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Was the ending a hallucination? - Indoctrination Theory


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#43676
balance5050

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The Captainator wrote...

balance5050 wrote...

About that gun again:

At the base of the conduit you can pull the trigger and fire it before it's even in your hand. The camera even focuses in on it while your standing up.

At the top of the conduit, they make sure to still show you picking it up, but you can't fire it until the cut scene is over.

Now when you reach the Star child convo, you don't have it, it's not on the ground, but your hand is clenched like you're holding it. It's not until the platforms are raised and you have to make a choice that it magically appears in your hand.


An interesting thing about game development is something called "Known Shippable".  This is when a bug is found but because of time constraints and risk of fixing the issue causing new ones they decide to not fix it and leave it in the game because it really has a very minor effect, if anything, beyond just a little visual glitch.

Most games have 10-15% of the bugs found in it KS'd.  That's a lot of bugs.  As a QA Tester myself I'm seeing many bugs reported in this thread and considered as proof of the theory.


I get it, it was one of those things they saw but purposefully left in, like the slo-mo Mordin death thing. It actually lends itself to the feeling that the scene is trying to convey. Thanks Captainator!

#43677
Spartas Husky

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NO the shift because they are the sleep shifting slumber bed system. designed to shift to your desires and back issues.

Oh wait wrong advertisement .... random I know

#43678
Chris Readman

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Uncle Jo wrote...

You have to understand them. You're coming in the middle of discussion, with a -well worded- post (though a little bit condescending), stating your opinion which is based on generalities (Bioware has screwed up and so on) and calling them desperate, without even giving a solid counterargument... What are you expecting ?

The current debate is about a small and probably not relevant (if even true) hint. Even now, you're not playing fair, ignoring the whole context of the discussion, looking for the weakest spot, then trying to destroy it, in order to dismiss the complete theory...
The most solid arguments/clues of the IT are pretty much compiled in the FIRST page (and some others), but you have to read them first and then eventually address them. I would be personally very interested in hearing your comments...


Fair enough, I am aware that I did come across as condascending, but I just felt that the Indoctrination Theory has been used too much as a blanket-all argument. I don't think that they've completely screwed up, my belief is that the main weakness is everything that came after the elevator.

I did indeed go through quite a lot of material for the theory, but I did not feel that I was able to adress them due to the sheer volume. Plus, different people seem to pick different material to support their claim. I did try to address some claims in my previous post, so maybe you can check that out if you are interested.

Also, thanks for the "well-worded" comment, I take my compliments wherever I can get them, heh heh.

#43679
balance5050

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Spartas Husky wrote...

NO the shift because they are the sleep shifting slumber bed system. designed to shift to your desires and back issues.

Oh wait wrong advertisement .... random I know


LULZ!:D

#43680
The Captainator

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SS2Dante wrote...

The Captainator wrote...

balance5050 wrote...

About that gun again:

At the base of the conduit you can pull the trigger and fire it before it's even in your hand. The camera even focuses in on it while your standing up.

At the top of the conduit, they make sure to still show you picking it up, but you can't fire it until the cut scene is over.

Now when you reach the Star child convo, you don't have it, it's not on the ground, but your hand is clenched like you're holding it. It's not until the platforms are raised and you have to make a choice that it magically appears in your hand.


An interesting thing about game development is something called "Known Shippable".  This is when a bug is found but because of time constraints and risk of fixing the issue causing new ones they decide to not fix it and leave it in the game because it really has a very minor effect, if anything, beyond just a little visual glitch.

Most games have 10-15% of the bugs found in it KS'd.  That's a lot of bugs.  As a QA Tester myself I'm seeing many bugs reported in this thread and considered as proof of the theory.


Applied for a QA job a few days ago :P  Any tips in case I need to apply again? :P

You might be able to shed light on the matter of the keeper you can entirely walk through in the "collector base" corridor. Glitch? I can't really see how having it's clipping turned on would be a risky fix but *shrug*


I have no reason to defend my claim as being a QA veteran to you, since you will not believe anyway.  But there are certain levels of understanding reached by people within QA after finalling game after game.  At first there is frustration that the developers are not fixing your bugs.  You go home and show your friends these bugs after the game is released, you get some good chuckles.  Then you realize that some bugs they do fix cause more problems, that add on more time, and another build or 2 needed, which requires another day or 2 of testing to make sure nothing else broke.  After doing that a few times you realize that any issue, no matter how small, can cause problems.  The keeper clipping?  Sure, they could have fixed it (it's not as simple as turning off clipping btw when in Unreal).  But who's to say trying to fix that wouldn't have shifted the entire map?  Sometimes knock on bugs (those that are created from fixing another issue) will stagger you at how it could be possible.

