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<feed xmlns="http://www.w3.org/2005/Atom">

  <title>Computer Games</title>
  <link rel="self" href="http://chris.iluo.net/rss/chris/computer_games.xml"/>
  <updated>2008-11-18T17:54:03-08:00</updated>
  <author>
    <name>Chris</name>
    <email>AUTHOR_EMAIL@email.com</email>
    <uri>http://chris.iluo.net/rss/chris/computer_games</uri>
  </author>
  <id>urn:tag:chris.iluo.net,CHANNEL13</id>

  <entry>
    <title>Beauty in Chaos</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/11/17/beauty-in-chaos/"/>
    <id>http://yoursite/article/?i=177cabaafedcf9e5d11bfd51b9eb1be6</id>
    <updated>2008-11-17T07:00:20-08:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Kouassi in my sights
I wind my way up the cliff face, creeping along the steep dirt track. The trees cast long shadows that hide my advance. The few sentries I pass along the way are oblivious to my presence. Light fades as the sun begins to drop below the horizon, turning the sky a fiery orange as I finish my ascent. Inching forward through the dense vegetation, I push away some fronds to reveal my target beyond: a mountaintop villa. The private retreat of Prosper Kouassi, the APR&#8217;s lieutenant in Leboa-Sako.
This is Kouassi&#8217;s safehouse; an impenetrable haven he believes makes him untouchable. Things have been heating up here in the north, largely due to my errands for the APR, and Kouassi has gone into hiding. He knows his UFLL rivals will make a play for power at any time. What he never expects is that play to be executed by his own deniable asset - me.
For while Kouassi loves the idea of a freelancer with no strings attached, he never thought the UFLL would match his offers. In the end the stones didn&#8217;t matter; I grew tired of the APR&#8217;s anarchic philosophies and cocky militiamen. Marching into the UFLL&#8217;s headquarters, I found they were well aware of the looming anarchy the country will soon plunge in to and did not hesitate to make me an offer: Kill Propser Kouassi.
Creeping forward, I scan the villa and surrounding vegetation for hostiles. Six guards stand in the dense, jungle approach between the retreat and my vantage point. A further three to five patrol the immediate perimeter, while another six watch over the rear entrance, on the other side of a rickety wooden bridge. The cliff face on my left was too steep to scale, and to the right was a sheer drop to the ground where I began my climb. Only one way forward.
Timing my advance with the guards&#8217; patrols, I make slow, gradual progress toward the retreat. The shadows are getting longer as the sun continues to disappear beyond the horizon. It takes minutes to move just a few metres, but every step is undetected.
With the bulk of the forward patrol now behind me, my attention turns to the guards at the villa. Their patrols are tight, and they show no signs of tiring. Their routes overlap regularly, and a stationary sentry mans each door. No way to take them out individually, and no way I can start a firefight now. I&#8217;ve gotten myself stuck between two groups of highly trained mercenaries guarding the most important person in the region. I need to change my plan.
Drawing my dart gun and bringing the scope to eye level, I scan the villa. A light is flickering inside, and I can see the shadow of a man through a small, square window on the right side of the villa. Carefully re-angling myself through the foliage, I edge slowly toward the cliff. After a minute, I finally reach an angle where I can see my target. Kouassi is staring intently out of the same window I am scoping him through. He seems scared. I can see his eyes. They dart back and forth, scanning the area beyond his guard patrols for any sign of a disturbance. Crouched a good fifty metres from the villa, my approach was obviously hidden.
I steady the rifle and draw in breath. Counting down the seconds, I wait for the perimeter guard to make one more pass. He walks by the window, exchanges a brief look with Kouassi, and continues to the far side of the villa. Kouassi turns back to the forest and scans the area with curiosity. I through my scope as his head turns, coming to a halt in my direction. Though he didn&#8217;t know it, Kouassi was staring directly at me.
I squeezed the trigger.
The shot was barely audible, like a cough or snap of a twig. Kouassi heard no sound at all. His head simply snapped back and he slumped to the ground, a lethal dart embedded in his forehead.
Lowering the rifle, I quickly scan the area. My shot was not heard. The guards have no idea Kouassi is dead. His superiors, though they knew this was coming, would never find out who pulled the trigger. The spent shell casing drops to the grass as I eject it and begin to load another round, when gunfire abruptly shatters the silence.
