it is clear, at least to most people, that it is satire. If you make a bad game, you haven't made a satire of bad games, you've just added another bad game to the world.

As a matter of fact, I do need to dumb it down. Thank you for making that abundantly clear.

author=Sooz
If you are going for something, and it is an abomination to all that is good and true in the world, it is still bad.

FYI, you don't have full rein over what constitutes art.

This is very clearly an instance of people with religious sensitivities, either atheist or deist (my bets are on the angry atheists who don't want religion in their games), looking into something more than what's actually there. I knew invoking a sense of religion in this game would get someone upset, but I didn't expect it to flare up like this. I make it abundantly clear who the G man is when you finally see him face to face, all the while still invoking the religious dogma that has already taken root in the game.

What you should be most concerned about is how these eels see their world and the Tide. That's why I implore you to see it through to the end. That's when everything comes together. If you've never gotten on the boat, you don't deserve the answers.

If you refuse to even acknowledge one of the endings, there's nothing that I can say to you. It's your fault if you don't appreciate it.
I'm just dropping in to say Sir Eel is a good pun and Sooz should be ashamed for saying otherwise. XD

I haven't played the game though, so that's all I can contribute~
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Gourd_Clae
I'm just dropping in to say Sir Eel is a good pun and Sooz should be ashamed for saying otherwise. XD

I haven't played the game though, so that's all I can contribute~

You can also choose to be a Ma'am Eel or whatever you choose to identify as because this game is socially progressive. I pride myself on that, but, oh hey, you have to get that far to see it. You see, if you don't give it an honest shake, you'll miss 100% of what the game is trying to say.

As dictated by the game, choice is a double-edged sword. This is something you'll learn in the church (omg religious stuffs in my mak gam?! N000oo0ooO!). You can bury your head in the sand or you can do something else. That's why you should play this game, or any game for that matter.

But let's ignore the human condition because it's not spelt out in strictly depressing terms.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=Corfaisus
author=InfectionFiles
Surreal? lmao I get it
It's a slap in the face to every other art game, to be honest. As I said in the other review, this game starts off as biting critique of the genre before coming into its own. You'll see this as other people start receiving names based around the "eel" aesthetic and the whole society's dialect reflects common traits.



Your humor is strange.

Just so it's clear, I actually get it. My whole view of the "surreal"indie game craze is that I should have and still should make some weird, bizarre game because those are that get the attention. Sure they can be artistic but they have become so.manufactured. Really defeating the whole purpose.

I've thought about the same theme honestly.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=InfectionFiles
My whole view of the "surreal"indie game craze is that I should have and still should make some weird, bizarre game because those are that get the attention. Sure they can be artistic but they have become so.manufactured. Really defeating the whole purpose.

I've thought about the same theme honestly.

That's why, when it came time to really sit down and make the game, I chose this setting, because it hasn't been done before and it really let me experiment with what a world like this would be like. It may not seem surreal at first because there's not floating blocks or girls with arms sticking out of their heads, but I appreciate myself some good Fridge Brilliance, so it'll all come out eventually.

I could make a better stance for this game at the sacrifice of its greatest mystery, but it really relies completely on the player actually playing the game in order to understand. When most people say "you just don't get it maaaaaaaan", they're typically full of shit because they don't think you can bring up anything past the title screen without ruining their cleverly constructed puzzle. I've brought up multiple world building blogs that almost betray the ending, but I'm not afraid, because I know that even with all the information in the world, as long as I don't release any secrets on what's on the other side of the Tide, the answer is safe.

If you think the game deserves a 2 star, that's completely up to you (to be honest, I think most art games are inherently shit because they rely on the mystery to disguise the fact that there's maybe one sentence worth of actual content the player can grasp to show for their hours upon hours of playtime). But if you say "man, there's just nothing there", that's when I feel I have to prove you wrong. I'm more than open to talk about this stuff in private (as long as its not leaked for everyone to see) if you need reassurance that I actually thought this shit out, but you'll have to approach me first and make it abundantly clear that I'm not wasting my time for your own giggles.

