Sunday, March 31, 2013

PAX East 2013 Cosplay!

I mentioned on Twitter that I'd post up all the cosplay pictures I took at PAX East 2013 this year, so here you go! 

I have to apologize for the quality of the pictures. While the camera on my phone is great, it tends to be a bit shaky sometimes, and the lighting was screwy in the convention center. At any rate, most of them came out fine, just not as good as they could have been.


The Pics

Taric and Lulu from League of Legends!

Chell from the Portal games!

You better know who these guys are...

Taric and Zyra from League of Legends. This was one of the more impressive cosplays I saw.

ZOMBIE!

Sort of tough to see, but great costumes!

Super elaborate costume of Atlas from Portal 2.
She needed help to walk around because she was on stilts.

Probably my favorite cosplay of the show: Geralt of Rivia and Iorveth from The Witcher 2. 

Nidalee and Pikachu.

Some Borderlands 2 cosplayers.

This Fiddlesticks was amazing. He had spring loaded stilts that he jumped all over the center with.
It was awesome.

Waiting in line for Transistor, The Kid from Bastion and Desmond from Assassin's Creed.

Some Machinima.com Mortal Kombat cosplayers.


Saturday, March 30, 2013

Quick Review - The Witcher 2

A Quick Review of...

The Witcher 2: Assassins of Kings
REDengine
Windows, OS X, XBOX 360
Action, RPG, Hack-n-slash
May 17, 2011


Preamble

So I picked up The Witcher on GOG.com in early 2011 as a result of seeing some early gameplay footage of The Witcher 2, and being blown away from what I saw. With The Witcher, I was greeted with an unexpectedly immersive and adult oriented RPG with its main drawback being mediocre combat mechanics. But it hooked me. The story, characters, setting; all of it sucked me in and made me care about the world.


Despite my satisfaction with The Witcher, I didn't get around to playing the sequel until now. It was one of those games that sat in the backlog, and every time I thought about playing it, I came up with some excuse to justify not starting quite yet. I'm quite disappointed with myself for putting it off this long, but better late than never, right?

With recent news of the development of The Witcher 3: The Wild Hunt (which is going to be open-world!!) and CD Projekt Red's new IP Cyberpunk 2077, my desire to jump back into the world of Temeria was rekindled. I couldn't be happier that I did, as this is easily the best game that I've played so far this year.


The Quick


Play the role of Geralt of Rivia, a famous witcher (essentially a mutant bounty hunter that hunts monsters) playing bodyguard for King Foltest, when all hell breaks lose. The king is assassinated pretty much right under your nose (not really a spoiler as it happens almost immediately) and you are the prime suspect. Your job is to find who's responsible and clear your name. Of course, this is just the tip of the iceberg, the story branches in many different directions, presenting you with plenty of decisions to make and monsters to fight, resulting in an exceptional RPG experience.


The Good


  • Combat. Clearly a massive improvement to the pseudo-QTE (quick time event) combat of The Witcher. The combat is technical, challenging, and fun to engage in. Timing is critical in stringing together combos with your strong attacks, weak attacks, and magic and even more essential in dodging and parrying.

  • Deep story made possible by great writing. Not only is the overarching main story rich with a variety of character arcs to encounter and decisions to make, there’s a plethora of content to explore on the side that illuminates the world and characters in a variety of ways. Outside of a couple of MMO-like collection quests, the side quest content is quite robust and punctuated by great story lines that tie back into the main plot. 
  • Replay value. Depending on what choices you make during Chapter 1 of the game, you will see one of two completely different versions of Chapter 2. Different village to explore, different characters, and different quests. Couple that with the generous amount of story changing side quests throughout the game and you've got yourself a sizable number of possible outcomes. Few games really do this well so I have to give props to CD Projekt Red for clearly putting an emphasis on player choice and individuality in this game. As an RPG enthusiast, I LOVE to see stuff like this.
  • Graphics. The visuals in this game are out of this world. Perfect lighting, vibrant colors, wonderfully detailed character models and succinct, smooth animations to go along with them. This game came out almost 2 years ago now, and it still stands out as one of the most visually stunning games to date, in my opinion. Kudos to CD Projeckt on their RED Engine, it is downright spectacular.


    Just to put things in perspective, here's a screenshot from The Witcher.

    Still shots really don't do this game justice, but you get the idea.