I turn around to see the forest behind me alight with fire and muzzle flashes. Out of the vegetation come camouflaged militia, taking down the patrols I had snuck past only minutes ago. It was a UFLL ambush - one whose occurance I was not privvy to. Before I could load the round I get spotted by both factions, and a hail of bullets shatters the plants around me. Grabbing the rifle, I spring to my feet and run.
In seconds I am sprinting in the first direction I see. Reaching the edge of the trees, I drop down a few metres and land awkwardly on a rocky outcropping. Without thinking I continue forward - but skid to a halt when I realise where I am. Teetering on the edge of the rock, I stare out into empty space and at a lake some fifty metres below. A waterfall lined with jagged rocks leads the only way down. I was on the edge of the cliff.
A burst of gunfire snaps me out of vertigo, and hot tracers ping off the rock at my feet. I whip round and bring my rifle to bear, focusing on my pursuers. Five men stand on the ledge I had dropped down from only seconds ago, their assault rifles trained at my heart. This is it; my rifle is still unloaded, and even if it were, there is no way I could take down all five. I prepare for them to fire, when the guard in the middle raises his hand, and says to the others,
&#8220;Hold your fire! He&#8217;s got nowhere else to go.&#8221;
And they hold their fire.
Five men, staring down at me, their guns trained on my heart, whilst I stand trapped on the edge of a cliff with my rifle pointed right back at them - and no one is firing. Seconds pass. They know I&#8217;m trapped. They know I&#8217;ve got nowhere else to go. And they&#8217;re waiting to see what I do next.
For those tense few seconds, I forgot I was playing against AI. This was Far Cry 2&#8217;s standout moment. And it was one that was entirely unscripted.
In playing the game you may never experience this situation, just as I myself may never experience your incredible encounters. The game allows players to fight the way they want, and those who come out the other end in one piece always have tales to tell. For while Far Cry 2&#8217;s story may be underdeveloped at best, combat weaves a rich narrative of its own.
To achieve this a number of smaller systems interact in a cohesive and logical manner. The AI, fire propogation, weapon degredation, vehicles, stealth and camouflage, day and night cycle, the critical healing animations - these are all smaller parts of a much more ambitious whole. Taken individually, these elements are unimpressive and at times inconsistent. Put them together then let the player loose and the game becomes an orchestra of death and destruction.
Combat is pure, visceral and unpredictable. You may think you have the drop on the enemy, but in seconds the entire situation can spin out of control. Your weapon jams, fire spreads, malaria hits, an enemy you never even saw flanks you. Far Cry 2 promotes reactionary playstyles over preparatory ones, rewarding players who take risks in combat with the best firefights I have ever seen in a first-person shooter. Even I - one so prone to sneaking and avoiding combat - never felt as though being spotted was a failure. I simply took stock of the situation, adjusted my plan, and did the best I could to control it. It is when you feel this control slipping away from you that the game excels.
And there I was in one such situation - on the edge of a cliff, marked by five trained soldiers, with nothing between me and a fifty metre drop to the lake below. I had completely lost control. The sun finally sank below the horizon, its last rays bouncing off the waterfall. Without taking my eyes off my enemies, I broke the stand-off by taking one slow, deliberate step back - dropping off the rocky outcropping and plunging down to the lake below.
           </div></summary>
  </entry>

  <entry>
    <title>A Vertical Division</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/11/10/a-vertical-division/"/>
    <id>http://yoursite/article/?i=d20721a93fe17a792735617beac2f170</id>
    <updated>2008-11-10T07:30:13-08:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">This month?s Round Table invites us to talk about our families today and the role that playing games has in our relationships with them. Whether you play video games with your children before bed, card games with your parents on the holidays, continue to meet up with your siblings for regular death matches, play couch co-op with your spouse, or argue with them all about your World of Warcraft addiction?this month?s topic is on the importance, or impact, that gaming has on your family relationships.
Growing up I was the most obsessed with games in the family. Much of my early childhood memories are of spending hours playing DOS classics on the office computer. As strong as my love of games has grown over the years, no one in the family seems to share the same passion. It is interesting, then, that they are largely responsible for introducing me to key gaming experiences and fostering my obsession.