Plain and simple, fixing bugs causes more bugs.  You then need more builds to fix those ones, and eventually you whittle it down to where only small bugs are left, so you call it good.  Unless you have unlimited development time, this is how it's done.

#43681
Baldsake

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ExtendedCut wrote...

DJBare wrote...

If either side cannot accept rebuttal of their argument and retaliate with things such as "troll"; then you are as bad as each other, it really is that simple.


Agreed.  If either side has valid, civilized arguements, then it should be enbraced and allowed.  What should not be allowed are two things: IT supporters saying GTFO to another poster just for disbelieving in IT; and anti-IT posters coming in here to call the IT supporters names.  Just IMO - I know I don't have many posts on this forum.




Yep, that's how mature people should discuss things .. If someone is civilized and just voices his/her opinion on how certain bits of ''evidence'' don't add up then I don't see why that's unacceptable. I'm not going to call anyone out on the internet because that is by far the most pathetic thing someone can do but there are some know-it-all's on here who obviously can't handle discussing things in a normal way and immediately feel insulted/angry/whatever when someone has a different opinion/view on this.. And remember, concerning the IDT a lot of things ARE just purely opinion, and not fact, so there is plenty room for discussion.

Modifié par Baldsake, 25 avril 2012 - 04:51 .


#43682
Spartas Husky

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balance5050 wrote...

Spartas Husky wrote...

NO the shift because they are the sleep shifting slumber bed system. designed to shift to your desires and back issues.

Oh wait wrong advertisement .... random I know


LULZ!:D


hey hey... dont u lulz at me. Your mind is having to deal with your back problems remember? You got implanted stuff... and your body is lying on broken azz concrete as a bed. It is not comfortable, so your mind has to do somethign to ease the pressure of your back... and to do so apaprently it has to fudge your mind... not sure why.:whistle:

The Sleep ****fing mind crapping slumber bed system I call it.

#43683
balance5050

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Spartas Husky wrote...

balance5050 wrote...

Spartas Husky wrote...

NO the shift because they are the sleep shifting slumber bed system. designed to shift to your desires and back issues.

Oh wait wrong advertisement .... random I know


LULZ!:D


hey hey... dont u lulz at me. Your mind is having to deal with your back problems remember? You got implanted stuff... and your body is lying on broken azz concrete as a bed. It is not comfortable, so your mind has to do somethign to ease the pressure of your back... and to do so apaprently it has to fudge your mind... not sure why.:whistle:

The Sleep ****fing mind crapping slumber bed system I call it.


Oh man, the Reaper Sleep Number Bed. Some how it knows exactly how firm it should be.

"It's so comfortable, WE KNOW YOU FEEL THIS."

#43684
n00bsauce2010

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Spartas Husky wrote...

NO the shift because they are the sleep shifting slumber bed system. designed to shift to your desires and back issues.

Oh wait wrong advertisement .... random I know


Damn.. I need one of those beds. Hook me up.

#43685
llbountyhunter

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alright ive been out for a while.. anything new, or has the cycle continued?

#43686
Sammuthegreat

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That child's scream really is weird. It's close enough to inaudible that in all the times I've seen that cutscene, which is quite a few now, I picked up absolutely no trace of it whatsoever. Now I know it's there, I can hear it, but it's so low in the mix that you wouldn't notice it if you weren't listening for it.

I don't think it directly adds strength to the IT (there's enough other stuff that does that plenty well enough) but it pretty much guarantees, for me, that there's something up with that kid. Not all is as it seems. But then again we knew that already, given that BioWare tweets have pretty much confirmed he's lying through his stupid little teeth.

Come to think of it, a lot of the kid's behaviour in that scene doesn't make sense. Firstly he's staring straight at Shepard over a distance of several hundred metres - it's impressive enough he recognised him at that distance, but to hold his gaze in such a composed manner when there's a several-hundred-metres-tall reaper closing in from behind is ridiculous for a young child. It'd be ridiculous for MacGyver.

