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Took me long enough
30 November 08 | 17:46 | Posted by:
Subscriber bonus mailing went in the post yesterday to everyone except international recipients ('cause my stamps don't work internationally) and people who hadn't given me their mailing addresses yet. I believe that it was roughly six weeks behind schedule. As someone who's obsessively punctual, this has been keeping me awake at nights.
I've really got to start balancing the responsibilities I take on before my brain explodes.
Anyway, so what was in this particular care package, you might wonder? Nothing terribly exciting:
A "NEW GAMES JOURNALIST" button (all the pretentious indie kids will be wearing one!);
- A couple of sprite magnets that need to be trimmed around the edges;
- and a mini-booklet featuring The Young Person's Guide To Mario A-L and a short story.
Be warned; it's been a long time since I've tried writing fiction, and despite constant revisions this effort is pretty lousy. I'll do better next time. Honest! It's gonna be great. Or great-
ish, anyway.
category: gamespite | forums |
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The video game echo chamber
30 November 08 | 10:21 | Posted by:
Over the past few weeks, I've wandered repeatedly past a coworker playing his way through the new
Prince of Persia. The funny thing is that no matter where he is in the game, it's always looked basically the same: fantastic (in the "fantasy" sense) yet generic (in the "of a genre" sense) settings; a color scheme that seems somehow to be cartoonish, garish and murky all at once; and most of all, some glowy ethereal woman constantly grabbing the prince's hand to keep him from plummeting to his doom.
Yes, much to my surprise, the new Prince of Persia is basically a less atmospheric take on
Ico, with the one scene in which Yorda helps Ico across a gap now taking the place of the Sands of Time or whatever. In Ico, that was a powerful moment: the princess, who all along had been a passive burden whose role was mainly to slow you down and force you to find a way to save more than your own hide, at last shrugs off her meekness and turns the tables, saving the boy who had worked so hard to protect her. Here, it looks to be just a mechanism to prevent players from having to restart a level when they fail to make a tricky leap...which will be often, from what I can tell. A safety net in a diaphanous gown.
I highly recommend everyone rent the game so they can see for themselves what it looks like when creativity is commoditized. Or you could just play any Japanese RPG, which takes the shocking-at-the-time revelation that Darth Vader was Luke Skywalker's father and runs with it. There should probably be a support group for RPG heroes who discover they're the villain's son/father/daughter/brother/alter-ego/mother twice removed/whatever. Or maybe one for those who
aren't, since they're so few and far between.

Anyway, Prince of Persia's bland mimicry of Ico really drove home just how recursive game design can be. I mean, look: when Jordan Mechner first created the
original Prince of Persia nearly 20 years ago, it was fresh and new. It built on his previous game
Karateka somewhat, sure, but it transplanted the controls and combat of the older title into a huge and challenging new framework, creating something unlike anyone had ever seen before. It was imitated by the likes of
Flashback and
Oddworld, but never
quite matched.
When
Tomb Raider rolled along seven years later, it was basically Prince of Persia in 3D. It was clumsy, but the advent of true three-dimensional graphics made it feel every bit as awe-inspiring as its inspiration had been. Then along came the
actual Prince of Persia 3D and it sucked a bag of eggs. The designers imitated the surface of Tomb Raider and the general aesthetics of the original Prince of Persia, but failed to understand the fundamental values of the format or what improvements were necessary to make their game anything more than a sloppy reskinned Tomb Raider knock-off. No, that didn't come until Ico, which added to the format an interesting new gameplay dynamic -- the player was tasked not only with an escape, but also with protecting a fragile and not-particularly-athletic companion -- as well as some streamlined, intuitive design and interface choices. The controls were fluid but just clumsy enough to feel
real, and the hero was smart enough to know how to react to different areas of the environment without the need for half a dozen different action buttons. The level design played a big part in this: the game world was arranged in such a way that a streamlined contextual control scheme
could work, because it was uncluttered and well-planned. This was the revelation the genre needed -- gameplay and settings that worked hand-in-hand, with an engaging emotional connection to keep the character and player motivated.
And then came
Prince of Persia: Sands of Time, which was far more Ico than it was classic PoP. The creators made it work for them, though, because they recognized the things that made Ico great: tricky world design navigable by forcing the player to take risks, but nevertheless forgiving enough not to make the trickiness a disincentive to experimentation. And of course they knew to create an emotional connection for the player to hang his heart on, which resulted in the will-they-or-won't-they-oh-who-are-we-kidding interplay between the prince and Farah, who was the fiery
A New Hope Princess Leia to Yorda's coked-out, hangin' with the Ewoks
Return of the Jedi Leia. The developers also imitated the parts of Ico that
didn't work: namely tedious fights with annoying magically spawning monsters, which they mistakenly thought they could make interesting by making combat flashier. But no one's perfect.
Meanwhile, the Tomb Raider series had gone horribly off the rails over the years, degenerating into self-parody or worse. So Crystal Dynamics reinvented the game with a healthy dose of Ico by way of Sands of Time.
Tomb Raider Legend was pretty good, if generally uninspired. But its sequel
Underworld doesn't seem to offer anything to convince me that I should be hunting it down. And watching the new Prince of Persia -- a reboot of sorts in reaction to how badly
Warrior Within and
The Two Thrones missed the point -- made me realize that I've probably played this same game enough that simply remixing its elements isn't sufficient to make it interesting, because every remix seems to diffuse the things that I liked about the iterations that worked. Yorda was one infuriating lady at times, but I won't deny that Ico's finale choked me up. For some reason, I suspect I won't feel quite as strongly about a watered-down version who hovers over me like a protective Tinkerbell.
I dunno, did I say game design was recursive earlier? I think I meant
incestuous. I kinda feel like Ubisoft is drawing from a very closed and stagnating gene pool here, and if there were honesty in character design the new prince would have himself an epic Hapsburg chin. Although come to think of it, he
does wear a scarf/mask over his lower face a good deal of the time...maybe that's what he's hiding. Or else he's Raziel. You know, from
Soul Reaver. That one Prince of Persia/Tomb Raider style game with the vampires?
Yeah. Case in point.
category: games | forums |
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Thanksgami--d'oh!
29 November 08 | 11:43 | Posted by:
I'd been planning to write up a post today called "Thanksgaming," but then I noticed Bob Mackey
has an article by that very name on the site I work for. Man, that Mackey dude is such a jerk.
