Let’s take a look at – The Beginner’s Guide (Spoiler Free)

Thanks to better, more affordable tools, Indie development has never been so assessable. It’s easier than ever for people to take their idea and make it a reality. Access to various game engines, and the wealth of knowledge and assistance from the online community, have given us a plethora of games over the last few years that otherwise might not have been. Games that make us laugh, cry, and kill, but above all, they make us feel. While The Beginner’s Guide is fairly short, and lacks the sense of adventure we find in many games, it offers a look into the mind of a developer, and tells a deeply personal and powerful story that is unlike anything you’ve experienced before.


The Beginner’s Guide was created by Davey Wreden, the mind behind The Stanley Parable.  I went in knowing a little about this game but it’s IMPORTANT that you do not read or research what this game is about before you play it. To have any part of the story spoiled will detract from the experience on offer. The game is a walking simulator, you don’t do a whole lot in terms of puzzle solving or fighting enemies, so spoilers are costly. Don’t let that deter you though, this game is really enjoyable.

Davey is the narrator during the roughly 1 hour and 30 minutes you’ll spend playing The Beginner’s Guide. He tells a story of a fellow “real life” developer and his attempts and journey through game design over a period of 4 years. It starts off simple enough to understand, but starts to take an emotionally charged turn where you, as the player, are starting to make your own deductions based on the levels you encounter, the environment and the narration. This is important as this game is all about interpretation. Yes, you will be given facts that are clear and make sense, but a lot of it is speculation on the player’s part. It’s fascinating because it’s a story of trying to understand a person through their art and creativity.


You’re going to find a lot of reviews already praising this game for its powerful storytelling and pacing. It’s a game that makes you wonder, interpret and reflect on its protagonist. You may even reflect its meaning against your own life and experiences. It’s fascinating to see a game talk about a topic in such a personal way that you can’t help but draw parallels to your own personal feeling and experiences.

Some links that were provided to me really helped me understand this game and its meaning a little better. Not because I didn’t when I finished, but I wanted to know more. I’m not quite sure what to tell you here though. Do you watch the video and read the blog post first before you play? Well you certainly can, but I think it might give away the meaning of The Beginner’s Guide. If you watch it after, you may understand it all much better and want to go back to really pick up on every detail. I suppose it’s up to you, the player, but I honestly found this information extremely enlightening consuming it after I finished the game.


Also, playing The Stanley Parable isn’t a bad idea as well because it may provide some insight that could be helpful…. and it’s really just a damn good game.  Really Good.

I’d recommend viewing these links after you finish, but it’s your call.


Click on* Playing Stories with Davey Wreden


Tl:dr – The Beginner’s Guide has a strangely accurate but misleading title for those who have not played it.  It’s more of a story based game with no action and little puzzle solving. It’s a short game, clocking in at about 1 hour and 30 minutes, but is powerful and intriguing. You’ll spend your time learning something deep and personal about the main character in this game, and maybe something about yourself. Overall, don’t read spoilers and go in blind. It’s worth it.

Rating – 9/10

Purchase – Steam £9.99/$9.99

Trailer –

Let’s take a look at … – Undertale

Undertale is a game by developer Toby Fox, a name that probably doesn’t mean much to you … for now. It’s a pixel-based RPG that was quietly released on Steam in early October, but once mainstream game sites picked up on it and started writing about their experiences, the game blew up. With quotes floating around like: “Made me cry”, “contender for game of the year”, and “I haven’t played anything like this before”, it was hard not to be intrigued by what players were experiencing. After playing the game 3 times, and with over 25 hours invested, I can safely tell you that this game is easily in my top 5 indie games I’ve ever played. It’s something absolutely special.


For those who have played the SNES classic Earthbound (also known as Mother), you’ll feel right at home here. Dialogue that breaks the 4th wall, characters with the strangest quirks, and enemies that make no sense but interact with you during battles in ways that are impossible to describe. You have the choice of Fight, Items, Act, and Mercy. Depending on what you choose you might be talking, hugging or petting an enemy during battle. There are also many, many more options depending on the enemy you are fighting. Choose to a spare an enemy and you can select Mercy to avoid killing it all together. Want to murder its face, choose Fight and play out the battle in a timed event where you have to press the attack button at the right time for maximum damage.

