• She/Her

α‘•YBΞ£Π―PЦПK Ζ¬Π―Ξ›ΠŸΖ§ Π©Ξ£Π―Ξ£Π©Σ¨α’ͺF FΠ―Σ¨M 1993


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amydentata
@amydentata

the bethesda approach of "let the player do everything in a single playthrough" could probably be twisted into a story that's actually deep and rich, by using the conceit to tell the story of an immortal that, through the course of the game, experiences so much that every individual event feels flat, leading to a crisis of the soul. probably through a groundhog day-esque time loop



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