senuzulmeyeter14
217 reviews liked by senuzulmeyeter14
Max payne 2: Yiğidin yalnızlığı
-Max abi?
+Yeah its me Max and we gotta problem
-Problem? Ne problemi abi?
+You kill me without saving the game and it wears me out to start all over again
-Abi anlıyorum da vallaha konuşamıyorum ya yoksa ne dediğini anlıyorum yani
(young man understood but couldn't speak)
+What's wrong with you kid?
-Abi işin yokaa otursana konuşalım 2 dakika
(Mona was waiting me but I should have listened to the kid "Max where are you")
-Max abi, abi ben aslında seni kaydetmeyi unutmuyorum ben seni oynadıkça hayattaki bütün dertlerimi unutuyorum abi ve her seyden önce yalnızlığımı unutuyorum artık umudum kalmadı ve biliyor musun sen benim en iyi arkadaşımsın abi
(I didnt understand what he said but i was feeling it)
+Remember boy, hope is a good thing maybe the best of things and no good things ever dies
-Max abi?
+Yeah its me Max and we gotta problem
-Problem? Ne problemi abi?
+You kill me without saving the game and it wears me out to start all over again
-Abi anlıyorum da vallaha konuşamıyorum ya yoksa ne dediğini anlıyorum yani
(young man understood but couldn't speak)
+What's wrong with you kid?
-Abi işin yokaa otursana konuşalım 2 dakika
(Mona was waiting me but I should have listened to the kid "Max where are you")
-Max abi, abi ben aslında seni kaydetmeyi unutmuyorum ben seni oynadıkça hayattaki bütün dertlerimi unutuyorum abi ve her seyden önce yalnızlığımı unutuyorum artık umudum kalmadı ve biliyor musun sen benim en iyi arkadaşımsın abi
(I didnt understand what he said but i was feeling it)
+Remember boy, hope is a good thing maybe the best of things and no good things ever dies
Q: What's your favorite track from Bloodlines? I was listening to the Chinatown theme earlier.. so good!
Rik Schaffer: Hollywood Hub, wrote it a day after being released from jail. I was in the worst depression of my life, it captured it.
Rik Schaffer: Hollywood Hub, wrote it a day after being released from jail. I was in the worst depression of my life, it captured it.
Super Mario 3D Land
2011
Planescape: Torment
1999
My journey across The Planes has taken me to places that most men believe exist only in the realm of thought. These places I travelled to, the people I met, and the conversations I had fundamentally changed me as a person. I don’t fully know how, but regardless, I know some sort of change occurred. Perhaps writing about my experience with Planescape will help me better understand these changes and the person I am today.
When I was 14, I discovered Planescape: Torment, and while I thought the game was awesome, I could never really engage with the questions the game posed to me. I mean, how could I? What would the question “What can change the nature of a man?” mean to a 14-year-old who was only beginning to grapple with the concept of its own being? Looking back, it meant nothing to me. Now that I am an adult, however, the question means much more to me. Part of me is ashamed to admit I haven’t always been a ‘good’ person. Learning to be kind, understanding, mature, and responsible took me many years of struggling and hardship to achieve. Even today, I still struggle with this, but through that struggle, I came to learn more about myself and my nature. I can’t fully codify into words what my “nature” or “self” are because they are concepts that exist beyond language. Language can at times be limiting, so I look to art to help me look inward and better conceptualise these thoughts and feelings. I feel as though Planescape stirred the part of my soul that sought these answers, and despite it not giving me concrete answers, I feel satisfied with the new questions it posed to me. To me, good art never seeks to speak for the reader but instead provides them with the tools necessary to create subjective meaning from the experience they have with it. I believe Planescape does this quite well; I’d even go so far as to argue that it fully agrees with me here. When The Nameless One is posed the question, “What can change the nature of a man?” the game does not have him provide a concrete answer to the player. Instead, we are left with the game giving us the tools necessary to begin constructing our own answer to that question as the credits roll. Currently, I don't have an answer to that question, and I'm not sure if I will even have one a decade from now, but I'm okay with that. Part of growing up meant that I had to learn to be content with not always having an answer for everything; perhaps not every question needed an answer.
There’s more I could write, but perhaps it’s best that some things remain unwritten. I would love to endlessly navel-gaze, but that wouldn’t do me or you, the reader, any good. I apologise to anyone here who expected a formal review and was met instead by my self-indulgent introspection. There's really not much I can say about Planescape that hasn't already been said; it's an awesome ass game, and it deserves the reputation it has made for itself, enough said.
Anyways, I’d like to end this short write-up by saying that if you haven’t already played Planescape: Torment, you owe it to yourself to take that journey across The Planes. Sigil is known as the ‘City of Doors’, after all, so why don’t you look inside and see where one of them takes you?
When I was 14, I discovered Planescape: Torment, and while I thought the game was awesome, I could never really engage with the questions the game posed to me. I mean, how could I? What would the question “What can change the nature of a man?” mean to a 14-year-old who was only beginning to grapple with the concept of its own being? Looking back, it meant nothing to me. Now that I am an adult, however, the question means much more to me. Part of me is ashamed to admit I haven’t always been a ‘good’ person. Learning to be kind, understanding, mature, and responsible took me many years of struggling and hardship to achieve. Even today, I still struggle with this, but through that struggle, I came to learn more about myself and my nature. I can’t fully codify into words what my “nature” or “self” are because they are concepts that exist beyond language. Language can at times be limiting, so I look to art to help me look inward and better conceptualise these thoughts and feelings. I feel as though Planescape stirred the part of my soul that sought these answers, and despite it not giving me concrete answers, I feel satisfied with the new questions it posed to me. To me, good art never seeks to speak for the reader but instead provides them with the tools necessary to create subjective meaning from the experience they have with it. I believe Planescape does this quite well; I’d even go so far as to argue that it fully agrees with me here. When The Nameless One is posed the question, “What can change the nature of a man?” the game does not have him provide a concrete answer to the player. Instead, we are left with the game giving us the tools necessary to begin constructing our own answer to that question as the credits roll. Currently, I don't have an answer to that question, and I'm not sure if I will even have one a decade from now, but I'm okay with that. Part of growing up meant that I had to learn to be content with not always having an answer for everything; perhaps not every question needed an answer.
There’s more I could write, but perhaps it’s best that some things remain unwritten. I would love to endlessly navel-gaze, but that wouldn’t do me or you, the reader, any good. I apologise to anyone here who expected a formal review and was met instead by my self-indulgent introspection. There's really not much I can say about Planescape that hasn't already been said; it's an awesome ass game, and it deserves the reputation it has made for itself, enough said.
Anyways, I’d like to end this short write-up by saying that if you haven’t already played Planescape: Torment, you owe it to yourself to take that journey across The Planes. Sigil is known as the ‘City of Doors’, after all, so why don’t you look inside and see where one of them takes you?
Tetr.io
TBD
NBA 2K24
2023
Milk Pot
2010
Twisted Metal
2012
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