Then when he breaks his gaze with Shepard, he suddenly looks panicked. As though he's remembered how a child is supposed to behave in this situation.

Lastly when he scrambles on board, he pulls a weird pose when he stands up and looks back at Shepard. It's almost a challenging pose, nothing like what I'd expect from a petrified child.

I get that this is most likely reading too far into things, but if you actually pay any attention to the child's behaviour, it simply doesn't make any sense. Not only is it horribly inconsistent with what a real child would do, but it's actually internally consistent too, considering how he breaks from calm to panicked to challenging on a whim.

#43687
balance5050

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llbountyhunter wrote...

alright ive been out for a while.. anything new, or has the cycle continued?


The cycle continues... been talking about hearing a child scream at the beginning when the shuttle gets zapped. Someone said that it might be sounding like the scream comes from the shuttle that the kid is NOT on.

#43688
SS2Dante

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Chris Readman wrote...

SS2Dante wrote...

Example - in the TIM scene at the end, you can plainly hear the dream whispers (though a lot of us, including me, didn't hear them in our first few playthroughs). Literally that implies that the whispers are conected to indoctrination .It's an odd choice. But whatever, we'll say it was them being lazy.

http://www.youtube.c...czhHtqgY#t=322s (the deep boom signals the start of the whispers)

In the same scene (a few moments after the previous link), the first cut we see of TIM you can hear the Catalyst DUM DUM. Again, it's an odd choice of music, considering they use in in the final scene when making you're heroic choice. But ok, again we'll say they're being lazy and had no dramatic effects left.

During the conversation TIM, in response to your claim that "controlling me is different from controlling a Reaper" and TIM responds with a rather mysterious "have a little faith". This doesn't fit at all because taken literally he is PLAINLY controlling you, and has no need to be coy about it. If you pick a renegade option you tell him to just open the arms and Control the Reapers, but he can't do it. When asked why, he says "Because I need you to believe!". But the writers have gone out of their way in this game to show TIM doesn't respect you any more, and certainly doesn't need your validation. But ok, we'll say the writers were bad and self-contradictory.

Now, if you save Anderson you gain an extra 1000 EMS. This is pointless, but I suppose we can say it's a bonus for...temporarily saving him after you shot him? Whatever. If you convince TIM to shoot himself, the requirements to get the "wake up" ending are dropped by 1000, to 4000. This makes even less sense, taken literally, since TIM has nothing to do with you waking up at the end. But whatever, the programmers were...lazy...?

There are a whole bunch more, both in the room leading up to theis scene (ghost keeper!) and in the scenes after (Never mind the odd framing of the bullet wound). But my point is, taken literally we're assuming that the sound design team were super lazy and BAD (contradicting their own themes) twice, the writers were bad, AND the programmers put in some extra conditions for the lulz. All in these scenes, but nowhere else in the game.

Combine this with the fact that IT clearly and simply explains all of these things, and you get far too many coincidences for me. 


For the sound effects, I wouldn't say lazy, in fact, I'd even say that they're using
appropriate sound effects. The whispers can be used to signal a form of control, just by TIM.

I did not qute understand the claim about the "have a little faith" comment. Why can it not be a simple comment? His desire for Shepard to have faith is not in his ability to control humans, but in his ability to control the reapers, something of a larger scale.

"Because I need you to believe" can show how fragile TIM is in his current state. He may pretend to not require Shepard's validation, but he is still not confident enough to control a reaper. After all, everyone can see that controlling a reaper and a human are completely different things. And as confident as TIM likes to protray himself to be, he should be aware on some level how large of a leap he has to make. It's not self-contradictory, it shows that TIM is human.

Regarding the EMS, I don't know what to say about that. But I must say that I do not see how this supports the Indoctrination Theory. It seems like a normal requirement (albeit steep) to try to do everything right in order to get the "best" ending.

These are just my intepretations of the design decisions. The developers may not have been lazy at this point, but hey, to be fair, I would say that I thought the linear route to the device and Anderson reaching there before you were development shortcuts. And people have cited these to be pieces of evidence for the Indoctrination Theory.



But why use the exact same whispers from the dreams? They're hardly a standard sound, and the Reaper growls and overlay are enough to clearly indicate an indoctrination attempt. So why use the same whispers as in the dreams? Why not a buzzing, or ringing? 