My grandfather has always been a technology enthusiast. At first glance he could be mistaken for a stereotypical elderly luddite, but that is far from the truth. As early as my first birthday he&#8217;d be filming the event with his bazooka-sized videocamera, then spend hours editing and dubbing the footage straight to a Betamax tape. Some of my earliest gaming experiences were on his Amiga, and later, a PC whose tower case all but matched my height. On this PC he introduced me to first-person shooters with Wolfenstein 3D.
Of course, the game was far too violent for a child of my age to be playing, so I was relegated to sitting beside him and watching. This suited me just fine; even with this extra level of detachment the game was so scary that I remember screaming every time an enemy popped out from behind a steel blue door. When not cowering from the bad guys I&#8217;d point out wall hangings and portraits that might be secret walls, as well as treasure and ammo my grandfather may have missed. I don&#8217;t believe I recieved any historical context concerning the game&#8217;s enemies - after all, how does one explain to child what a Nazi is - so to me the soldiers were simply brown-suited prison guards, and the tapestries of Hitler and the Swastika their interior decorations.
Growing older I eventually overcame my fear and managed to play the game myself, though I still preferred having some emotional support present to share the really scary parts. My sister, one year my elder, would often watch me play, and assumed a similar role to me when watching my grandfather years ago. Ever the activist, she would cry out in protest whenever I shot an attack dog, claiming animal cruelty. Her love of animals obviously carried over to computer games, and in particular to a whimsical multiplayer racer called Wacky Wheels. I cannot fathom the amount of hours we lost to the shareware version of this game, playing split-screen races and battle modes tirelessly.
Though she enjoyed the lighter, colourful and less violent variants, my sister would immediately lose interest upon loading up a gritty, menacing shooter or platformer. It was my father I shared these games with. He took over for my grandfather when Doom was released, stalwartly taking down demons as I watched onward with the same terror I&#8217;d felt from its predecessor. I remember debating the usefulness of the shotgun over the chaingun (&#8221;It&#8217;s one number up; it must be more powerful!&#8221; &#8220;But the shotgun does greater damage with one hit!&#8221;); as well as reminding him where to go upon getting lost in Descent; or heroically devising strategies to take down bosses in Terminal Velocity.
Even my uncle, whom I rarely spoke to outside of family gatherings, introduced me to Star Control with a copy of the game for a birthday present. He either randomly selected a game off the shelf or did his research; either way it kick-started my love of space sims. This was never more evident than when my grandfather, having discovered the joy of Microsoft Flight Simulator, upgraded his PC with an expensive sound system, massive screen and Thrustmaster joystick. He enthusiastically tried to get me in to flight sims, but I was infinitely more intriguied by another game that came packaged with his PC: Descent: FreeSpace. I was unable to comprehend how cruising around in a Cessna was anywhere near as exciting as protecting spaceship convoys by blowing up oncoming asteroids with lasers.
At the same time my second sister and brother, both a few years younger, would crowd around the home computer with my older sister and I, playing epic four-team games of Worms. For years we would delight in such split-screen and multiplayer games. Our first console was the Nintendo 64, and was the perfect system for us to gather round as a family with the likes of Goldeneye, Lylat Wars, Mario Party and the plumber&#8217;s various sports offshoots. Our multiplayer gaming together culminated in the completion of Serious Sam in split-screen mode - with all four of us on the one PC.
How sad it is to think that this no longer happens. PC games no longer carry split-screen support, and even consoles are favouring online interactions over multiple players on the one system. The days of huddling around a monitor or television with friends and family are becoming a thing of the past. My father and grandfather have long since outgrown games, and my siblings and I no longer play them together. Perhaps they all just grew up a little and began pursuing their individual interests. I am the only one whose interest in games has not wained, and it has become such a lonely affair.
           </div></summary>
  </entry>

  <entry>
    <title>Roar of the Earth</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/09/22/roar-of-the-earth/"/>
    <id>http://yoursite/article/?i=afed39e10227fce630c54ee33ca9c932</id>
    <updated>2008-09-22T10:30:21-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">A brilliant shaft of light pulses from my blade as I hold it up to the sun. Breaking into many smaller rays, they meet at a fine point when I angle the light to the southeast. I&#8217;ve found my next target.