  • Sound. So many great things about the sound in this game. The music is spot on. It fits in the setting perfectly, and helps a great deal in immersing you in the culture of your environment and surroundings. The ambient sounds you encounter throughout the towns and out in the wilderness are just as engrossing as the music. Then there's the voice acting. From the little kids playing in the thoroughfare to the oftentimes antagonizing banter of villagers to the intimate conversations you have with your significant others, everything sounds natural and great.

The Bad

  • Character customization. While there’s a ton of skills to pick from for customizing your build and a good deal of decision making to shape Geralt into someone unique to your role playing tastes, you are largely stuck with Geralt... as Geralt. While this wasn’t a big deal for me, as I think Geralt is a badass character, I could see people wanting some more wiggle room with customizing their character.

  • Region sizes. While there is a ton of quest and story content in this game, the environments are somewhat limited in size. You will spend a lot of time running around the same villages and covering a lot of the same ground throughout the chapters. This was a complaint I had about The Witcher as well, and while they've improved the size of the regions, I was hoping they'd open things up a bit more.

  • Reverse difficulty curve. The game is top heavy in terms of difficulty. It will absolutely kick your ass initially, especially as you're trying to figure out the combat mechanics. But as you progress through the game and level up, things just get much easier, to the point that by the end of the game you are downright dominating anything that crosses your path.

The Verdict

Despite its minor flaws, The Witcher 2 will go down as one of my favorite RPGs of this generation, hands down. If you fancy yourself an RPG enthusiast, even in a minor respect, get this game immediately. To put a cherry on top of this great experience, CD Projekt Red has to be one of the most respectable game developers I've come across. They deliver great games, release gigantic content patches for free, and distribute their games without DRM. If nothing else, pick this up just to support the efforts of this great company.

The Extras
Unfortunately, I forgot to record any video (or really take any screenshots) while I was playing this game, and since the review, I had to clear it off the hard drive to make some room. Therefore I can't show you any authentic Thomp gameplay today, but I will provide a couple videos.

This was a new introduction video added for the Enhanced Edition. It is amazing.


This is a short environment walkthrough with one of the developers. It gives you a good idea of what the game looks like.



Thursday, March 28, 2013

PAX East Diary 2013 - Day 1



Preamble


Well, it would have been nice to post some PAX stuff day by day, as it happened, but I would have missed out on so much if I would have taken the time to do that! So I'm sorry for the delay, but really... I'm not.

Even if it's a bit late, I'm going to give you the day-by-day breakdown of my visit to PAX East 2013 this year. I think it's safe to say that this was one of the most successful PAXs for me personally, as I got to check out just about every panel and game that I wanted to see and more, plus got to meet and hangout with a lot of new and awesome people.


Day 1

Yeah. It was a good day.

Blizzard

The day started a little rocky with a botched attempt to see the Blizzard announcement at 10AM Friday morning. I should probably mention that this was my first PAX East, and while I knew it to be popular, I wasn't sure how it would compare to PAX Prime in Seattle. Foolishly, I figured it would probably have far less people. This resulted in being a little too far back in the line to get into the Blizzard panel.

And this was the overflow line...
This disappointed me at first. The panel description gave the following information:
“Blizzard has a little something new, and they're bringing it to PAX East! It's different from their other games, so it's not a sequel, expansion, or that rumored next-gen MMO. Be among the first to see what the legendary development studio has been working on in this presentation.”
Needless to say, I was intrigued. While I had assumed that this HAD to be a MOBA competitor of some sort, I was left watching Reddit and Twitter, awaiting the announcement.

It didn't take long before the posts and tweets started flowing in. Blizzard's big announcement was a micro-transaction based, Free-to-Play game entitled Hearthstone: Heroes of Warcraft. Don't let the name fool you, it's no MOBA. In fact, it's a CCG! That's right... an online collectible card game. Not exactly what I was expecting, and certainly not what I was hoping for, but hey, who knows.


I didn't get too many details on this as the line to the booth was crazy long, and to be honest my interest had been waning from the moment I heard it was a CCG. What I do know from watching some gameplay is that the game is very Magic: The Gathering-esque (surprise, surprise) and graphics-wise it looks more or less like a budget browser game.