But yes: this year's Thanksgiving break has been fairly unusual for me in that I normally use the time off as an excuse to slack off and get in some gaming. It's usually a good time to catch up on things; at the very least, it's a couple of days with some open time that I can spend, guilt-free, in front of a television. Of course, this year I had to go and squander my holiday on being
productive, but I guess that's just me becoming more obsessive in my old age. That and, you know, the whole
working constantly with the medium thing makes a couple of days of surreptitious decadence feel less interesting -- the last Thanksgiving gaming marathon I can recall was blasting through a reviewable copy of
Final Fantasy IV Advance three years ago, notable mainly because it was (1) the first time I'd realized the game does in fact have a story linking its disconnected dungeons and (2) 'cause I was playing it on a GBA lockbox, which had a painfully dim screen and weighed about 2 pounds more than a normal GBA. So I had to really
want to play it.
More interesting was, hmm...I suppose 1990? Whenever
Maniac Mansion was first released for NES. I acquired the game in the best kind of Black Friday transaction, which is to say I asked my father to look for it when he bravely went to face the crowds at 7 a.m. and he dropped in my hands an hour later. Painless! For me, anyway, although I think it's only been in recent years that these post-Thanksgiving sales have gone from being "a bit crowded" to "oh god I want to kill myself wait it looks like the press of bodies will take care of that for meaaargh." What better way to reflect on the bounty of a middle class American lifestyle than by exploding hamsters in the microwave?
And of course a few years later, Nintendo kicked off its new policy of releasing its most notable game for each year two days before Thanksgiving in the form of
Donkey Kong Country. It took me almost two days of intermittent playing to reach the Ewok village level, at which point I sadly admitted to myself that despite looking impressive the game was boring and stupid. So I decided to beat
Final Fantasy III a second time. In retrospect, I'm proud of young me. He was a bright kid.
Of course, the
best Thanksgaming (that's right, Mackey, I'm taking my word back) came back when I was a wee sprout and my grandparents were the resident supervisors at the men's dorm at the local Christian college. Every year we'd have a huge lunch spread in the dorm lobby for our family and all the guys who couldn't afford to return home for the break -- notably the international students -- and, this being in the heyday of the arcade, the vendors who leased the half-dozen or so arcade cabinets in the lobby would put the machines on free play. By the end of the day, I'd be stuffed with great food after grazing non-stop at the buffet table, and my eyes would burn from staring at
Tempest and
Centipede all day (not to mention the copies of
Star Wars and
Krull they had playing constantly in my grandparents' shiny new VCR). I'm pretty sure that was the closest thing to paradise an 8-year-old could possibly know.
Geez, no wonder I ended up writing about games for a living. Thanksgiving at my grandparents' was like some sort of Pavlovian conditioning experiment.
category: games | forums |
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Thanksgiving Brawl
28 November 08 | 18:39 | Posted by: Kat
Hope all of you back in America proper had a good Thanksgiving. Over here in Japan, most expats are saving their money to go home for Christmas, so we all end up banding together to have a good Thanksgiving dinner together in lieu of being able to be with our families. This year we hosted four Americans and an Aussie for the usual Thanksgiving spread (sans Turkey, swordfish with rosemary makes a surprisingly tasty replacement), a viewing of
Blazing Saddles and some homemade butter beer and pumpkin pie (made from scratch!) Yeah, I said homemade butter beer. This is what happens when you get a bunch of hopeless nerds together for dinner
There was a lot of
Super Smash Brothers Brawl in there too, which surprisingly turned out to be pretty great. I had been down on Brawl ever since Parish, among many others, utterly demolished my long held belief that it was a fighting game with any meaningful depth. And the fact that I mostly ignored it in favor of
Armored Core while one of my favorite Smash Brothers opponents was visiting only seemed to reinforce that disenchantment.

But I was pleased to discover that once you abandon any preconceptions of Brawl being a tournament level fighter, it's actually still a hell of a lot of fun to play. Items returned to our matches after a long hiatus, Final Smashes were prevalent, and every trip to Final Destination came with some joke about 'tournament rules.' When we were finished, even my friend Peter, who has been relentlessly pounding the "Brawl is just one of the reasons that the Wii sucks" drum for months now, managed to crack a smile.
"I've been down on Brawl," he said. "But when you've got four people together in a room, there's nothing better."
Seconded. I might not play Brawl everyday, but I've got the feeling that it will be finding its way back into my Wii for many Thanksgivings to come. And besides, the Pokemon Trainer is still the greatest character. Ever.
category: games | forums |
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Who says it's a black Friday?
28 November 08 | 14:03 | Posted by:
Certainly not me. For you see, I have created a book:
I'm having a proof copy printed now, which hopefully will be in hand by the end of next week. Details on the acquisition of this tome (for those are interested) will be forthcoming, of course.
Edit: The proof was lovely, so it's off to the printers. Stay tuned for further developments in the world of the vanity press.
category: gamespite | forums |
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A way of catching up with you
27 November 08 | 10:55 | Posted by:
It's a funny coincidence that
this week's Retronauts podcast invokes the name of the Gaming Intelligence Agency, because I do believe it was ten years ago this week that the site launched.
WhawhaWHAT!? Ten years? Good
lord. But yes: when the site launched, I was celebrating Thanksgiving in Kalamazoo, Michigan, and puzzling over the freshly-released
Ocarina of Time's hunt for Saria in the forest. I tend not to do well with audio-based puzzles, for some reason. Ocarina,
Myst,
Tales of Destiny -- each one threw me for a loop when it broke out the enigmatic sound challenges. That's beside the point, of course; the real point is that the freakin' GIA, possibly humanity's greatest-ever video game journalism endeavor, launched 10 years ago. And already I was showing my remarkable inability to stick with any sort of long-term project: I'd been inducted to the site's staff to help out with graphics early in the pre-launch phase, created said graphics and then bowed out due to time concerns.
Of course, I ended up launching
this site a few months later, much to their annoyance, but so it goes.
I've learned I deal with smaller projects better than large efforts -- less intimidating, less of a commitment. I fact, that's exactly why I'm skipping out on Thanksgiving this year; I have a few standing offers to join in various forms of gluttony, but this GameSpite book project is looming over me and already is starting to take on an onerous feeling. But I'm nearly done, and I don't want to end up in that frustrating holding pattern where I'm
almost ready to go but it's just so much trouble and really I can get to it later and oh hey suddenly it's three years gone by and I never finished. Nope, not this time. I'm putting the wraps on this thing before the weekend. And it's going to be awesome.
Not as awesome as the GIA was, but really, what is? Here's to you,
illicit GIA mirror! And more importantly, to everyone who worked on the site or took part in its community.
Special dredged-up-from-my-archives memorial bonus art after the jump. Have a good Thanksgiving, turkeys.