Guiding light
Mounting Agro, we spur off with our newfound bearings. An utterly bleak landscape rushes past; its sheer desolation becomes overpowering as I realise we are the only living things from here to the horizon. Solitary though it may be, this world is not without beauty; a comforting solace overcomes me when taking in the majestic plains and canyons.
Parting ways
The sun disappears overhead as we approach a narrow gorge. Winding our way through the tight cliff faces, Agro and I reach some crumbling ruins, seperated from us by a body of water. With no way for him to cross, I dismount Agro and dive in. I can sense my horse waiting patiently for me at the riverbank as I make my way through the submerged gate and in to the heart of the ruins.
Being watched...
Coming up for air, I feel the lakebed shake. Rubble falls from the ancient ruins and the water around me is momentarily blackened by the shadow of the colossal beast above. Flying low, it soars just a few metres over my head, its massive wingspan fully extended and enormous tail skirting the surface. I duck back in to the water on a reflex as the beast flaps its massive wings, coming to a perch on a pillar in the center of the lake. It has noticed a disturbance in the water; its massive eyes are now trained on my distant, splashing form as I climb out of the lake on to a small row of moss-covered stepping stones. It does not know what to make of me - a tiny intruder dwarfed not only by its own size but the scale of its domain. Planting my feet firmly on the small stone, I show it what to make of me.
I mean you great harm
Gripping my bow, knocking an arrow and drawing back the string, I take aim at one of the behemoth&#8217;s great eyes and loose. For a few tranquil seconds I hear nothing but the lapping of the water at my feet and the soft whistle of my arrow sailing through the air. I close my eyes and savour the brief moment, only to be interrupted by the distant sound of my arrow piercing flesh. The monster reels from the impact and lets out a deafening cry of pain, shaking the pillar as it spreads its colossal wings and takes to the sky.
The beast knows my intent.
My bow still drawn, I train a second arrow on the creature as it circles the lake, carefully keeping out of range. Its massive shadow stretches across the water, eventually throwing me in to darkness as the beast eclipses the sun. Momentarily disoriented, I lose my aim and falter. Seeing this, the beast changes direction, suddenly going in to a dive and accelerating toward me. The sun no longer obscured, light returns to my world and I look up just in time to see the silhouetted colossus coming straight for me, metres above the water. With no time to think, I drop my bow and run off the moss-covered stone, jumping head-on in to the massive form.
Holding on
I feel the impact of the beast&#8217;s body on mine and blindly grab at anything that will hold. My stomach reels as I suddenly begin to move through the air at incredible speed, carried the momentum of the colossus. I begin to slip, then manage to grab what appears to be long fur on the creature&#8217;s wing. The lake drops out of sight as the beast gains altitude; I climb on to its back and plant my feet firmly on its hard, rigid body. Now keenly aware of my presence, the colossus flaps its enourmous wings and turns, rotating its body to throw me off. The level ground under my feet rolls away and I find myself flying through the air like a helpless ragdoll. The beast&#8217;s long body rushes past me as I begin to freefall, desperately flailing my arms for something to grip. Levelling off and regaining its balance, the colossus flaps its monstrous tail which collides with my airborne body. The impact nearly sends me flying in another direction, but I manage to get a hold of the tip of the creature&#8217;s tail and stop myself from plummeting to the murky waters below.
Pickup up speed
Hoisting myself up, I grip the creature&#8217;s fur and inch my way along its tail. The wind constantly assaults my tiny form; the rain now falls horizontally and the surrounding country is nothing more than a blur. The beast is moving so fast that it takes all my stamina to simply hold on. Reaching the weakest point of the tail, I summon the strength to draw my blade, raise it high above my head, then plunge it in to the creature&#8217;s flesh.
Damaging the beast
The colossus lets out a pained roar, and begins to twist and turn. Closing my eyes and holding on for dear life, I move with every flap of its tail and twist of its body. When it finally calms down, I turn my head and look along the creature&#8217;s body to its massive wings. The only way to put this monster down is to take away its flight. With that in mind, I continue inching my way along the massive spine. Picking up more speed, the wind and rain become even more intense, drowning my senses as I crawl forward. After what feels like an eternity, I reach the beast&#8217;s colossal wingspan. With nothing to grip between the body and the wing, I wait for the creature to stop twisting, then leap through the air.