EDIT: And just letting y'all know, I see a few notorious people in the online list that are typically only here to pile on when drama hits, so if they pop up here, don't be surprised.
author=Corfaisus
author=Gourd_Clae
I'm just dropping in to say Sir Eel is a good pun and Sooz should be ashamed for saying otherwise. XD

I haven't played the game though, so that's all I can contribute~
You can also choose to be a Ma'am Eel or whatever you choose to identify as because this game is socially progressive. I pride myself on that, but, oh hey, you have to get that far to see it. You see, if you don't give it an honest shake, you'll miss 100% of what the game is trying to say.

As dictated by the game, choice is a double-edged sword. This is something you'll learn in the church (omg religious stuffs in my mak gam?! N000oo0ooO!). You can bury your head in the sand or you can do something else. That's why you should play this game, or any game for that matter.

But let's ignore the human condition because it's not spelt out in strictly depressing terms.
That's a good thought, but it seems like you're coming to the table with the idea that one choice is inherently better than the other with the 'head in the sand' comment. Maybe I should play your game to see the nuance of that thought!

Also, to be clear, sooz probably should've finished your game, but if she thought that what you had presented to her was enough to make her quit then her analysis up to that point is also valid. The review seems fair in general until the part where she gave you a rating in my opinion.
unity
You're magical to me.
12540
I for one have beaten the game, and while the ending was a neat effect, the journey to get to that end wasn't fun or particularly engaging in any respect.

author=Corfaisus
Babby's First Religious Criticism
I'm surprised that all the people that I've seen comment on this game don't get it. I'm also surprised that everyone cleaved so hard to the religion element of this game when there's supposed to be an overwhelming sense of government. There are many facets of what constitutes the G man and his governance. A dictator is a god of men, but you didn't hear me say that.

There is so much religious talk, though, that if you wanted this to be seen as a government thing, then you needed a completely different angle. The flood and baptism, and the questions of life on the other side? These put me in the mind of a god before they do a government. While the name G-man can imply government, I assumed the G stood for God. Not to mention, when you meet the G-man, it is treated very much like you are in the presence of a godly being. The game's very text seems to support this:

"Suddenly and without warning, you feel a strange ripple in the air between you two, like a pulse, and a mysterious aura resonates from the man towards your being. He begins to "speak"...


The only thing that screamed "Government" was putting people to work in the mines and the guards. If you were going for Government you put in way too many red herrings.

author=Corfaisus
If you refuse to even acknowledge one of the endings, there's nothing that I can say to you. It's your fault if you don't appreciate it.

This attitude sucks. Just because you're making something with a message doesn't mean that you can't improve the way you deliver the message and if people don't get it that its their fault instead of yours.

If you've made a game that encapsulates a great truth and speaks to you, yourself, about something important, then good. I'm glad you made this game if it fills that void. But, for me, I find even more merit in the ability to effectively communicate that feeling to a large percentage of players.

However, for others to get that, it takes real effort as a storyteller. It takes a balance of keeping things interesting (or maybe even fun, if that doesn't go against your message) while driving them to want to see it to the end. It's something you have to work at.

I played through this game on the pure stubbornness of your claim that "if you don't give it an honest shake, you'll miss 100% of what the game is trying to say." I didn't keep playing because I was hooked or interested. But having played to the end, I don't feel rewarded for doing so, because I feel like you still conveyed your message poorly.

None of this is meant to be an attack on you, or a statement against what you were trying to say here. It is a plea to work harder and to make something that will resonate with your audience. Making a game like this is a difficult path to walk, and it takes more than a vague feeling of a "sir eel" atmosphere to pull it off.

I hope you will take this well. If you continue to insist that "It's your fault if you don't appreciate it," that's certainly your choice, but I will respect you very much less for it as a developer.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Gourd_Clae
Also, to be clear, sooz probably should've finished your game, but if she thought that what you had presented to her was enough to make her quit then her analysis up to that point is also valid. The review seems fair in general until the part where she gave you a rating in my opinion.