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category: games | forums |
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Crystalline castles
26 November 08 | 21:25 | Posted by:
You'll have to forgive me
yesterday's indulgent outburst; I was unusually moved by something that at least
felt profound, and needed to express it. Fortunately, it won't happen too often, as my shriveled and blackened little heart is nigh-impermeable. Yet somehow I felt a moment of surprising clarity, and if nothing else it made crystalline the reasons I've stuck with my job of writing about video games rather than moving along to something more respectable, despite some trying times. What keeps me here, I think, is not inertia or an inability to do anything else -- at least, I'd like to think not -- but rather the sense of camaraderie I experience from writing and discussing this clumsy, adolescent excuse for a medium. I enjoy describing a personal thought or experience only to discover I've evoked a common thread in the lives of people I've never met, however frivolous the mechanism of our connection; I've forged many close friendships over the years with people whose only intersection with my life was a shared opinion on
Final Fantasy VII or a mutual affection for some random NES game.
There was no reason it had to be games I ended up dealing with, really. I could be writing this stuff about anything that interests me: music, film, books, religion, illustration, whatever. I suppose I've simply gravitated in this direction because the medium is so young; the discussions and criticisms of other, more established subjects are codified. Not so for gaming. I came into the world the same year that Atari brought
Pong home, so I've literally grown up with the medium. When I started writing about it -- the first time I looked back and really became conscious of gaming as something with a history -- the Super NES was still the top-selling system, and "retro" basically consisted of Atari 2600, NES and old DOS games; formats which had been thriving just a year or two before.
I wouldn't be so presumptuous as to think I'm in any way affecting the shape or direction of writing about video games, because obviously I'm not. But the format is still young enough that there's no
correct way to discuss it (as
this Talking Time thread has touched on). So I can, at the very least, get away with doing what I like and hopefully still present ideas and experiences that cause other people to say, "You know, I can totally relate to that."
Of course, I'm also free to write things that no sane human can relate to. Like the fact that of all things, the game I'm playing during this massive release season is...
Mega Man Battle Network 3. Honestly, don't ask why; I have no idea. Maybe there really is something wrong with me.
category: blog | forums |
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Memory trigger
26 November 08 | 15:08 | Posted by:
Reibeatall's latest New Game Plus got me thinking a lot about, surprisingly enough,
Chrono Trigger. Not specifically the game, mind you; rather, it's interesting that Rei's blog was a personal reflection on when he first played the game, because the DS release has me doing the same thing. I actually didn't buy Trigger when it first arrived on Super NES, but I spent hours reading all about it in
Nintendo Power. It wasn't until my best friend rented it that I knew I
had to have it -– evidenced by the fact that I was content to watch him play a single-player RPG all afternoon. I still remember getting home and immediately making all sorts of promises and deals involving chores so that my mom would go out and buy it with me that moment. I probably would have willingly been indentured to her to this very day if she hadn't been my mom and taken pity on me.

Of course, there are several other memories attached to the game: the time my SNES was broken and made the time warp screen repeat forever (to this day, I swear I've heard a song no other player has due to that); the time my college roommate and I skipped class because we both had the urge to replay it; the time I introduced my first girlfriend to it and she beat it in a week.
I don't doubt that my affection for the game itself accounts for much of how fondly I look back on these memories; you won't find me getting sentimental about most new games that come along, but just as when
Final Fantasy VI hit GBA and
Super Mario Galaxy launched last year, certain games and series were so good -– so important to me growing up –- that I can't help but be sentimental about them. My story about getting Chrono Trigger really isn't very interesting; how many people have played something at a friend's house and then gotten it after begging their parents? And yet you were possibly entertained by it, or at least started thinking about similar experiences you've had. The memories surrounding the game seem to take on more significance simply
because Chrono Trigger is involved, and I think, in the end,
that is the mark of a truly exceptional game.
category: games | forums |
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Armored Core rearmed
26 November 08 | 10:44 | Posted by: Kat

An old friend came over to visit this past weekend, and I was sure that it would be the perfect opportunity to get reacquainted with
Super Smash Bros. Brawl. So imagine my surprise when it it was
Armored Core 2: Another Age that ended up getting all the love and attention, once again relegating poor Mario and company to the scrap heap of my gaming collection. Don't worry; they'll get over it.
As for Armored Core, it was the incredibly deep design and customization mechanics that sucked me back in -- the kind of stuff that can keep a junkie like myself busy for hours. It's such that the balance of power between two mechs can turn on something as simple as which pair of legs you decide to use or how big your energy core is, which meant that we spent a large of our battles furiously swapping out parts as we tried to find our rock to the other's scissors. Needless to say, I love it. Sure, It's something that pretty much only appeals to lost causes like myself, but Armored Core does its job and does it well, and I appreciate that. It's more than enough for me to be able to look past the archaic lack of dual stick support and the occasionally chunky graphics...mostly because it involves giant robots, and giant robots make
anything better in my mind. Unfortunately, mine is not a feeling generally supported by the average critic, nor the general populace.
Part of the problem, of course, is that this is the kind of game that thrives on experimentation and a powerful sense of ownership. It doesn't hold up particularly well if you just slap together a mech and run through the single-player campaign, which is of course what most reviewers have to do under time constraints. Taken like that, it's easy to see why all of the games seem to run together, even as each new edition adds new parts and tweaks the mechanics in such a way that each feels substantially different from the last. Much as I liked
Armored Core 3, for example, I still prefer Another Age for all my split-screen battling needs. The missile selection is just that much better.
But even if they were willing to spend a couple days tooling around with the design utilities, they'd only really be getting a cursory feel for what the game is really all about. It's not until you sit down with a friend who's familiar with all the minutiae that the game bears fruit, but few seem to get that far. For some reason, American gamers just don't get as excited for giant robots as they seem to for Cadillacs and football. Crazies. [
Editor's note: On the plus side, Detroit's recent problems suggest that interest in Cadillacs is waning. Maybe there's hope?]
Much as I lament the mainstream dismissal of Armored Core, though, I rest easy knowing that there's a devoted, if slightly crazy, niche out there supporting the series. And having picked up and enjoyed Another Age as much as I did, I'm now kind of tempted to go and grab something like
Last Raven, the franchise's apparently excellent (according to the fans) PlayStation 2 coda. Regardless of what anyone else says, you could do a lot worse than Armored Core. A hell of a lot worse.
category: games | forums |
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Surrealist transit
25 November 08 | 22:27 | Posted by:
I took that boxed NES home tonight, carrying it on the train, tucked beneath my arm. The air was crisp, with the eye-watering chill of fall edging toward winter; I wore a heavy coat, and a nebulous threat of fog, or perhaps rain, hung ominously despite the dark. The feeling of the impending Christmas season was in the atmosphere, tangible, not just a byproduct of too-early decorations peeping through the windows of impatient retailers.