Every battle will play out a little different depending on if you choose to kill or spare. Every enemy has a unique attack which might require you to do some platforming to avoid projectiles, pressing the directional pad in different directions to avoid being hit. It varies from moving around like you are playing a “shoot-em-up”, to just sitting there and not moving against the dreaded “blue attack” (it’s hardly scary, just don’t move). I never once got bored with any battle as I was constantly kept on my toes by each unique attack. It’s incredibly brilliant and fresh.


The soundtrack is a chiptunes, 8-bit style score that was so catchy and engrossing I would sometimes just turn it on and listen to it while I was doing other things that day. Not much more to say except that it’s masterfully crafted, changes on how you play the game and will pump you up when it’s time to play a deciding battle. The music takes a perfect package and wraps it up in an equally perfect bow.

The story is the most important part of this game and I will not be spoiling any of it. It takes so many turns, making you think one way and then changes it all on you over and over. The game has 3 endings that provide a different experience each one you go through. What does that even mean? I’ll explain…

Your first playthrough will be the normal ending. No matter how you play you will be forced to get this ending. Once you’ve finished you have some choices. Do you spare every enemy you come across or kill them? This aspect of choice is an important mechanic. No matter how you play through the game’s roughly 6-8 hour story you’ll be learning what it means to spare a life or take it. Maybe you’ll run into a battle and that enemy starts using powerful attacks against you and just wants to hurt your character. Maybe you’ll come across a frog that just wants to be complimented and doesn’t intend on harming you. How you deal with these choices affects how the game will play out in the end.


The game’s alternate endings are The Pacifist Ending and Genocide Ending, requiring you to have beaten the game on Normal, and then on your next playthrough either choose to spare every life or take every life respectively. There is no middle ground here, so I recommend looking up some guides prior to taking these on. Be aware they will challenge you emotionally, strategically, and physically. I managed to unlock all 3 and by far the hardest was the Genocide Ending.

Without ruining anything, there are two bosses in the game that require you to take part in some of the most grueling, fast-paced, and extremely enjoyable battles I’ve ever come across in a game. One battle takes upwards of 15 minutes to finish and required my full attention and focus to beat it. After many hours of trial and error, I was able to finish it and the feeling of excitement I got was beyond comparison. I also felt kind of terrible too. Terrible because I don’t know if I really wanted to kill this character, but I had no choice. This is what makes Undertale so special.

Each ending is unconventional, each character plays an important role, and each battle is so unique that this isn’t the kind of game you run through and quickly dispose of. You want to see what happens, you are invested in the world and characters. They are your friends, maybe they’re your enemies; it just depends on how you play the game. I promise you that every ending will surprise you and give you something you’ve never seen before. Just remember, if your game shuts down because an enemy deletes your save file, all you have to do is reload. 🙂


This is a game where words cannot do it justice. This review is all how I felt when I played this game and the surprises I encountered in every meeting with the characters and every battle. Nothing is what it seems. Currently at over 7000 reviews with an Overwhelming Positive review score this game is something that doesn’t come along often. This might be the best $10 dollars you’ll spend this year as you’ll be experiencing something unlike anything else. Undertale stole my heart, made me hate myself sometimes and filled me with determination unlike anything I’ve played before. Hands down, this game will affect you in one way or another and will leave an impression on you for years to come. It’s perfect.

Tl:dr – Undertale is one of the best indie games to come out in the last 5 years.  Fans of Earthbound will immediately see the similarities but will be immediately surprised at how different of an experience this game is.  The choices you make in Undertale matter, they affect you and those around you.  With non-traditional RPG elements, amazing soundtrack and a touching story and cast you’ll be hooked.  Multiple endings that are actually worth earning make this game something more than a beat it and walk away type of game and you’ll never forget your time in this world.  Simply put there is nothing out there like this game.  It’s an unforgettable experience.

Score – 10/10, Perfect

Steam Page – Steam £6.99/$9.99

Demo – http://undertale.com/demo.htm

Trailer –

Let’s take a look at … – Enola

Enola is a horror adventure game by indie developer and publisher The Domaginarium. First released on Steam back in September 2014, it recent received an update implementing ‘Nightmare mode’ which made the already frightful story deeper and darker.

In Enola you have no weapons in the traditional sense, just your wits that you’ll use to solve puzzles and uncover the disturbing mystery of the nightmare you find yourself in. Let’s take a look.

Be warned that this game does cover dark and twisted themes that might turn some players away.