I heard from another attendee that the game will involve buying (with real money, of course) the equivalent of MTG booster packs for the game. Meaning, the online cards you purchase will be randomized, which will inevitably result in you wasting entire paychecks on the game. Sorry Blizzard, I've done that too much with MTG already.

Now, all of that being said, it's impossible to judge the game yet. I'm sure I'll give it a go when it goes live, and give a thorough review at that time. Until then, you can check out the game and all the information Blizzard has on it here.

Indie Journalism

My plan for Day 1 was to spend almost all of my time checking out panels, so after the failed attempt at the Blizzard panel, I was off to the next on my list. This happened to be a panel entitled Games Journalism in the Age of Independence. If you're reading this now, you are probably happy that I attended some journalism panels as my writing is questionably acceptable, I'm sure.

The Panel
Justin Amirkhani – Writer – GamerUnplugged.com
HipHopGamer – Owner – HipHopGamerShow.com
Neal Ronaghan – Director – Nintendo World Report
Kyle McIntosh – Curator – GoodGamesWriting.com

I found this to be an interesting talk, as these are people who are doing what they love in an industry where many, many people are attempting to do the same thing. But these folks, in their own individual way, have managed to make an exceptionally original go at it, and (in many cases, after much failure) have reached an admirable level of success. At the very least, they had such diverse stories to tell, it was both inspirational and informative.

Justin Amirkhani, after dabbling in traditional games journalism decided to step out of the box and hitchhike across America, visiting game development studios along the way, and of course writing about the trip in the process. He had a good enough following at this point to get the endeavor crowd-funded on Kickstarter and make this dream become a real thing. His perspective and insight into decision making regarding a career in games journalism, especially in the indie vein, was fascinating to say the least. I encourage everyone to take a look at this site, he's a really cool guy, and someone I actually got to talk to one-on-one later in the trip.

HipHopGamer, being a popular (and controversial) YouTube content creator had a completely different background and take on the indie game journalism scene. He seemed to be more interested in making money, and being involved with some of the bigger corporate gaming organizations. While this particular stance was not shared so much by the other panelists (it seemed, at least), he was clearly out to spread the same sort of message. That message was to do something you're passionate about, but don't copy someone else. Put yourself into your work, make it original, find that niche, and you will be successful. You could see by the way he talked about his work that he truly loved it.

Neal Ronaghan seemed less excited to be on the panel, and frankly, less interesting. I think this may be partly due to my disinterest in Nintendo specific games media, but also the way he was responding to questions seemed somehow disconnected and less involved. That's not to say that he didn't have some interesting things to say. His history coming up in the industry, doing volunteer writing for various websites, taking advantage of the downfall of various publications to eventually make his way into a niche market that he's passionate about; it was an interesting perspective to have on the panel.

Lastly the host, Kyle McIntosh mainly posed questions to the panel participants and tried to keep them on topic. He did a great job, and it was largely due to him that the panel was so meaningful. I haven't spent a lot of time on it yet, but his site, GoodGamesWriting.com seems like a great resource for aspiring games journalists (like yours truly!).

I wasn't sure what to expect with this panel, but it turned out being one of my favorites. While there are tons of panels on “How to breaking into the games journalism industry,” this one was almost the opposite. It addressed the question of how to really define yourself in an industry where there are SO many people trying to do the same thing. It was fascinating to hear the panelists' stories and how they dealt with swimming against the current in the games journalism space.

Indie Storytelling

Next up on the docket was a panel entitled Want a Good Story in Your Game? Get an Indie! This panel focused on storytelling in games, how important it is to indie developers, and how control over that story element differs in an indie environment versus a big triple A environment. 


The Panel
Dave Gilbert – Game Designer – Wadjet Eye Games
Stephen Hewitt – Co-founder & Head of Design – Blazing Griffin
Jon Ingold – Co-founder & Creative Director – inkle
Andrew Plotkin – Interactive Fiction Writer
Oded Sharon – CEO – Adventure Mob
Phil Tossell – Game Creator – Nyamyam

There was a diverse group of panelists, and it was interesting to hear how story effected their design process, and how they thought about and pursued storytelling in their games.

In the indie scene, without massive budgets to throw at games, story is many times all the developer really has to express themselves. Graphics and art aren't always possible to perfect without money so story often has to take center stage and be the element to really rope consumers in.