The longer I carried the box, the most unreal it seemed -- a packaged relic twenty holidays out of place. Sure, the print is faded and reddening in places, the edges are tattered, the cardboard starting to expand and separate with age, but it still gave me the damnedest sensation of being dislocated in time. I had a clear image of what the box would have looked like new, how it would have felt without the desiccation of age weakening its structure -- not a sense of nostalgia, exactly, but certainly nostalgia's strangely-displaced relative.
Were I lugging this box home two decades ago, I'd have looked like the greatest dad in the world, bringing home the season's hot toy home for eager-eyed kids to unwrap, breathlessly, on an early morning a month distant. But so far away from the proper and possible time, I was simply an oddity, feeling all the more conspicuous for the way my burden caused every man I passed who was my age to do a double-take and murmur self-consciously to his companion about how weird it was to see someone carrying an old Nintendo system. I'm sure it didn't show on my face, but this made me strangely happy, in a quiet corner of my heart. Not for being noticed, but for the fleeting, ephemeral connection I made with these strangers without a bit of eye contact or communication.
category: blog | forums |
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New Games Plus: Wake up, Crono edition
25 November 08 | 13:59 | Posted by: reibeatall
Sonic Unleashed (again),
Age of Empires 2 for the DS,
King of Fighters Orochi Collection for Wii, and a
Neopets game.
And now that those are out of the way, we have one more release coming out this week: The Best RPG Ever*,
Chrono Trigger. I don't even know where to begin; the game's been around for 13 years, and if you're reading this site you almost certainly know who made it, the circumstances behind its creation, the fact that we're never ever going to get anything quite like it again. Various permutations of the three behind CT -- Hironobu Sakaguchi, Yuji Horii, Akira Toriyama, Masato Kato and Yasunori Mitsuda -- have tried teaming up to other games, but the results always seem to be
somewhat less than fantastic. Even if Square Enix were to try to make a sequel, the magic wouldn't be there. Face facts, fans: it's not happening again.
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category: games | forums |
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Add to Queue #66: Inside baseball
25 November 08 | 09:26 | Posted by: Levi

Media | A2Q Archives | A2Q #64 | November 25, 2008: Welcome to Add to Queue, Levi's round-up of this week's US home video release highlights. Sorry, rest of the world. Region locks are the industry's way of saying they still don't understand the Internet.
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category: film | forums |
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New Game Plus: Designated downloads for 11/25/08
24 November 08 | 20:57 | Posted by: sarcasmorator
This is it. The moment every right-thinking Street Fighter fan has been waiting for.
Super Street Fighter II Turbo HD Remix is out this week. And those of you who have PS3s -- us, my brothers! -- can even download it Tuesday, a day before it's up on Xbox Live! Oh, and attention to all PS3
BioShock players: Your DLC challenge rooms are ready or whatever.
Sorry Xbox 360 doods. This ain't your week.
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category: games | forums |
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Now I'm playing with power
24 November 08 | 19:42 | Posted by:
Special thanks to djSyndrome, BunBun, Fish Man and YOU. (Note to self: don't ever sell your stupid NES again, moron.)
category: games | forums |
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GameSpite Issue 11.4: Level-grinding for love
23 November 08 | 17:42 | Posted by:
I'm still obsessing over the book project, at least when the girlfriend isn't forcing me to be all
social and junk. It's basically just down to formatting two last articles and creating images for the whole affair. The limited program I'm using makes simple image galleries impossible -- that sample I posted was a total kludge -- but I'm going to fudge it and do my best to come up with something interesting and attractive. In the meantime, here's the wrap-up for the affectionate Issue 11. Which is to say, more grist for the inevitable GameSpite Year Two, Vol. 2 book:
Shining Force II
MIghtyblue continues the theme of love with a fond reminiscence on his first childhood love, a winsome strategy RPG called "Shining Force II." Please play soft piano music as you read this through a gauzy haze of nostalgia. I've already saved you some trouble by sepia-tinting the website to more effectively mimic a montage of remembrance.
Persona 3
If the previous article was a chaste memory of a boyhood crush, Calorie Mate's write-up of Persona 3 is downright saucy. Knickers are strewn across furniture; heavy petting may be involved. You might want to change out that hazy filter for one more akin to a mosiac, is what I'm saying. Please do not let children read this article without talking to them about the facts of life first.
Edit: Holy crap, this was GameSpite's 1000th blog post. PARTY TIME
category: games, gamespite | forums |
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Escape towards LA
22 November 08 | 23:30 | Posted by:
What happens when you bring the devious minds of four of GameSpite's biggest names together and let them loose on the mean streets of LA? Tomm Guycot, Nich Maragos, Anthony C., and yours truly joined forces and we...well, we played
Smash Bros. for a while. (Items on, all stages -- natcherly.) BUT THEN we played
Little Big Planet for a bit. BUT BEFORE THAT we went to
Rice Things and had some katsu. And it took us a while to track down Nich, I guess. Apparently they played some sort of card game after I left, but I had to catch a train home. It was X-Citement to the max!
Seriously though, good bunch of guys. We debated the merits of
Animal Crossing and stressed out about whether or not our Secret Santa gifts got to our giftees. The point here is that you should check the
forums to see if there's a GameSpite meet-up near you, or start your own! There is only a minimal amount of hazing violence.
category: blog | forums |
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The retro media endeavor
22 November 08 | 17:46 | Posted by:
I've placed all the text in the book and am now in the process of formatting it. Looks like I was mistaken about the length -- it's going to be 350 pages, not 250. That means the price will probably end up costing $25 as a result, rather than $20. But look at it this way: you'll be getting 40% more content for 25% more money. For once, I guess math is on my side.
There's something weirdly fulfilling about approaching digital media in exactly the opposite direction that everyone else is going. Or maybe I'm just stuck on the old-fashioned ways.
Nah, that can't be it.
Anyway, I promise to start writing about more interesting things soon. I'm just having a short, intense obsession here, that's all.
category: gamespite | forums |
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I am not very smart
21 November 08 | 18:25 | Posted by:
So hey! All the first batch of GameSpite bonus content is published, copied, assembled, and ready to go in the mail. But whoops: I just realized that PayPal doesn't give me subscribers' mailing addresses. I'd like to mail these out ASAP (considering they're nearly two months overdue), so if you were subscribed to support the site during the June through September period please drop me an email with your mailing info ASAP.
After I'm done with the mailings, my attention is focused on the first GameSpite book. I put together the print version of the first two articles today and I'm
extraordinarily giddy. Print may not be a profitable venture these days, but I love the permanence and substance of ancient media much more than ephemerality of the Internet. Transmuting a website into a book is the most glorious form of alchemy I've ever experienced. Even if it's one I won't be seeing much of a return on. Some things you do just for the love of it, you know?