Oops, sorry, was talking to someone else about this and got my wires completely crossed :P  You're perfectly right. Though the tone is still weird.

i don't find your renegade explanation very convincing though. It's clear that TIM is pretty indoctrinated, and he seems sure the Crucible will work. So why does he need to convince you, particularly when you can't stop him either way?

Ok, Indctrination theory explanation - TIM is the indoctrinated part of you and Anderson is the part of you that's still fighting it. This scene is close to the literal in that the Reapers are trying to indoctrinate you, but because of Anderson, you aren't buying it. Convincing TIM to kill himself is bringing a part of you back from the brink, so you're more whole, hence the lowered requirement to "wake up". Saving Anderson is a symbolic good, so you get a reward (similar to literal, it's just Shep bestowing it on himself/herself, rather than the designers. if you see what I mean?).

Anyways, I'm offski, supposed to be revising :P Cool to have you around to chat to.

#43689
Sammuthegreat

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The Captainator wrote...
The keeper clipping?  Sure, they could have fixed it (it's not as simple as turning off clipping btw when in Unreal). 


Would it not be the reverse? Would the not have had to turn the clipping off on that one individual keeper? Seems it'd be more efficient to have "clipping - ON" as the default, considering every other keeper in the series has been a solid object you can't walk through.

Genuine question by the way, I honestly have no idea how it works, and figured you might. Just seems more logical that way ^_^

#43690
Spartas Husky

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balance5050 wrote...



Oh man, the Reaper Sleep Number Bed. Some how it knows exactly how firm it should be.

"It's so comfortable, WE KNOW YOU FEEL THIS."


lol priceless, OMG ****ing priceless!!!

#43691
balance5050

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Sammuthegreat wrote...

That child's scream really is weird. It's close enough to inaudible that in all the times I've seen that cutscene, which is quite a few now, I picked up absolutely no trace of it whatsoever. Now I know it's there, I can hear it, but it's so low in the mix that you wouldn't notice it if you weren't listening for it.

I don't think it directly adds strength to the IT (there's enough other stuff that does that plenty well enough) but it pretty much guarantees, for me, that there's something up with that kid. Not all is as it seems. But then again we knew that already, given that BioWare tweets have pretty much confirmed he's lying through his stupid little teeth.

Come to think of it, a lot of the kid's behaviour in that scene doesn't make sense. Firstly he's staring straight at Shepard over a distance of several hundred metres - it's impressive enough he recognised him at that distance, but to hold his gaze in such a composed manner when there's a several-hundred-metres-tall reaper closing in from behind is ridiculous for a young child. It'd be ridiculous for MacGyver.

Then when he breaks his gaze with Shepard, he suddenly looks panicked. As though he's remembered how a child is supposed to behave in this situation.

Lastly when he scrambles on board, he pulls a weird pose when he stands up and looks back at Shepard. It's almost a challenging pose, nothing like what I'd expect from a petrified child.

I get that this is most likely reading too far into things, but if you actually pay any attention to the child's behaviour, it simply doesn't make any sense. Not only is it horribly inconsistent with what a real child would do, but it's actually internally consistent too, considering how he breaks from calm to panicked to challenging on a whim.


Not to mention at the VERY beginning when you fist see him staring out over the destruction. He doesn't move until you go past a certain threshold so he can potentially just stare at the reapers for hours.

#43692
Xavendithas

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Sammuthegreat wrote...

That child's scream really is weird. It's close enough to inaudible that in all the times I've seen that cutscene, which is quite a few now, I picked up absolutely no trace of it whatsoever. Now I know it's there, I can hear it, but it's so low in the mix that you wouldn't notice it if you weren't listening for it.

I don't think it directly adds strength to the IT (there's enough other stuff that does that plenty well enough) but it pretty much guarantees, for me, that there's something up with that kid. Not all is as it seems. But then again we knew that already, given that BioWare tweets have pretty much confirmed he's lying through his stupid little teeth.

Come to think of it, a lot of the kid's behaviour in that scene doesn't make sense. Firstly he's staring straight at Shepard over a distance of several hundred metres - it's impressive enough he recognised him at that distance, but to hold his gaze in such a composed manner when there's a several-hundred-metres-tall reaper closing in from behind is ridiculous for a young child. It'd be ridiculous for MacGyver.

