By Steve BermanI know that sounds like a stupid thing to say, but I’m going to say it anyway.
I’m a huge fan of Flashpoint.
I’ve been playing with it for a couple years now and I’ve got a lot of fond memories of it.
I love the idea of setting a game in New York City.
I love that it’s the perfect setting for Flashpoints.
It’s got the density of New York, and the speed of the city, and that’s a really great place to do them.
And I love the story behind it.
You see a lot in Flashpoints where there are these very specific places where you set up and people are killed in a certain way, and you have to do it in a way that makes sense.
I like that because it allows for an even more detailed story, because it gives you a way to go beyond the setting.
The more you go into the details of how these characters work, the more detailed it becomes.
I remember one of the first Flashpoints I ever did was with John Byrne and Dave Gibbons.
We got into this really interesting, crazy, weird, weird story about a scientist named Lorna, who is trying to discover the nature of her own DNA, and she discovers that she has the ability to manipulate DNA and she has these incredible powers, and one of her powers is to turn other people’s DNA into something completely different.
It was the kind of thing where you would put it in your game and it would be great, and then the game would have a cool effect.
I think that’s one of my favorite things about Flashpoints is how it allows you to have these really cool effects that aren’t really there in games that are really well done.
I feel like the way that Flashpoints are written, they’re always trying to make it really interesting.
They’re trying to be clever and have a lot going on, and they’re trying not to be too easy.
I really like that about them.
It was like this was the beginning of something really special.
I remember, when we first got into the script, we were really just sort of making this up as we went along.
We just started writing, and I was just like, “This is going to be a Flashpoint!
We’re going to put in this crazy character that you never saw before!”
I remember I went back to this meeting and I saw all these really specific characters.
I had the idea that I had to put them all in the game at the same time, and this was so cool because I was like, wow, this is how you write a Flashpoints game.
It just took a lot to make that happen.
I guess we’re all a little bit obsessed with that now, but at the time it was really exciting.
I just remember when we started, there were two of us writing and I just remember looking at John and Dave and we were like, Oh, wow.
I can’t believe this is actually happening.
And then when I got into that meeting, I was kind of like, Wow, this actually makes sense, we have this amazing story, this really unique character.
And so then we kind of went on to work on this, and it was a long, long, crazy process.
It took two years of me and John and the game, writing it, to get there.
It really was an intense process to get it done.
It’s always fun when you’re doing something you’re passionate about, and something that you can do for a living and it’s like, OK, I can do this.
I don’t have to go into all this crazy detail.
I just have to have fun with it.
And there are moments where I really enjoy writing it and I think there are some really fun moments when I write Flashpoints, when I just really get into the character and I get into what makes them tick.
And that’s the one that is fun, and not really anything I had planned.
I was trying to do something that I loved doing, and what I loved about Flashpoint was the way it was built from the ground up.
I didn’t really want to do anything crazy.
I think Flashpoint is a very important example of when we were trying to create something that wasn’t just a game.
Flashpoints was just sorta, “Okay, I’ve just created a Flash game.”
It wasn’t about creating a game that had to do with games at all.
It had to be about creating something that was a completely different kind of game.
We did try to do this game that was really a Flashgame, and we ended up creating a Flashmovie.
It felt really strange and weird at the end of it, because I had this idea that it was kind-of a game where the main character could shoot a laser and the whole world would just turn into