I don't think I need to see all of a really poorly made game to be able to determine that it is poorly made. I cannot imagine an ending that would make up for all the flaws that I ennumerated in my review. It's a tedious slog of a game, with the least amount of effort put into everything.

Even if the ending is the most transcendent experience possible, if the way to it is "wander slowly around a boring setting talking to boring characters who mostly only say one line, trying to figure out what the game wants you to do next, all the while listening to a soundtrack that makes one yearn for the excitement of Philip Glass," then the game is bad.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Sooz
Even if the ending is the most transcendent experience possible, if the way to it is "wander slowly around a boring setting talking to boring characters who mostly only say one line, trying to figure out what the game wants you to do next, all the while listening to a soundtrack that makes one yearn for the excitement of Philip Glass," then the game is bad.

Two words: Yume Nikki. At least one can finish G.
unity
You're magical to me.
12540
author=Corfaisus
author=Sooz
Even if the ending is the most transcendent experience possible, if the way to it is "wander slowly around a boring setting talking to boring characters who mostly only say one line, trying to figure out what the game wants you to do next, all the while listening to a soundtrack that makes one yearn for the excitement of Philip Glass," then the game is bad.
Two words: Yume Nikki.


I enjoyed Yume Nikki. It had cool stuff to see and awesome music.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=unity
author=Corfaisus
author=Sooz
Even if the ending is the most transcendent experience possible, if the way to it is "wander slowly around a boring setting talking to boring characters who mostly only say one line, trying to figure out what the game wants you to do next, all the while listening to a soundtrack that makes one yearn for the excitement of Philip Glass," then the game is bad.
Two words: Yume Nikki.
I enjoyed Yume Nikki. It had cool stuff to see and awesome music.

I beg to differ, but that's completely up to you.

author=unity
I for one have beaten the game, and while the ending was a neat effect, the journey to get to that end wasn't fun or particularly engaging in any respect.

And I respect you more than Sooz or anyone else for saying/doing that, because I feel like you now know what the bigger picture of this game is and how you relate to the G man. I also feel like it would've sacrificed the feeling of a game if I had approached this journey any differently. If walking around and learning more about the world and its people wasn't engaging to someone, that's really just too bad. The only way I could've addressed this was to have the player be on a rail from beginning to end so that none of the extraneous stuff would've come into effect.

What G has taught me is that I should stick to using RTP graphics and someone else's music so that I can put 100% of the focus on storytelling and not hiding behind the individuality that custom assets allow me.
unity
You're magical to me.
12540
author=Corfaisus
And I respect you more than Sooz or anyone else for saying that. I also feel like it would've sacrificed the feeling of a game if I had approached this journey any differently. If walking around and learning more about the world and its people wasn't engaging to someone, that's really just too bad. The only way I could've addressed this was to have the player be on a rail from beginning to end so that none of the extraneous stuff would come into effect.

So, that's it? If you really feel that there was nothing you could have learned, nothing you could have done differently, or nothing about games or game mechanics that you could have used to improve the experience, then you are missing a fundamental element of what it means to make something to communicate with others and I am done following you as a developer.

Back in the What Are You Thinking thread, I thought MadJak91's comments were completely insulting and out of line, especially the line "Actually, this sort of acting is enough for me NOT to check ANY of your games..." But, if, as a developer, you don't think this game could have accomplished any of its goals better and think it is beyond criticism because it's an "art game," then I really have to give up on you.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=unity
author=Corfaisus
And I respect you more than Sooz or anyone else for saying that. I also feel like it would've sacrificed the feeling of a game if I had approached this journey any differently. If walking around and learning more about the world and its people wasn't engaging to someone, that's really just too bad. The only way I could've addressed this was to have the player be on a rail from beginning to end so that none of the extraneous stuff would come into effect.
So, that's it? If you really feel that there was nothing you could have learned, nothing you could have done differently, or nothing about games or game mechanics that you could have used to improve the experience, then you are missing a fundamental element of what it means to make something to communicate with others and I am done following you as a developer.