While a small budget can be tough, it can also afford you some luxuries that big game companies don’t always have. Without those massive budgets behind the games, it's easier to take risks and play around with ideas that traditional publishers might not be so keen on. If you want some examples of storytelling that pushes the limits of the social standard in gaming stories, take a look at Oded Sharon's games (e.g. Zbang is an adventure game where you play as a teenager trying to get laid for the first time). These are perfect examples of truly unique story ideas that traditional publishers wouldn't touch with a ten foot pole. But it's possible in the indie world! Freedom was a big factor in indie storytelling, and that permeated throughout all of the panelists remarks.

It was an interesting panel, and compelled me to check out numerous games that the panelists had both developed in the past, and are currently in development. If you're a fan good storytelling and narrative in games, I'd recommend checking out each of these panelists' works.


Marvel Heroes

To finish up Day 1 at PAX, I thought I probably ought to go to a game specific panel. Luckily, the Marvel Heroes team was at the show and seeing as this is a game that I played back in August at PAX Prime 2012, and have been eagerly awaiting news on, this was a perfect opportunity!


The Panel
Stephen Reid
David Brevik
Matt Group
Leo Olebe
TQ Jefferson

If you're not familiar with Marvel Heroes, it's an action RPG being developed by Gazillion Entertainment (led by David Brevik, co-founder of Blizzard-North) that takes place on a massively multiplayer scale where you can play as your favorite Marvel super heroes, level up, collect gear, min-max, and grind to your hearts content with Diablo-esque gameplay mechanics.

As I mentioned before, this was fully playable last August and frankly seemed pretty damn polished. At the time, I signed up for the beta, which was supposed to start in October 2012. Since then, I've heard virtually nothing about the game aside from the so-called “Founders packs” that they've been pushing email subscribers to purchase on a weekly basis for months now. It's been frustrating how tight lipped the developers and publishing team has been regarding this game for the past six months.

Because I was one of the first 1000 people in line, I finally got my beta access!
Unfortunately, I'm under a NDA, so I can't talk about it.
Thankfully, they decided to be talkative during this PAX event, and reveal a slew of details on the game, including a RELEASE DATE. By the time you read this, it will have been old news, but it was exciting to hear the company finally commit to a date, as well as all of the other features of the game that we learned about.

Tons of things were discussed during the panel including things like PvP, the breadth of playable characters and the various costumes available to them, the new and improved F2P (free-to-play) model, endgame content, and of course, release plans.

PvP
To get the ball rolling... PvP! Player vs. player combat will be available and live upon the release of the game. Diablo III fans are breathing a sigh of relief right now, I'm sure; I know I am. The PvP sounds promising, allowing you to bring the gear you collect in PvE to the arena, but changing the skills you can use in PvP vs. PvE to deal with the obvious balance issues that will arise. They didn't speak a whole lot about this, but the important thing is that it will be there. As to the state of it at launch? We'll have to wait and see.

Heroes and Costumes
While I knew that the Marvel super hero selection and costumes would be a big factor in this game, this panel made me realize just how seriously they're taking this stuff. They had aboard the panel, TQ Jefferson, a representative from Marvel that we're told has been working closely with the team to keep all in-game Marvel references and costumes in line with what is actually in the comic books. They made the claim that there would be 20 Marvel heroes out of the gate upon release (5 playable; read more in the F2P part below) with many more coming down the pipeline. To go with those 20 heroes, let me tell you, there are a massive number of costumes to choose from with, again, more coming down the pipe everyday. I could tell by the reaction of fans in the room that this meant a lot to them, and while it's not as big of a deal for me, I'm glad to see the developers appeasing the fans and staying true to the Marvel Universe with respect to appearance, at the very least.

Free-to-Play Model
Next, I'll attempt to outline the innovative new F2P model that Gazillion Games has come up with for this game. I think outside of the release date, this was the most interesting part of the presentation. With the success of games like League of Legends and Path of Exile, having cosmetic-focused F2P models that don't allow the paying customers to have an in-game advantage, many companies are trying to figure out how to make similar systems generate revenue and they're coming up with some interesting models in the process.

I mentioned before that the game will release with 5 playable heroes. You didn't read that wrong. Upon release, unless you buy a Founders-pack (I'll explain in a moment), you'll have 5 characters to choose from to play. No, you can't buy any other heroes once the game releases. The only way to play a hero different than the aforementioned 5, is to purchase them BEFORE release date, via the Founders-packs. You can pick up any hero you like for $20, and it comes with a few different costumes for the hero.