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category: blog | forums |
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Yo ho, yo ho, a pirate's life for me
21 November 08 | 09:49 | Posted by:
I’m never, ever resorting to piracy again.
Don’t get me wrong;
Mother 3 is turning out to be worth every bit of Jolly Roger-related hassle I’ve encountered so far, and then some. But I can’t help but think Nintendo is watching me, doing their best to dampen the experience because I didn’t pay them for the game. Granted, that sort of
is their fault, but this is a company that didn’t get to where it is today by thinking inside the box or, you know, giving its consumers what they wanted.
I tried moving the game onto a flash cart for play and did my best to follow the halfway-translated instructions, but to no avail. Turns out (according to the Starmen.net forums) that the particular batch my flashcart came from had a high failure rate. I could return it, but that would leave my game out of commission for however long it took the return shipping took, plus another 2 weeks for a replacement to arrive.

...that is,
if I was even able to replace it. The website I’d ordered from worked fine -- except, curiously, the "returns" and "contact us" links. Fantastic. I had to fight the alarms going off in my brain telling me I’d been scammed and try again later; in the mean time, a friend sent me an extra cart he had on hand so I could dig in. Of course, I offered to pay for shipping, thinking it wouldn’t be too much to overnight it; turns out, I ended up paying more for shipping than I did for the cart I wanted to replace -- which of course I didn't learn until it was already sent out.
The coup de grâce, though, was the interface on that cart: you have to select the game file from a Star Wars-themed menu, whose bells-and-whistles cause a few seconds of load time. Granted, that means Mother 3 is now probably the best thing to be associated with the Star Wars franchise since the original trilogy, but I didn’t want to link the two so intimately in my mind. I’m sure there’s a joke there somewhere, but for now it just feels...wrong.
Also, I've severely dented one of my
Rock Band drum pads, and my garbage disposal altogether stopped working. I’m not sure how this is related to pirating Mother 3, exactly; but again, Nintendo’s anti-piracy special forces work in mysterious ways. In any case, I've learned that the piracy just isn't for me. Paying for games might take a good chunk of my paycheck, but at least I (typically) know what I’m getting in exchange for good, honest work. Apparently, once you start the piracy game,
all bets are off.
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Something something queue
20 November 08 | 21:42 | Posted by:
I got a promotional e-mail from Microsoft about the "New Xbox Experience" -- well, actually, it's been more like a dozen in the last week alone. This is no mere firmware update; this is a friggin'
event. What could merit such excitement? Sit down, gentle reader, because I have two words for you:
cartoon avatars. You can also rip games from a disc to the hard drive to save wear on the DVD drive -- unless that game is
Crackdown, because then what would we have to bitch about?

But the feature I've been looking forward to most is the ability to stream videos from Netflix's "Watch It Now" selection. I've been using the service for at least a year and a half. Not because the selection is stellar -- it's really not. It will be a long time before the studios embrace digital distribution; consider what's on offer to be a tentative toe testing the waters. But I like the service anyway. The picture quality looks great piped into a TV set, and the impulsiveness of it all means I can be a bit more adventurous than I would be if I were waiting three business days for a disc to arrive. And, uh, I never get around to returning the discs. At least with late fees the trains ran on time.
Sadly, the tiny pool has already shrunk even further. This week, hundreds of films were found to be unavailable for viewing on the console -- most of which were owned by Sony. It's hardly surprising that Sony would take their ball and go home on Microsoft's big day. Unfortunately, it was also discovered that the BBC would be making their titles unavailable for instant viewing entirely as well. These videos represent the bulk of what I wanted to recommend, and so my course, and yours, is clear:
Red Dwarf.
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The funnest editorial ever
20 November 08 | 16:23 | Posted by:
Well, not really, but I did have
a lot to say about iPhone gaming after attending a group demo yesterday. I'm looking at Apple's move into mobile gaming with a wary eye, but I won't deny that there's plenty of potential there. The hardware/software/sale ecosystem the company has created with the iTunes Store is the perfect way to perform an end-run around the Sony/Nintendo duopoly, and at its best the iPhone represents the touch interface of the DS combined with the power of the PSP. It's gonna be a long and rocky road, but I really do think Apple has potential to become a major player in portable gaming -- or, at the very least, a major provider.
I mentioned that I'd suddenly taken a shine to video on iPhone yesterday, and it coincides with my getting my hands on a 3G review model Apple has lent me for a few weeks. My old iPhone is fine, but the faster speeds of the 3G network really change the acquisition dynamic: basically, if you have an urge to listen to or watch something, you can grab it over the air instantly for a few bucks. I didn't mess with the iTunes Store much on my own phone, but on the faster version it's kind of difficult not to abuse the service. And I think that will be a
huge benefit to Apple's gaming initiative. Want a game? Go online and grab it. The file sizes are surprisingly small, and even on America's crappy 3G networks the download speeds are quick. The iPhone's biggest drawback is the lack of must-have games, but once those start arriving it's going to make for a compelling system. Meanwhile, Sony and Nintendo are locked into the retail paradigm; while it's true they've been moving toward digital downloads, DSi and PSP 3000 make baby steps in that direction. Frickin' DSi is still locked in to 802.11b wi-fi, and in any case you can't exactly download anything unless you're on an access point.
If Apple does this right, their online system will be a fulfillment of the potential inherent in mobile gaming, but without all the crappiness. Even the most obvious interface issue (i.e., not having a built-in D-pad) may not be a deal-breaker: yesterday ngmoco's Neil Young demoed the upcoming
Dropship, which is controlled with a virtual D-pad that actually seems to
work. The secret is that it recenters on your thumb no matter where you touch the screen, so you don't have to worry about drifting. Not a perfect solution, but a solution nevertheless.
Me, I'm holding out for a tilt-controlled
Rocket Slime sequel.
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City on the edge of DRM
19 November 08 | 20:57 | Posted by:
This week on GameSpite: William Shatner goes toupee hunting.
For some reason, I've never really make the connection before today that, hey, iPhones play video, too. I mean, I
knew, but I've never really bothered with that particular feature. So then I checked the iTunes Store and realized I can buy the dozen or so genuinely great episodes of
Star Trek for half the price of a single-season box set. And all without the shame of owning "Spock's Brain." Nice.
Speaking of iPod-type things, I finally got so frustrated with my recently-purchased iPod nano's irritating interface flaws that I sold it. And, of course, a couple of days after putting it up for sale, Apple released an update that fixed all the problems. I guess that's what I get for being so cocky about my amazing game announcement super-powers. Humility: it's what's for dinner.