Leap of faith
The beast&#8217;s wing rises to meet me as I tumble through the air, clumsily landing and missing my grip. I panic as the world begins to fall away, but manage to get a hold of the edge of the creature&#8217;s wingspan. My weight starts pulling the creature back towards the earth and it continues to twist and turn in an attempt to throw me off. Twisting upside down, I now hang from the massive wing with nothing between me and the lake below.
Gripping my sword, I summon every last ounce of strength for this final act. Raising the blade, I let out a pained cry as I thrust high over my head, tearing through cartilage and bone. The colossus curls its wing and roars in pain, yet I continue to hang on, bringing my weight to bear as the beast begins to tumble to the earth. As the world rushes up to meet me I feel my strength begin to fade; slowly my fingers uncurl and I fall to the water below.
The colossus falls
My body numb, the impact is painless. The sounds of rain and wind roaring past me fade as I sink deeper in to the calm, peaceful water. I close my eyes and savour the brief moment, only to be interrupted by the sound of the beast&#8217;s massive form crashing through the ruins and coming to rest in the water ahead of me.
Returning to the surface, I see the shadow of the colossus begin to fade. And on the far, distant bank of the river, Agro waits for me.
           </div></summary>
  </entry>

  <entry>
    <title>What happened to Consoles?</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/09/10/what-happened-to-consoles/"/>
    <id>http://yoursite/article/?i=6201753c8046a017fbbed8138a3e4c6e</id>
    <updated>2008-09-10T04:30:28-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">What the hell has happened to consoles these days?
Back in my day you&#8217;d simply plug in a cartridge, turn the console on and away you went. There was no front-end, no dashboard, no Live or PSN shoving advertisements and pay-per-view content down your throat. The worse that could happen is the connectors would be a bit dusty, so you&#8217;d take the cartridge out, blow in it, put it back in and you&#8217;d be sweet.
Now you need to install games before playing them. Some can take over ten minutes. Big deal, you might say, I&#8217;ve installed and reinstalled games countless times on my PC. It might seem all well and good, but doesn&#8217;t this completely defeat the plug-n-play nature of console gaming? It seems inevitable that games are only going to get more and more complex and can no longer be streamed off optical media, but then you go and look at the different Xbox 360 models - different sized hard-drives, and one without. Developers now need to make games that can stream off the CD in order to support every 360 model, even when those games so desparately need an install - just look at Mass Effect and its elevators. Why have different models in the first place? I have no idea which PS3&#8217;s have backwards compatibility and which don&#8217;t. I have mates who will excitedly proclaim to me how they bought a bigger hard drive for their Xbox so they can now install a bunch of games and play them without the CD. I&#8217;ve been doing that since Myst. Welcome to PC gaming.
Adding a hard drive and allowing you to install games also opens up consoles to one of the other wonders of the gaming industry they&#8217;ve so long been able to avoid: patching. Before this console generation, you only had one shot at getting your game out there. Maybe two, if you were a first party and could afford a reprint. Games were polished, worked as expected, and were complete. Developers are now free to release their games with bugs that they&#8217;re completely aware of, then patch it post release. Welcome to PC gaming.
Everyone knows about or has heard horror stories of the red ring of death. Some of you may have even experienced it. Maybe even multiple times.It&#8217;s cost Microsoft more than a billion dollars, meaning that the money made by getting a year&#8217;s headstart and ignoring manufacturing and testing problems is lost anyway. Console hardware should not fail, especially in such a proportion as this. I&#8217;ve had a Nintendo 64 and Playstation 1 since 1998 and both still work, as if they were new. When you&#8217;ve had your 360 for a while and you start to worry because it could fail any minute now and the hardware will need to be replaced - well, doesn&#8217;t that sound kind of familiar? Welcome to PC gaming.
Consoles now have operating systems. Those operating systems routinely recieve patches and updates to not only add exciting new features but ensure continued stability. Except, these updates may brick your console. It&#8217;s alright though! You only need to format the hard drive by removing it from the PS3 and plugging it into a computer. Do I really need to elaborate? Welcome to PC gaming.