The story revolves around a female protagonist, Enola, sifting her way through the macabre world created by Angelica, her lover, learning more about her history and story as she does so. The Steam page states ‘SOME PARTS OF THIS GAME ARE DISTURBING OR CRUEL’ and that warning should not be taken lightly. Enola’s themes are indeed very dark, and touch upon issues of abuse, rape, and a woman trying to find the ability to love and trust again. While I enjoy a compelling story, the material was very descriptive and dark, making it challenging to continue in places. I sometimes found myself detaching from the experience due to its very mature nature.

As you wander through areas like old houses, factories, a cemetery, etc. you have to navigate death traps like floor spikes, and revolving blades that will kill you instantly. Be sure to save often as there are no defined save points. You will always go back to the place you last manually saved. Memory banks appear throughout the game and provide more of the story through snippets of written text. A good portion of that is spoken word which was nice to see the developer take the time to add as it fuels the immersion of the game. It can however sometimes be hard to understand exactly what is going on because you can find these out of order, learning something further in the story before you should have. It’s not game breaking, but it does confuse the timeline a little bit.


Enemies appear in the form of black mannequins, and need to be pushed off with a series of quick button presses so that you can continue your journey. I’d be lying if I said they didn’t make me jump as they come at you startlingly. I was walking through a garden maze and noticed a black form was following me. Even though they usually won’t kill you, just knowing that you are being hunted, and every time you look back there is something still chasing you, fills me with a sense of unbridled fear that I can feel in my bones. I really appreciated this part as sometimes the game lacks instances of true terror.

Getting down to the look and feel of the game is where everything falls apart for me. The game is mostly linear in terms of where you need to go next, but each area is littered with doors and rooms that are completely pointless and have nothing of interest or value in them. You find yourself looking for “item 1 of 3” in a very large area with multiple doors, some you can go in and some you can’t, and the majority of the environment holds zero information or items of importance. It’s extremely frustrating and was actually my biggest issue with the game; the size of the rooms and corridors. While this might seem trivial, it felt like nothing was built to scale in relation to the character. Everything was so large and exaggerated that it felt rushed and not thoroughly thought out.


Graphically this game could have come from the 90’s. It felt uninspired, bland and it gave the impression that someone went into the content manager of a 3D modelling program and just grabbed whatever was there. Items like a ladder or crates felt out of place and were everywhere. It’s confusing as a player when you are trying to find the reasoning of the items placed in the environment, only to realize that they are pointless and are just there to block an area, or just for the sake of it. Considering you don’t want to miss any important items or details, you are almost forced to seek out every nook and cranny only to be moderately rewarded with a piece of story or item.

The music never really felt atmospheric as it sounded the same through most of the game. When you are in a new area, and the music changes, it seems to fit for a short while before inevitably swelling for no reason only to repeat and start over. Your character is rarely in danger when this happens, and there is no real reason for this track to be playing giving you a false sense of fear when there doesn’t need to be one. A counter argument would be that it’s there to keep you on edge, which in places it does, but the issue is when you are exploring an area for 30 minutes. This music keeps playing over and over until you finally realize that no matter what you do you’re safe and the point is lost.


Another big aspect of this game is the choices you have. Let someone live, or let them die. You are given good backstory on the target in question, and you have a choice to either kill them based on hatred for what they’ve done or let them live. It usually comes down to someone who did something terrible, but that terrible thing was not to you or someone you know. They are a bad person, here is what they’ve done, pull the switch or not. While I love this idea, there is no real point to either choice. This is summed up by the final confrontation at the end of the game where you have no other option but to kill, even if you chose to spare everyone else you came across. A choice here would have made more sense. As far as I could tell, the ending is not affected at all by these decisions which made them feel empty.

I remember the first 2 hours or so were quickly becoming boring. To be fair to the game I was determined to finish it – which I did. It does get better and start to get pretty crazy compared to the opening couple of hours. Overall I enjoyed the midpoint of the game and getting towards the end, but that joy was ripped away from me once I finished the game and saw how everything I did didn’t really matter. It was an up and down ride throughout, but overall it doesn’t hit the mark for me. This game had/has promise if it’s every revisited and re-done but in its current state it’s not something I can recommend unless this type of story is more important than gameplay.


