fabronaut--disqus
fabronaut
fabronaut--disqus

goddammit. of course there is

Moosehead ain't anything special really, but it makes for a decent affordable (but not bottom of the barrel) beer. almost better as a base in shandies (shandys?) and other beer cocktails.

that seems to predate the movie though? and hey, scatalogical humour is among the oldest forms. I'm okay with that in general, it's the soulless vapidity of movies like this that make me a bit disheartened.

is there an emoji version of that Munsch painting, The Scream?

should've explained with an emoji. attention span and all that

that actually sounds watchable though

what's that old chestnut called? the Madonna / whore complex?

this presumes I know how to flirt in any medium. how precocious!

*squints*

I definitely overextend in saying too much at times, so it's not just the paragraphs that's the problem. sometimes it's the relative density of information, given the general context that people expect to have applied to the medium.

people complain when I text them paragraphs though…

I would require so. many. drugs.

so uh… are there marketable toys for the movie? it's an emoji…

don't get me started on hardlinks

does it qualify for a record scratch?

he's a minor figure of that era, compared to the titans of the core team who made Doom. American McGee has made at least a couple games I tried that were a bit off kilter and kinda interestingly solid but never had enough of marketing, hook, or gimmick to take off in any big commercial way.

you may be able to get around it by fiddling with your advanced graphics driver settings to apply globally or to specific Unreal engine titles on launch, ripping open the config files and using configs, and that sort of thing.

I remember the tone being kinda overly edgelord / angsty, what with the asylum setting (which is kind of a neat twist tho), but it wasn't a bad game at the time. not amazing, but kinda worthy of its status as a cult classic of sorts.

he was one of the people associated with id software in the early days. did some level design, and back then, I think everything was relatively compact enough that knowing how to do even just that meant you could dabble in most everything else. (teams were still well within the range of 8-12 people, often less for