Then when he breaks his gaze with Shepard, he suddenly looks panicked. As though he's remembered how a child is supposed to behave in this situation.

Lastly when he scrambles on board, he pulls a weird pose when he stands up and looks back at Shepard. It's almost a challenging pose, nothing like what I'd expect from a petrified child.

I get that this is most likely reading too far into things, but if you actually pay any attention to the child's behaviour, it simply doesn't make any sense. Not only is it horribly inconsistent with what a real child would do, but it's actually internally consistent too, considering how he breaks from calm to panicked to challenging on a whim.


Ugh, I went back to watch it and I hadn't noticed how....defiant(?) he seem to look when he gets on the shuttle. He certainly seems to be staring down Shepard. Almost as if he is reminding Shephard of what he just said a little bit ago while hiding in that duct. The bit about how no one could help him, or w/e it was. I'm too lazy to look up the dialogue of the scene. :)

#43693
SS2Dante

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The Captainator wrote...

SS2Dante wrote...

The Captainator wrote...

balance5050 wrote...

About that gun again:

At the base of the conduit you can pull the trigger and fire it before it's even in your hand. The camera even focuses in on it while your standing up.

At the top of the conduit, they make sure to still show you picking it up, but you can't fire it until the cut scene is over.

Now when you reach the Star child convo, you don't have it, it's not on the ground, but your hand is clenched like you're holding it. It's not until the platforms are raised and you have to make a choice that it magically appears in your hand.


An interesting thing about game development is something called "Known Shippable".  This is when a bug is found but because of time constraints and risk of fixing the issue causing new ones they decide to not fix it and leave it in the game because it really has a very minor effect, if anything, beyond just a little visual glitch.

Most games have 10-15% of the bugs found in it KS'd.  That's a lot of bugs.  As a QA Tester myself I'm seeing many bugs reported in this thread and considered as proof of the theory.


Applied for a QA job a few days ago :P  Any tips in case I need to apply again? :P

You might be able to shed light on the matter of the keeper you can entirely walk through in the "collector base" corridor. Glitch? I can't really see how having it's clipping turned on would be a risky fix but *shrug*


I have no reason to defend my claim as being a QA veteran to you, since you will not believe anyway.  But there are certain levels of understanding reached by people within QA after finalling game after game.  At first there is frustration that the developers are not fixing your bugs.  You go home and show your friends these bugs after the game is released, you get some good chuckles.  Then you realize that some bugs they do fix cause more problems, that add on more time, and another build or 2 needed, which requires another day or 2 of testing to make sure nothing else broke.  After doing that a few times you realize that any issue, no matter how small, can cause problems.  The keeper clipping?  Sure, they could have fixed it (it's not as simple as turning off clipping btw when in Unreal).  But who's to say trying to fix that wouldn't have shifted the entire map?  Sometimes knock on bugs (those that are created from fixing another issue) will stagger you at how it could be possible.

Plain and simple, fixing bugs causes more bugs.  You then need more builds to fix those ones, and eventually you whittle it down to where only small bugs are left, so you call it good.  Unless you have unlimited development time, this is how it's done.



..did anyone else read that as if I was challenging him? I wasn't :S 

#43694
Sero303

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HellishFiend wrote...

Tirian Thorn wrote...

HellishFiend wrote...

I dont buy the "QA" or "coincidence" or "Bioware messed up" defense one bit. There are just too many things. Too many. I'm not talking about anyone specific, but in general, I almost roll my eyes every time someone says something we find is just a coincidence or QA issue.

We have dozens upon dozens of occurrences of varying degrees that can be considered evidence, and very compelling and logical speculation regarding each that supports IT. In order to completely refute (or debunk, as people like to call it) IT and support the face-value interpretation, you have to not only state that every single one of those occurrences are QA/coincidence (which is statistically unlikely), but also come up with reasonable answers for the multitude of plotholes and inconsistencies with the ending.

As Coates would say, "It's too much..."



The number of “mistakes” the amount of “laziness” and proclaimed “QA errors” that are present are too numerous to be just that. 

To me, it just seems like this was all done with a plan.  But, the Indoctrination had to be so subtle that there would be debate and discussion as to whether or not it was true. 