Much like Gone Home, if you are playing strictly for the story you may really enjoy this game like many other reviewers have already. If you want a balance of gameplay and story, then I suggest looking elsewhere as this game suffers from many broken mechanics and design flaws.

Tl:dr – Some games give you a solid reason to “thumbs up” or “thumbs down” and others leave you torn because of the effort or personal story you can see through the games narrative. Enola is such a game where there is heart in the development but it never quite hits the mark. The game can become quite tedious and I struggled to accept the design choices that were made which overall took me out of the elements of this game. Decent story but uninspired gameplay really detracts from the experience that could have been.

Rating – 5/10

Purchase – Steam £11.99

Trailer –

Let’s take a look at … – Knee Deep

I’m new to the genre of graphic adventure/point-and-click type games, so I agreed to give Knee Deep a try to help round out some of my gaming experience. I have to say that despite my skeptical attitude towards a game that didn’t include killing things, this new release from Prologue Games unexpectedly grabbed my interest.


Set in a run-down, swampy Florida town called Cypress Knee, the story begins with the discovery of an apparent suicide. The body is identified as actor Tag Kern, whose semi-celebrity status stirs up the interest of law enforcement and media. Your job is to play three of these different curious characters and investigate the matter. Romana Teague is a feisty celebrity blogger for Fanrage, out to prove her worth to her boss.  Jack Bellet is a down-and-out newspaper reporter who wants to get the facts. K.C. Gaddis is a private investigator summoned to Cypress Knee especially for this case. Each character has a bit of background to their life stories that creates an interesting dimension to the game.

Game mechanics are very simple. The majority of the game is choosing where to take your conversations. These decisions affect the attitudes of the townspeople you meet, as well as the information they divulge. Interesting bits of gathered information are stored and accessible within the menu system for later reference. Occasionally, you will have the opportunity to submit a blog post as Romana, a newspaper article as Jack, or a police report as K.C. based on the information you obtained.  Choose the spin you want to take on this information- cautious, edgy, or inflammatory. Your choices will again affect your relationships with your boss and the subject of the story. Occasionally, you’ll be presented with a small puzzle to solve, but generally, this game is about conversation and report decisions.


The graphics are also simple, but the mood they create is perfect. Dark, with mysterious lighting, little extra fluff, and all parts of the games set in what look like theatrical stage sets, this game effectively creates an air of almost creepy mystery. The subtle music adds to this, creating an all-around unique game experience. One aspect I was very grateful for was the lack of voice acting. I think it would have been very distracting to the tone of the game. Like reading a book, it allows you to use a little bit of your own imagination.

So far, Knee Deep has had only one of three total Acts released. The end of Act 1 had a nice plot twist that had me definitely interested in playing through the rest of the game once released. This pleased me, because normally I wouldn’t find much worth in a game that doesn’t include upgrading weapons.


Overall, I am very pleased with a game that was able to win over my skeptical attitude about a very different genre of games. I recommend this for anyone who wants a laid-back, interesting way to dive into a mystery. I’m looking forward to Acts 2 and 3 being released soon.

Tl;dr – Knee Deep is a point-and-click adventure game that allows you to play three different characters investigating the apparent suicide of a washed-up actor.  Simple yet unique and interesting, you won’t be able to help getting absorbed into a story with an outcome affected by the decisions you make.

Rating – 8/10, for a higher price-point.

Purchase – Steam £22.99 (£19.54 until July 13th)

Trailer –

Let’s take a look at … – Sproggiwood

Let’s start by saying this game wasn’t quite what I expected. I downloaded and installed Sproggiwood happily, excited to give it a try after very favorable reviews from a friend and because it happens to be my favorite type of game- an indie roguelike. “Awww, what adorable cute graphics!” I thought, thinking this would be one of those relaxing puzzle-type games. Boy was I wrong. Cute? Certainly.  Relaxing? Um, unless you enjoy being wildly frustrated, no, it’s not relaxing. But it is definitely a GREAT game….even though I had to attempt even the first map way more times than I’d like to admit.

boss level 3

Freehold Games released Sproggiwood in October of 2014. This turn-based, story-driven roguelike is loosely based on Finnish mythology, telling the story of humble Cloghead. This unsuspecting farmer, who lives in a land ruled by the god of time Raako, is recruited by one of Raako’s mischievous guardian spirits, Sproggi. Sproggi is concerned that the inhabitants of the land will eventually resort to war and wants Cloghead to get civilization back in order. There’s a problem, though- the arrival of the mushroom species. Cloghead needs to control this sudden unwelcome addition to the already chaotic situation.