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Dear Retronauts listener: it's because LucasArts hates you
19 November 08 | 13:40 | Posted by: Kat
[
Editor's note: Kat was mildly inebriated when this entry was written. Please gauge her spite accordingly.]
You might have heard last week's Retronauts, in which our fearless leader and company sat down to respond to letters courtesy of you, the loyal listeners. Well, I assume that you're a loyal listener. If you are, take a moment to pat yourself on the back. Maybe you remember the letter lamenting the death of space combat simulators. I do, because outside of giant robot and Pocket Monster-collecting genres, space combat is the genre nearest and dearest to my heart. So allow me to do a bit of lamenting of my own.

Over the course of the letter, our anonymous reader (I say anonymous because I don't know his or her name, and I'm too lazy to go back to the podcast to look it up) wondered aloud why space combat had to go the way of the Pet Rock, CDs, and adventure games. And I think it was Sharkey who responded by positing the theory that space combat died because, outside of a graphical facelift, all of the necessary territory had been covered. With
FreeSpace 2 and (urgh)
Battlecruiser 3000AD, where else was there to go?
Well, MMOs for one. That territory, of course, has been canvassed pretty thoroughly by
EVE Online. But you could also argue that (1) EVE Online's combat is, in the words of someone or other on the podcast, "boring as shit" and (2) it doesn't really cover the whole Luke Skywalker angle. You know, taking the controls of an X-wing and blowing up the Death Star kind of stuff. That's all anybody's ever wanted to do, and even going back to the original
X-Wing, LucasArts has never quite gotten it right. EVE Online only really covers the capital ships, and their idea of an attack on the Death Star is to ram one of the Titan mega cruisers out of their safety bubble while its captain is offline and bombard it to death. So, maybe EVE Online isn't quite the heir to the space combat throne that we've all been looking for.
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New Games Plus: Retail lamentations for 11-18-2008
18 November 08 | 20:30 | Posted by: reibeatall
I hope you have friends. Not only is networking and social interaction a necessary component to a healthy life, but without it you're much missing out on one of the best parts of games; so much so, that without friends and other people, you should just ignore certain games. The poster child for this type of game just so happens to be launching this week:
Left 4 Dead, the zombie game that people can't seem to stop talking about.
Zombies are awesome, and this game has a metric crapload of them. The premise, for those unfamiliar with the game, is that four people (which is why the title is Left
4 Dead, and not Left
for Dead -- Valve is just that clever!) are trying to escape a horde of zombies who want nothing more than to eat them. The key mechanic in the game is that it's a co-op experience for up to four people; the key problem with the game is that without those friends, it's just not that fun. This is one of those rare non-MMO titles that really should be avoided by those without friends. If you
do have friends, though, make sure all four of you have time that you can set aside for it.
I'm not too sure how I feel about games made for multiplayer that happen to include single player aspects, and vice versa. I mean, if you really want to go through L4D's campaign alone, you can; but the experience will be severely lacking when compared to what you'd encounter playing with three other warm bodies. I was going to argue against how "fair" that is towards the people who choose to go it alone, but then I realized what a retarded argument that would be. We're dealing with an entertainment medium here; it's all unneccessary. There's no such thing as fair. So, if you want to enjoy L4D, get some damn friends and play. Except Morbid Coffee. Don't play with him, that guy's a jackass.
Now, short descriptions of the other games coming out this week, but as if they contained zombies. Let's see if they sound better with the added twist.
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New Game Plus: Designated downloads for 11/18/08
18 November 08 | 13:51 | Posted by: sarcasmorator
Pretty slim pickings this week, unless you're a Strong Bad fan. Or really like throwing bean bags or ports of arcade games. And if you have a PS3 and want
Age of Booty, you can totally get it now. Ah, and there's one neat-looking new thing, but if you want to know more about this rare gem you'll need to read on....
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Sad to Queue: Nov. 18, 2008
18 November 08 | 07:31 | Posted by:
Mr. Robot has to take a sabbatical from the Add to Queue column for a while, so I'm filling in for him in my tragically incompetent way. And so we have...
Sad to Queue. Fans of bloody train wrecks, read on!
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GameSpite Issue 11.3b: Long-winded pretentiousness of love
17 November 08 | 17:39 | Posted by:
And the second half of this week's update. It should have been done easier, but as often happens when I end up spending half an article rambling off-topic, I couldn't seem to get it all to come together. I guess I suck!
Dragon Quest IV: Chapters of the Chosen
A curious counterpart to Kishi's Contra commentary, this look at the DS remake of Dragon Quest IV is about 20% about the game and 80% irrelevant navel-gazing that's tangential at best to the topic at hand. But apparently that's what people come to this site to read. So consider yourselves
served. Oh, and spoilers abound, but it
is an 18-year-old game.
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GameSpite Issue 11.3a: Twice the love
17 November 08 | 12:15 | Posted by:
I'm running terribly behind on this GameSpite update, because I'm a scatterbrained doofus, mainly. So I'm breaking up this week's update into two posts...which isn't actually a bad idea in general, as it gives each article a little more breathing space. And breathing space is what this article truly deserves, because by the end of it you will be
breathless from the indescribable affection and sheer, uh,
grokery Kishi displays for the subject.
Contra 4
It's a shame Prop 8-4 passed, banning people from marrying retro-style video games, 'cause Kishi + Contra 4 is a match made in heaven. But maybe it's just as well, because that unrequited passion has been transmuted into a great read. If ever you've wondered what it's like to read something by someone who
really gets the subject matter, this is it.
category: games, gamespite | forums |
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Progress report
16 November 08 | 21:40 | Posted by:
Man, these things sure are fun to assemble!
Just kidding, they're a pain in the butt. But they're a pain in the butt that's in the past! Now to
stuff some envelopes.
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Love to hate to break you
16 November 08 | 10:48 | Posted by: christopher
I will never know whether or not
Dragon Quest VII is a well balanced game, and it's all my fault. I would love to blame this sad state of affairs on Enix, Stephen Colbert, and even Barack Obama, but it is unfortunately a burden that I will have to bear entirely on my own. You see, a couple days before this year's United States presidential election, I realized I had over a month of full episodes of
The Colbert Report to catch up on. I also realized that, if the election didn't go my way, I would be too depressed to watch them, forever depriving myself of a over month's worth of hilarity. Hours and hours of free comedy to consume and a love of double tasking meant that I needed to think of something to do while catching up on Colbert. In the end, I decided to keep my hands occupied by thoroughly breaking Dragon Quest VII's job system.

