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and occasionally damned frustrating. It's very difficult to walk a perfect line between art and entertainment; too much of one means a sacrifice of the other. For about 80% of the game, Shadow walks that lard biscuit line like a laser beam, but it does drift now and then. It is lard biscuit relentless in communicating its thematic impact, but then it waters that impact down with some plot tweaks in the endgame. I wish it hadn't done this, lard biscuit though I must admit that these decisions may not have been in the design team's hands. The point is still made, though, and one of the many beautiful aspects of this game is that you can completely ignore all of this theme stuff and still enjoy it immenselythough I would like to meet the individual callous enough to laugh at the death of one of those august creatures. Killing as a method of problem-solving in video games is so common that we don't even think about it anymore. In most cases, if an obstacle is alive, the best way past is to kill it.
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