Gameplay is divided into levels in the form of procedurally-generated maps. Each map contains chests to open, potions to stash, coins under leaves and in pots, items that will slow you down, and of course plenty of enemies, including a boss at the end of each map. This game is turn-based, and each one of your movements or attacks is a turn. Each enemy type has an attack style and set amount of hit points so you must plan accordingly. Some even have effects after they are killed. Several play-throughs of each three-part map could be required to figure out how to manage the set of enemies you’ll find.

ma 4

Leveling, health, and stamina management are typical for this type of game. Health potions, stamina potions, and shrines can be found around the map if you’re lucky. Each time you level, you are presented with a set of abilities that you can unlock or upgrade at an appropriate character level. Each character has different sets of abilities, so you might find yourself having a favorite. Melee characters seem to have an edge in this game.

Pot and chests can also offer weapon and armor upgrades, as well as other random bonuses, both active and passive. After the first time you find a new item, it can then be bought in the shop found in the home screen of the game before you start a new round. This helps you start off beefier than if you were to go into a map with the default starter items. You can also buy “Civic Boosts” upgrades to permanently raise your base stats.

The home screen offers a view of your town and offers the ability to “decorate” it by adding buildings, trees, and landscaping. It has zero impact on the game but gives you something to do when you need a break between frustrating runs. After you beat levels, new characters show up in your town, so you might as well give them a nice place to live!

decorate town

The graphics are cute, colorful, and laid out well, with minimal yet appropriate sounds and music. I played this game on my PC through Steam (£10.99), using a controller to play and keyboard to decorate my town, and the key bindings are very intuitive. Sproggiwood is also available through the AppStore (£7.99) and Google Play (£7.74).

Tl;dr – Sproggiwood is an addicting, story-driven, turn-based RPG with adorable graphics, procedurally generated maps, many ways to upgrade several characters, and lots of challenges.

Rating – 9.5/10

Trailer –

Let’s take a look at … – Crystal Story 2

Are all of the apps you spend minutes of your life downloading boring the hell out of you? Are you finding it hard to just sit back and play an enjoyable game that keeps you entertained? Well then you better check out crystal story II because it’s everything you want! Sometimes I feel like I can no longer enjoy games because it is the same thing over and over again.

Crystal Story II is just oozing and absolutely overflowing with everything you want in an RPG, it has everything from amazing cut-scenes to a beautiful and colourful story line. It is definitely one of the best RPG games I have played in a long time. The team of awesome developers that put this game together have done an overall excellent job.

Crystal Story II tells the tale of a young hero who works with a wide range of characters battling against an evil witch (hey, what would a game be like without someone evil in it) Fans of Chrono Trigger will just fall in love with Crystal Story 2’s approach to the way the game is set out, from battles to scenery.

The fights themselves are fast paced and interesting thanks to the different amount of ways you can customize your character and do super awesome things like summon or train a pet creature to help you in your battles. The scenery within itself is just magical.


Replay value isn’t something people intend for at the end of a RPG game, but Crystal Story II definitely has that value involved. Map designs are completely randomized for a unique play through each time( like Pokémon dungeon) , which I always found intriguing as a kid and still do to this day, I love the concept, even once you finish the game there is always more and more to do.

The depth of this game is just perfect, indie developer Emmanuel Salva Cruz has done an excellent job and wish him the best with his future. I really enjoyed this game as I said before and you should definitely check it out, I guarantee you will enjoy it as much as I do.


I give it an easy 9/10.

An Interview With … – Emmanuel Salva Cruz

Emmanuel Salva Cruz, the creator of the Crystal Story series, is no stranger to dungeon crawlers and eSports. Emmanuel has worked Quality Assurance on many great Activision titles, such as:  Guitar Hero III, Call of Duty: World at War, and Call of Duty: Black Ops.  Now, while working his way into the game development scene, he has recently graduated from California State University – Northridge with a Bachelor of Science.

I recently had the opportunity to spend some time picking the multi-talented Artist and Programmer’s brain about his life, his take on current events, and what it’s like in the Indie Scene.

Me:    Evening, sir.  Thanks for agreeing to this interview.

Emmanuel:    Hey! Thanks for this interview. I really appreciate it.