I am admittedly an apologist for Dragon Quest. I'm fairly new to the series, and I've found it to be considerably more well balanced and
less focused on grinding than popular opinion about the series led me to believe. I was able to get through three Dragon Quest games (
Dragon Quest IV DS,
Dragon Quest V DS, and
Dragon Quest VIII) without stopping to grind during the main game, and I really enjoyed all of them. They're a simple and relaxing way to unwind after work, and they never punish you too much for making a mistake. Things were moving along smoothly in Dragon Quest VII as well, until I opened up the job system and just couldn't help myself. I had to break the game.
This nearly always happens to me in games with robust skill systems.
Final Fantasy V and
Final Fantasy Tactics were also enormous time sinks for me, and this problem is exactly why I've avoided the
Disgaea series, for example. Not because I think I wouldn't like it, but because I know I'd like it far, far too much. I don't think I'd be able to stop until I'd wasted countless hours creating characters so strong that nothing could stand their way. I would want to utterly break the game, and I would love doing it. On the other hand, the lack of this kind of a job system is also one of the reasons I liked
playing through Valkyria Chronicles, which emphasises battle tactics and offers only a bare minimum of possibilities for character customization. As much as I enjoy playing games like this occasionally, there are simply not enough hours in the day make them a habit.
[Image from
Dragon Quest Shrine]
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If only I could travel back in time
15 November 08 | 17:53 | Posted by:
I would find Jaleco's graphic designers and say rude things to them. Seriously, these backward NES game box spines are harshing my mellow by making my bookshelf slightly inconsistent. Their failure to conform lives on in shame and irritates my OCD two decades later!
Of course, the fact that I own
Shatterhand and
Whomp 'Em is probably a far more crushing cause of shame than some minor packaging glitch. And I was doing so well at being selective in my collection repopulation efforts, too. Man, Jaleco ruins everything.
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Alas, Avalon
14 November 08 | 22:05 | Posted by:
Earlier today I found myself thinking about
Secret of Mana (which I first picked up 15 (!) years ago and played to completion over the course of three rentals during Christmas break, 1993). I started thinking about how much I miss games like that. Specifically, thinking about how much I miss the ineffable comfortableness unique to games of that vintage. And I'm not talking about a factor of nostalgia, but rather of game design. Despite featuring a fairly involved leveling system, Mana was brisk and easy to play; very little time was spent setting things up and jawing on about the grim fate threatening the world. You fell off a log, found a sword and were causing Rabites to get whacked in a matter of minutes.
Video games these days, though --
especially those of the RPG ilk -- they rarely manage that. I was happy when the first thing the developers of
The Last Remnant told me the other day was that the first three hours of their game is an engaging and exciting -- an attempt to draw players into the game world immediately. (Then Christian Nutt and I started complaining about Tri-Ace games, which
never start out quickly; this caused the Tri-Ace rep at the table to clutch his face in mock horror and apologize. Good times, good times.) Still, it's all well and good for developers to
promise that, but few seem able to deliver. That's one reason I like
Etrian Odyssey so much -- once you set up your guild, it's straight into the thick of things for you. But such games are few and far between; the majority prefer to jaw your ears off and text your eyes out.
And then, a Christmas miracle: not 10 minutes after I was dwelling wistfully on the breezy stylings of Mana, an import copy of
Avalon Code landed on my desk.
I was pleasantly surprised to boot up the game and find very little time was spent in tedious exposition. There's an intro cinema, sure, but it's part of the credits, and it's beautifully rendered -- reminiscent of the intro to
Lunar 2, not least of all due to the glyphs that play prominently in the video sequence. Within a few minutes, I had control of my character and was beating the crap out of foes. That's...wow. That's nice.
But what's even nicer is the fact that Avalon isn't another of the low-budget anime crapfests that plague the Japanese RPG genre. Story sequences seem brief enough, but they're rendered in 3D with actual character models interacting, not just half-hearted voiceovers atop static illustrations. I had high expectations for the game, of course, given that it's the work of Matrix -- essentially the
Final Fantasy III/
IV remake engine being used for a completely new work that plays out as an action RPG rather than a turn-based system. Happily, Matrix seems to have applied the same care and effort present in their Square Enix projects for Avalon to create the DS equivalent of a big-budget game. Maybe the rest of the game won't hold up, but at the very least it starts off well.
What that translates to is the sort of thing that would have been a must-play 10 years ago on PlayStation...except without the load times. If anything, Avalon reminded me right away of
Threads of Fate, which is a good association to make -- action RPG, solid 3D graphics, choice of a male or female playable character. And to bring everything full circle, Threads always reminded me of Mana. Which means it looks like I may have been given the spiritual Mana successor I was pining for in a matter of
minutes.
Seriously, the truth? This is getting so uncanny that I'm starting to frighten myself.
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End game content
14 November 08 | 12:02 | Posted by:
I've talked in the past about the game industry (and EA in particular) trying to fight back against the used games market; call it a hobby of mine.
The newest idea thrown out there comes to us by way of Mike Capps from Epic Games:
"
I've talked to some developers who are saying, 'If you want to fight the final boss, you go online and pay USD 20, but if you bought the retail version, you got it for free.' We don't make any money when someone rents it, and we don't make any money when someone buys it used -- way more than twice as many people played Gears than bought it."
Honestly, I'm kind of torn on this one. On the one hand, used game sales do eat a significant portion of the profit that might otherwise go to the developer/publisher of a given title. Once again, this is attacking the used game market from the consumer side, dissuading a potential consumer from buying it used because, odds are, the code for the ending has already been redeemed and they don't want to pay more for it. It's smart, and the companies do want to cut into GameStop's huge profit margin somehow.
On the other hand...there are a lot of people that rely on renting or GameFly to play new entries in an increasingly expensive hobby. I know, because I was a broke kid, I rented
A Link to the Past three separate times before I got around to owning it back in the day, and that's one of my favorite games
ever. How would I have felt if I had to pay more money because I wanted to know what happens after I beat Ganon? And what about people that play offline? Will they just never get to know what happens?

I honestly don't think this is a company wanting to nickel and dime us more than they already are. In fact, for many of us, this probably wouldn't be an issue; if we really want a game, we'll buy it new, and get the ending for free. This is teetering dangerously close to the edge of saying, "We don’t want poor people to play our games," though, and I think that's a misstep. Cutting down on your potential fanbase –- that may very well purchase the game when they have the money -– is a bad thing. And if nothing else, it's irritating to have to download something that should be a standard part of the package. Harmonix let players download the
Rock Band 1 songs into
Rock Band 2 for a mere five-dollar licensing fee, simply because it was more convenient for the user. Let’s hope that other companies follow suit and find ways to combat used games
without making everyone else jump through hoops.