For this game? Absolutely. I'm going over it right now and I can't see how it could've changed outside of taking away the player's choices, streamlining their decisions into stuff you very clearly have to do, or reworking the setting so you aren't crawling along the ground.

author=unity
But, if, as a developer, you don't think this game could have accomplished any of its goals better and think it is beyond criticism because it's an "art game," then I really have to give up on you.

I'm only dishing out what others have given me. Whenever you "just don't get" an art game, you're met with a brick wall. Look to any game like this and you'll see the same thing time and time again, people who only look at the surface and say "that's pretty neat". I've tried to critique the emptiness of games like these and I was warned for it. Imagine if I had written a brutally honest review. I probably would've been banned.
unity
You're magical to me.
12540
author=Corfaisus
author=unity
author=Corfaisus
And I respect you more than Sooz or anyone else for saying that. I also feel like it would've sacrificed the feeling of a game if I had approached this journey any differently. If walking around and learning more about the world and its people wasn't engaging to someone, that's really just too bad. The only way I could've addressed this was to have the player be on a rail from beginning to end so that none of the extraneous stuff would come into effect.
So, that's it? If you really feel that there was nothing you could have learned, nothing you could have done differently, or nothing about games or game mechanics that you could have used to improve the experience, then you are missing a fundamental element of what it means to make something to communicate with others and I am done following you as a developer.
For this game? Absolutely.

Then that's that, then. I won't be following any of your future developments. I can't respect a developer who thinks his work is beyond criticism.

author=Corfaisus
I'm only dishing out what others have given me. Whenever you "just don't get" an art game, you're met with a brick wall. Look to any game like this and you'll see the same thing time and time again, people who only look at the surface and say "that's pretty neat". I've tried to critique the emptiness of games like these and I was warned for it. Imagine if I had written a brutally honest review. I probably would've been banned.

Then it's okay to become that which you criticized, and when others criticize you, to hide behind the same wall of "it's art?" That's hypocrisy.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=unity
author=Corfaisus
author=unity
author=Corfaisus
And I respect you more than Sooz or anyone else for saying that. I also feel like it would've sacrificed the feeling of a game if I had approached this journey any differently. If walking around and learning more about the world and its people wasn't engaging to someone, that's really just too bad. The only way I could've addressed this was to have the player be on a rail from beginning to end so that none of the extraneous stuff would come into effect.
So, that's it? If you really feel that there was nothing you could have learned, nothing you could have done differently, or nothing about games or game mechanics that you could have used to improve the experience, then you are missing a fundamental element of what it means to make something to communicate with others and I am done following you as a developer.
For this game? Absolutely.
Then that's that, then. I won't be following any of your future developments. I can't respect a developer who thinks his work is beyond criticism.

Beyond criticism? Absolutely not. That'd make me some sort of dick. This game, however, is beyond saving. What's done is done; I've closed the doors and people hate it. I'm not going to open this project again and blindly go about what I think people want when I could do something else. No matter how many people complain about the music or the graphics, I'm simply under no circumstances to remedy that.


"But if the game itself is bad, fixing those things won't really do much in the long run."
unity
You're magical to me.
12540
author=Corfaisus
author=unity
author=Corfaisus
author=unity
author=Corfaisus
And I respect you more than Sooz or anyone else for saying that. I also feel like it would've sacrificed the feeling of a game if I had approached this journey any differently. If walking around and learning more about the world and its people wasn't engaging to someone, that's really just too bad. The only way I could've addressed this was to have the player be on a rail from beginning to end so that none of the extraneous stuff would come into effect.
So, that's it? If you really feel that there was nothing you could have learned, nothing you could have done differently, or nothing about games or game mechanics that you could have used to improve the experience, then you are missing a fundamental element of what it means to make something to communicate with others and I am done following you as a developer.
For this game? Absolutely.
Then that's that, then. I won't be following any of your future developments. I can't respect a developer who thinks his work is beyond criticism.
Beyond criticism? Absolutely not. That'd make me some sort of dick. This game, however, is beyond saving.


"But if the game itself is bad, fixing those things won't really do much in the long run."

That's a hell of a lot different than refusing to listen or take criticism. Goodbye, Corfaisus.
Pages: first 12 next last