Me:    Tell me a bit about yourself.

Emmanuel:    I love playing Role-Playing Game’s, Strategy Games and Adventure Games. My hobby is making video games. I procrastinate a lot. I made a little game called Crystal Story 2. I also like The Art of War, Boxers & Saints, and A Drunken Dream and Other Stories.

Me:    What got you into the Gaming Scene?

Emmanuel:    When I was 7 years old, my mom got me a Famicom and Super Mario Bros 3 for my birthday. My life changed ever since. I was playing video games every day. It was nice. I used to play a lot of Starcraft. Now it’s DotA 2.

Me:    What experiences led you to become  an Indie Game Designer?

Emmanuel:    Choose your own adventure books. I think Hostage! was the first one I read. The page turning interaction blew my mind. I also discovered Starcraft’s campaign editor and I had fun making maps. Later, found out about GameMaker and started making terrible games.

Me:    Perfect segue. Tell me about the Crystal Story universe.

Emmanuel:    It’s a fantasy world filled with monsters, swords, guns, dragons, robots flying islands, crystals and other Role-Playing Game stuff.

Me:    … I like guns.

Emmanuel:    I try to have violence in Crystal Story to be as tame as possible. I don’t like showing blood or creating excessive violence. I also got the name from a random RPG name generator.

Me:    Do you feel like you’ve hit on the right formula for you Design work?

Emmanuel:    Back when I was working on Crystal Story 2, I pushed myself really hard to get it finished and get all of the features working. I wanted to finish the game I’ve been making. There was a lot of stuff that was cut in Crystal Story 1 that I was able to implement in Crystal Story 2. And even then there was a lot of stuff I wanted to implement in Crystal Story 2 that never made it. I had to draw the line somewhere and make a realistic decision on what is doable with the current resources I have.

Me:    How has your Game Design process through the years been?

Emmanuel:    Crystal Story 1 took about 3 years. Crystal Story 2 took about 2 years. I had to work on the project on and off because I had to juggle job and school. Right now I take it a bit easy, since I’m currently learning the new stuff.

I’m currently working on an untitled project in 3D on Unity. It might be a successor to Crystal Story, but I’m not sure if I’m going to rename it for a fresh start since it’s in 3D. I’m usually updating the game’s progress on my blog.

Me:    Do you feel you’ve been successful, overall?

Emmanuel:    I’ve always thought releasing a game on Steam is success. Even though Crystal Story II hasn’t been greenlighted yet on Steam, I think it’s successful just because a lot of people played and liked the game. The community made a full on wiki with all of the bestiary stats, characters, skills and everything game related which was really, really cool.

Me:    Have you had any problems getting people interested in your work?

Emmanuel:    Marketing is definitely a lot harder when you’re an Indie Dev. It’s a lot harder to get noticed unless your game gets picked up by social media. I think small developers still have a chance with some luck and a good game. I have a free version of the game, so I could reach as much people as I can. I think going fully paid if you’re not well known yet is really risky and you won’t reach as much people as you would like.

Me:    What kind of Developer would you like to ultimately be?

Emmanuel:    Shigeru Miyamoto. I think his approach on games is really interesting. (We have the same birthday!)

Me:    I think I saw a torrent of one of your games floating around the Internet the other day.

Emmanuel:    I don’t really care if people pirate my game. I’m glad someone is playing it.

Me:    If you were to step away from Developing games, would you still want to be apart of the Industry?

Emmanuel:    I would probably be a Q.A. for a game company or maybe play an eSport.

Me:    eSports?

Emmanuel:    Yes! eSports is probably the best thing that has happened to gaming right now. I showed my mom the Free to Play documentary one time, and I guess it opened her mind to what the eSports scene is like and what gaming as a culture is.

Me:    What would be your top pick for a Game Design Project?

Emmanuel:    I love the Avatar world. (Airbender. Not the blue people.) I think it would make a good RPG. (Airbender. Not the blue people)

Me:    What do you do when you’re not in the development process?

Emmanuel:    Besides playing games… drawing. I love drawing. I watch eSports Tournaments. I also watch movies or read a book.

Me:    I’d like to end with an off-the-wall question. Does this Interview make my butt look big?

Emmanuel:    I like big butts and I cannot lie.

Me:    Thanks again for your time, Emman. I look forward to talking with you again soon.

Written by Ryan Helms