Let's Play Incredibles: Rise of the Underminer - Part 6: The End
The end of this game is kind of anti-climactic just because of how little of a plot there is, but that's also to be expected with a game that takes like two hours to beat. Hope this one was at least a fun little diversion and a supplement to Bioshock. Let me know how you feel about what I talked about toward the end, about what the setup should be after Bioshock as far as whether my next licensed game LP is the main or secondary one (or both if y'all really wanna get nutty with it).
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