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Sensible Software
Sensible Soccer 2006
Sensible World Of Soccer
Sensible Soccer 98
Sex n Drugs n Rock n Roll
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  • Aug 31, 08 | 8:55 pm : Official SWOS World Championships

  • Jan 29, 08 | 12:43 am : Codemasters silence angers frustrated SWOS fans

  • Dec 25, 07 | 8:53 pm : Happy SWOSmas!!

  • Dec 19, 07 | 9:22 pm : XBox SWOS release day shambles...

  • Dec 16, 07 | 2:18 pm : The Countdown Begins!!

  • Dec 09, 07 | 10:42 pm : New "Amiga SWOS" for PC released

  • Nov 27, 07 | 9:53 pm : First SWOS XBLA Tournament Announced

  • Nov 27, 07 | 9:44 pm : Official SWOS Release Date - 19th December

  • Nov 14, 07 | 9:26 pm : SWOS coming to Live Arcade - Soon... no.. really, we mean it this time!

  • Oct 15, 07 | 7:58 pm : UK SWOS Tournaments

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    About the Game

    As you've probably guessed, SnDnRnR was going to be an adventure game. But it was going to offer so much more than any normal adventure game. Ignoring the fruity scenes invloving Nigel and his female acquaintances for a moment, there are so many things which would have made this game a sure fire hit, and put Sensible right back in the limelight as top games producers.

    The game is clearly stamped with the Sensible trademark, with quirky, cartoony graphics. But, cartoony as they may be, they ooze of a certain class and sophistication which would have been unimaginable back in the days when Sensible were concentrating on the ugly (but absolutely magnificent) Sensible World Of Soccer. And after all, aren't games supposed to be fun? Who wants to sit and look at life-like human beings, who remind us of the boredome infested human worldm when we could sit playing a game with cute little cartoon characters, reminding us of our carefree childhood years.

    Anyway, I seem to have gone off the point a little. The fact is that in terms of gameplay SnDnRnR promised to offer so much more than any other adventure game of our time. An engine which would have left the game looking like a full sized TV cartoon, with no annoying icons cluttering up the screen would have made it much more interactive than any other conventional adventure game.

    Add this to the fact that Sensible had recorded 40 different tunes to accompany the game (and we all know how good Sensible Software are at producing catchy soundtracks), vastly complex plot lines, and the elimination of 'dead options' (meaning that everything you did would have a direct affect on Nigel's career) and I'm sure you can see why this game could have been a hugehit.

    Watch the trailer HERE!

     

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