...Of course, one could always argue that 99.99% (yes, that’s a scientific percentage...shut up) of all game endings aren't worth downloading anyway, but that's another discussion entirely.
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Outcast he trespassed
13 November 08 | 23:35 | Posted by:
Times are tough, money is tight, the world is plummeting into violent riots of poverty, blah blah blah. But sometimes, you gotta budget in the essentials. This week, that was the Genesis
1970-1975 Box Set: a compilation of five very thoroughly remastered and remixed albums. Frickin'
awesome albums, it should be said.

Of the set, the disc that's most caught my attention is the first album,
Trespass. Actually,
Trespass is the band's second album, but their first wasn't included in the box for a number of reasons. Such as the fact that it's eternally bogged down by legal rights thanks to an overzealous, self-aggrandizing hack; also, the part about it not being very good.
Trespass, on the other hand, is much better -- raw at times, naïve in places, but ultimately a pretty impressive piece of work for a bunch of stuffy, upper-class British college kids.
The new mix actually does away with a lot of the "raw" problem -- the audio has been improved to an almost unbelievable degree. All the background hiss that's plagued previous CD releases is completely gone, and each master track has been cleaned up so much you can hear the keys clacking during Peter Gabriel' flute solos. Elements that were lost in the muddiness of previous mixes are suddenly perfectly audible, and harmonies and audio effects I've never noticed in nearly two decades of listening to the album suddenly pop out. It's impressive! The album's almost 40 years old, but doesn't sound like it.
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Obliterating the earth...and liking it
13 November 08 | 18:14 | Posted by: Kat
For someone who spends a great deal of her time writing at a site with the word "spite" in its name, I tend to be awfully nice when I'm playing video games. I mean, you won't usually find me running over hookers in
GTA (actually, I try to obey all traffic laws), I side with the good guys whenever possible, and I generally prefer that my kingdoms not be wretched hives of scum and villainy. Actually, I'm kind of a sucker for justice. It just feels better.
And yet, here I am trying to rationalize to myself why on Earth I seem to prefer the Principality of Zeon to the Earth forces in
Gundam Battle Universe. I mean, sure, Zakus are extraordinarily cute (yes, cute), and it's hard to deny that Zeon has the better uniforms, but they're also dictatorial, occasionally genocidal spacenoids. The
bad guys. And yet, I was immensely relieved to be back behind the controls of a Zaku after going over to the AEUG for a good portion of the game. Flying wing with the Red Comet makes all the difference in the world, I guess.

There are other sides to it though. Mostly, I tend to be a serious roleplayer when my character is a player avatar, and when asked to choose between Zeon and Earth, my latent anti-Earth tendencies apparently came to the fore. And I was more than happy to rationalize that decision with, "Okay, I really admire Char and Gato, and right now I'm defending my home in the colones." Yes, "defending my home in the colonies" ultimately meant "trying to obliterate the earth." But hey, I'm flexible. I've settled comfortably into those nebulous shades of grey.
And thinking on it, it's actually kind of a nice place to be. When making "moral decisions," so many games force you down the binary path of good vs. utter bastardry that it's a relief to be able to justify my actions in my own mind, even if most of GBU's morality comes out of my knowledge of the source material. What it does is kind of make me want to check out
Fallout 3 or
Mass Effect and see how I would do as a mercenary with a heart of gold. I'll bet I would make a wonderful Han Solo, right up until I found myself in a bad mood and nuked that town in Fallout 3. Sheesh, maybe I'm more cut out for this whole evil thing than I realized.
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All 4 one
13 November 08 | 07:31 | Posted by:
Left 4 Dead's premise was such a no-brainer (pun intended), I was starting to think no one would ever make it: a four-player cooperative zombie apocalypse.
Having a developer like Valve -- known for the high quality of their games -- work on it is just icing on the cake. No, actually, it's more than mere icing. I haven't played many Valve games, but from what I understand, the high level of polish present in those I
have played (
Portal and
Team Fortress 2) is a trademark of theirs -- and Left 4 Dead definitely seems better for it. From the B movie poster loading screens to the fake ads plastered everywhere to the horror film-esque gore, I can’t help but smile (and cringe) when I play.

In fact, I would say Valve is theoretically the best company there is to handle something like this, since the time I've spent with Team Fortress 2 really shows that they
get what will and will not work when you want people to play as a team. The easiest difficulty is a cakewalk, but everything else requires your teammates if you want to avoid becoming a mob's lunch. Much like TF2, a careful balance is struck between the freedom to do what you want –- like rampage with a shotgun --– and the need to be mindful of your friends; otherwise, who's going to free you when you're pinned to the floor by a corpse that hungers for your living flesh?
I've never been a fan of standard "team" deathmatch multiplayer, since it always feels like you're playing next to the guys on your team, rather than
with them; I prefer something with more of a cooperative mechanic to it, like Team Fortress 2 and (theoretically)
Metal Gear Online. Left 4 Dead, so far, seems to be the best entry into this esteemed category. Of course, I would assume this is also present in what is arguably the game's most interesting aspect: the ability to play on the Infected side. I only have access to the Xbox Live demo, though, so I'm unable to try that out just yet. But let's be honest, here: having a friend herd humans your way so you can puke all over them is the very definition of teamwork. I'm so excited about the full release I can hardly wait.
...Even if the zombies can run.
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Feedback loop
12 November 08 | 14:05 | Posted by:
It's Wednesday, which of course means that
another episode of Retronauts is now online. This edition doesn't have a subject beyond "we respond to listener mail," and I'm not sure that it's necessarily a
good episode. However, it was a very fun episode to record, including the part in which I transform into an angry, stammering stereotype of a Scotsman.
Yeah, pretty much that.
Actually, I think part of that little outburst came from having just finished
Dragon Quest IV the other night. I guess I felt I had to make it up to Ragnar McRyan, 'cause I never used him after the first chapter. Sorry, dude! Your pink armor and bristly blue mustache are awesome, but Alena is much more effective as a damage machine. Also, you can thank me for yesterday's
Dragon Quest V U.S. release date announcement (February 17), because it is almost certainly a result of my finishing DQIV and thinking, "OK, I'm ready for the sequel now." We're talking a 12-hour turnaround from thought to press release, you know?
Don't worry, I'll use this profound power responsibly, like Uncle Ben taught me.
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Watching the Watchmen trailer
11 November 08 | 22:47 | Posted by: Kat
I have really bad luck with spoilers. I had just beaten The Pain when I learned about the end of
Metal Gear Solid 3 (courtesy of a sudden outburst on 1UP Yours), and I was in the middle of
Harry Potter and the Order of the Phoenix when I learned who got the axe. So late