I’ve brought this up many many times on this thread but it deserves mention again.  Bioware wanted discussion, they wanted debate.  From day one they were saying stuff like “hold on to your save files” and “if you only knew what we had planned.”  Why say things like that if you have no future plans, other than side quest DLC?  Would a DLC about retaking Omega really draw people back if the ending sucked so bad? 

Bioware wanted this debate.  They wanted the press surrounding the ending.  They wanted it to be polarizing. 


Agreed 100%. 


If Bioware had planned all this from the beginning:
-the subtle hints throughout the game
-the seemingly terrible, plothole riddled ending
-the hordes of anger fans decending into rage filled fits of anger and feelings of betrayal to hype it up
-the 'playing innocent/stupid'
- and finally releasing the DLC explaining how Shepard was indoctrinated and the ending was really a battle of wits

Than I think we can all agree, if they had planned this all out ( IF IF IF ) than I believe that would constitute the great PR campaign / promotion ever!

#43695
balance5050

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SS2Dante wrote...


..did anyone else read that as if I was challenging him? I wasn't :S 


Yeah, he got strangely defensive right there.

"It's ok, we won't hurt you little guy."

#43696
Sammuthegreat

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balance5050 wrote...

llbountyhunter wrote...

alright ive been out for a while.. anything new, or has the cycle continued?


The cycle continues... been talking about hearing a child scream at the beginning when the shuttle gets zapped. Someone said that it might be sounding like the scream comes from the shuttle that the kid is NOT on.


Having given it a listen (here if you're wondering), I reckon it sounds like it comes from neither shuttle. It sounds like a bit of ambient noise - an environmental effect, the likes of which might be used to highlight a key event. It really doesn't sound like a noise in the "real world" (i.e. one that actually happens on Earth in ME3) to me.

I don't know if that means it's a noise happening in Shep's head, or if it's purely for effect, but it certainly tells me that something's weird with that kid. The child itself definitely didn't make that scream.

#43697
Spartas Husky

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Sero303 wrote...



Than I think we can all agree, if they had planned this all out ( IF IF IF ) than I believe that would constitute the great PR campaign / promotion ever!


Its a double edge sword...

Would it be a great PR campaign. Or would it be the beginning of something terrible to become near standard in the game industry?

Currently there are two types of adudiences:
Idiots who buy anything , evben when the game content has been cut out and then sold back to customers... SR3 is a great example to name 1.

And the customers who  have emotional investment on the title.
Would this pr stunt if proven to be true set in motion ... a notion that you might gain more money by making your fans invested then at their apex cut out the ending and break it into "dlc's"?

#43698
balance5050

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Sero303 wrote...

If Bioware had planned all this from the beginning:
-the subtle hints throughout the game
-the seemingly terrible, plothole riddled ending
-the hordes of anger fans decending into rage filled fits of anger and feelings of betrayal to hype it up
-the 'playing innocent/stupid'
- and finally releasing the DLC explaining how Shepard was indoctrinated and the ending was really a battle of wits

Than I think we can all agree, if they had planned this all out ( IF IF IF ) than I believe that would constitute the great PR campaign / promotion ever!


Yep, if I.T. is true then Bioware has the biggest balls of all the game companies, and they win the internet.

If they are wrong however, it's the biggest blunder in gaming history and they effectivley destroyed most of their fanbase.

#43699
Sammuthegreat

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Spartas Husky wrote...

balance5050 wrote...



Oh man, the Reaper Sleep Number Bed. Some how it knows exactly how firm it should be.

"It's so comfortable, WE KNOW YOU FEEL THIS."


lol priceless, OMG ****ing priceless!!!


Actually, very reasonable at just $499.99!

#43700
Spartas Husky

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Sammuthegreat wrote...

Spartas Husky wrote...

balance5050 wrote...



Oh man, the Reaper Sleep Number Bed. Some how it knows exactly how firm it should be.

"It's so comfortable, WE KNOW YOU FEEL THIS."


lol priceless, OMG ****ing priceless!!!


Actually, very reasonable at just $499.99!


Oh... does the cord comes separate? of wait... the actually start button is another 20 bucks? Or it comes with an activation code that only I can use...no?
How about the last relaxing setting is sold to me later as a dlc?... or is it free...

I gota know this stuff first, 500 bucks is a lot of dough.