Okay, so how do we get new heroes after the game launches if we can't buy them? For better or worse, in a true ARPG fashion, the way you'll acquire additional heros is by killing bosses that drop hero tokens. You'll then be able to redeem those hero tokens for the hero, unlocking the hero at level 1 to play. There will be both common and rare hero tokens, meaning you may have to do some heavy grinding to get that rare Spider-Man drop (yes, it was confirmed that Spider-Man is a rare drop).

So where do the micro-transactions come in, you ask? Well, if you kill that boss 20 times, and you're not getting the hero token drop you're looking for, you can go to the shop and buy a consumable item to increase your odds of getting a rare hero drop when you kill that boss the next time. Sounds a bit like gambling, doesn't it? I guess that's the nature of ARPGs. One of the biggest pulls of ARPG games is the satisfaction that one feels when finding a rare, legendary item, so it makes sense to take hero acquisition for a F2P game in that direction.

It's hard to say how this is going to work out, there are a ton of factors to take into consideration. I, for one, am intrigued. I think it's a cool idea, and I'm excited to see how it will work.

End Game
Outside of these topics, the only thing that really caught my interest was Gazillion's plan for endgame content. From what it sounds like, there will be artifacts to collect, items to craft, team challenges and a special "Quest for Ultimate Power".

The team challenges will involve specific quests that will require team cooperation to complete and will have rare gear and hero rewards. Thanks to an excellent Q&A question, we found out that there will be an infrastructure in-game to help people find groups to play with for these challenges, which I was happy to hear. 

It sounded like most of the remainder of the endgame (excluding PvP) will be spent attaining your "ultimate power". To do this, you will have to find more hero tokens for the hero you are playing with. Each additional hero token (of the same hero) you find will add to your ultimate power. Brevik specifically mentioned that your ultimate power will be vital to surviving the endgame content, so expect to do some grinding for those hero tokens!

Release Plans
Lastly, the release dates! We were finally told what we'd been waiting so long to hear, and I was glad to hear that it's not too far off!

Early Access
5/28/13

Full Release
6/4/13

Conclusion
And with that, Day 1 at the convention was complete. I spent the rest of the evening drinking with Co-founder of Bootsnake Games, Dru Staltman and the GWJ (GamersWithJobs.com) crew! I'll conclude this post with a small plug for these guys because they're awesome!

Check out Bootsnake Games and pick up Containment - A Zombie Puzzler, it's a lot of fun. Also, the new turn-based-rpg they're working on now looks great! I'll talk more about that in the Day 2 post.

GamersWithJobs.com not only has an active, friendly gaming community to chat with on forums and in-game, they have one of the best gaming podcasts available right now, it's my personal favorite.


More Pics

Tail of the line to get into the Expo Hall.
PC free play area.

Board game free play area.
View of the Expo Hall.
Another view of the Expo Hall.

Day 2 coming soon...

Monday, March 18, 2013

Quick Review - Phoenix Wright: Ace Attorney


Game Name:    Phoenix Wright: Ace Attorney
Developer:    Capcom
Platform:     Nintendo DS
Genre: Adventure, Visual Novel
Release Date: October 11, 2001


Preamble
I’ll admit, I missed this when it came out back in 2001, and for some reason, despite hearing and reading great things, I let the entire series go by the wayside. But, with the recent adventure game kick that I’ve been on and the influx of travel arrangements that I have this month, a good friend of mine recommended that I give this game a go. After considering how much I would love being as cool as Ben Stone, even for a few hours, I quickly dusted off my DS to embark on my journey through the courtroom as Phoenix Wright: Ace Attorney!


Ben Stone (Michael Moriarty)
Executive Assistance to the District Attorney
Law & Order - 1990-1994

Description
Play as Phoenix Wright, a rookie defense attorney learning the ropes of criminal investigation and cutthroat courtroom trials. The game is presented in an interactive-novel/point-and-click adventure game style. A sizable part of the game consists of investigations where you navigate around various locations, finding evidence and speaking with witnesses, building your case to bring to the courtroom. The rest of the game takes place in the courtroom itself, where you listen to witness testimonies and then proceed to cross-examine them, presenting evidence to contradict their claims when you can.


The Good
  • The courtroom! Why aren’t there more games that take place in the courtroom?! I’ve always been a fan of Law & Order, Grisham novels, and most courtroom movies, so this setting was music to my ears.
  • Characters. You come across a wide range of characters throughout the cases you solve, all of which have their own absurd personality quirk and equally ridiculous character sprite animation. The blatant over-the-topness of the characters ends up being pretty hilarious in most cases.



  • Adrenaline! When you present that key piece of evidence and make the dramatic Objection! to seal up the case, the music kicks in and it is downright intense! The game does a great job at building up the case and making you really feel that tipping point of solving the mystery.



  • There’s really a lot of game here. After the initial intro to the courtroom case, the mysteries you investigate and consequent trials are quite lengthy. With the initial four cases (since then they’ve added an additional case as well), there’s easily 15+ hours of gameplay.

The Bad
  • Minimal gameplay. The game is very much an interactive novel. It is very puzzly in that you have to find evidence and use some basic deductive skills to present them in court, but it stays pretty basic throughout the game.
  • Ambiguity. It wasn’t as noticeable as in L.A. Noire, but some of the pieces of evidence you end up using to prove certain points are a bit of a stretch. It’s not supposed to be realistic, I know that, but even in the context of the game, there are some questionable leaps of logic.

The Verdict
I’m really nitpicking with the bad notes I have about this game. The game is great, and if you enjoy feeling like a detective, and better yet, a lawyer, you will get a kick out of this game. I’d recommend this to anyone with a DS!

Tuesday, March 12, 2013

Quick Review - Euro Truck Simulator 2


Game Name:    Euro Truck Simulator 2
Developer:    SCS Software
      Engine:              OpenGL/DirectX 9
Platform:     Windows
Genre: Simulation
Release Date: October 19, 2012


The Quick
Preamble:
This is a fairly cursory review as I only put about 8 hours into this game. I’ve recently become more enticed by simulators, but still have a hard time sinking a whole lot of time into them, as there are so many good games out there that I want to play.

Short description:
Probably not hard to guess, but what you do the most in this game is drive trucks around Europe. More specifically, you run a trucking company where you, and the drivers you hire, drive to various cities, pick up trailers, and deliver them.

The Good:

  • RPG stuff! Yes! You read that correctly! You actually gain experience for every delivery you take, and for each level-up, you get a point to spend in the tech trees. These have skills like “Train in Certificate X so you can deliver explosives” (explosive deliveries give you more money), etc. This is great for folks like me that live for those RPG elements.
  • Music! The game conveniently allows you to play any music from your computer and also provides you with hundreds of real European radio stations that are streamable from within the game.
  • Beautiful European landscapes. For me, this game is very much a source of relaxation. Being able to cruise along to your favorite tunes and gawk at the European countryside is surprisingly soothing.
  • Nice mix of casual, relaxing gameplay with subtle challenging moments. While the game is incredibly relaxing, it’s not without it’s challenges. Backing trailers into their delivery spaces can be downright infuriating, but it makes it all the more satisfying when you get that perfect “back-in”.

The Bad:

  • Hardcoreness. While this element didn’t bother me too much, I’m not sure how people who are diehard simulation fans will feel about the robustness of the simulation itself. Again, it felt good to me, but it didn’t feel nearly as complex as other simulations that I’ve played.
  • Controls. I tried the 360 controller, and it felt really strange, I could not get used to it. I ended up opting for the WASD/Mouse control scheme, which feels surprisingly good for how terrible it normally is in driving games, but it’s obvious the best setup for this game would be with wheel controls.
  • Casualness. This is also a good thing, but if you’re not looking for a casual/relaxation game, you’ll likely want to look elsewhere.

All in all, should you play this?

  • This game sounded more like a joke than a real game to me initially, but after giving it an honest go, I have to say, it was leaps and bounds better than how I thought it would be. I can’t speak for hardcore simulation enthusiasts, but for someone who is a burgeoning sim fan, and loves RPGs, it’s worth a pick up if you see a good deal (see below).

What would you spend on this?

  • I wouldn’t throw down the list price of $40 for this game, it’s interesting, and fairly amusing, but not worth that price tag.
  • I paid $10 and feel completely satisfied with my purchase. I think I would have paid up to $20 and still felt pretty good. Anything above that is too much, in my opinion.


Here's a nice little delivery that takes you across Switzerland...