So, what the hell has happened to consoles these days? They&#8217;ve become a PC in your living room. Everything that I used to find attractive about console gaming is now gone. I don&#8217;t want to worry about installing games, about getting the latest patches, about whether the latest firmware update will brick my console and cause me to lose all my savegames. I simply want to stick a game in and have it, and the console, work. This used to be the case, but no more.
Of course, there have been numerous positives that come with things like hard drives and internet connectivity on consoles. Whole new types of indie games are being made available to new audiences that would never have thought twice about trying them. Hard drives remove the need for memory cards, and allow developers to release cool downloadable content for games to extend their lifespan. Systems like Live and PSN that integrate friends lists and keep track of stats are something that the PC is only just starting to catch up with. But to me, consoles are no longer what they once were.
       </div></summary>
  </entry>

  <entry>
    <title>Softcore Gamers</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/07/09/softcore-gamers/"/>
    <id>http://yoursite/article/?i=506034f5ada97692c6761459c1060536</id>
    <updated>2008-07-09T01:30:16-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Lately I&#8217;ve been noticing my reasons for playing games changing.
I&#8217;m becoming less interested in the challenging aspects: I&#8217;m starting to wish games would not get harder as I progress; that they would not throw bigger enemies in greater numbers at me for the sake of a difficulty curve; that puzzles would not become arbitrarily more convoluted as I solve their nefarious predecessors. I no longer have the patience for a game over.
I first started noticing this in Call of Duty 4. Even on the regular difficulty I became frustrated rather than thrilled at having to shoot through countless baddies. I&#8217;d hit a difficult section and would want for nothing more than to skip to the next story progression rather than figure out the best way to take everyone out. The story&#8217;s presentation was so engrossing that I started to see the shooting as mere filler.
This continued on to Mass Effect where I turned the combat difficulty down to casual. I found I had zero patience for getting killed a number of times in combat, and again wanted for nothing more than to get the encounter over with as quickly as possible so I could progress the narrative. The combat, though by no means poor, was nowhere near as engrossing for me as watching the next cutscene or clicking through the next dialogue tree.
Even a game such as Mario Galaxy had me completely engrossed for reasons you wouldn&#8217;t normally associate with a platformer. This is a genre that is designed to challenge and break the player at every opportunity, yet Galaxy possessed an undeniable charm that transcended this preconception. As soon as a star came across that took more than a few attempts to get, I&#8217;d give up and go find another that wasn&#8217;t as difficult. Not because it was impossible, but because I simply wasn&#8217;t enjoying the challenge. As soon as I got sixty stars and reached the credits, I was done. I have no interest in going back with Luigi or getting all 120.
Like the hardcore gamers we all know and love, I propose a new definition - the Softcore Gamer. One who loves their games as much as the hardcore, yet for very different reasons. What I&#8217;d like to know is, is this shift in perspective common? Have any other gamers experienced it? Why is it happening - is it to do with age? Or have I just turned into one giant pussy?
       </div></summary>
  </entry>

  <entry>
    <title>Queen Bitch of the Universe</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/06/12/queen-bitch-of-the-universe/"/>
    <id>http://yoursite/article/?i=eb05f3054473fd1627b62200288ca1f5</id>
    <updated>2008-06-12T01:00:35-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Kate Shepard - you don&#8217;t want to mess
It&#8217;s tough being a girl. Your superiors don&#8217;t take you seriously and your crew won&#8217;t stop hitting on you. The armour never fits right and your squadmates keep asking if you know how to handle that weapon. You can&#8217;t even get from the Bridge to the Med Bay without the eye of every gunner and nav officer turning your way. I got sick of it; I&#8217;d had enough. It&#8217;s why I decided to become the biggest bitch the galaxy has ever seen.
It started on Eden Prime. Private Jenkins was in my away team; the bastard had just that morning been spreading rumours amongst the ship about me and my last shore leave. Barely a minute after landing he gets cut to ribbons by recon drones. That was convenient, thinks I, and in the ensuing firefight over his dead body I make sure to accidentally leave a few rounds in him to make sure he won&#8217;t be spreading anything ever again. Kaiden seems upset but I tell him to harden the fuck up keep moving. We leave Jenkins&#8217; body; the Normandy should fly faster with less dead weight on board.
Pink Ranger begs me for help
Just when I think my luck is taking a turn for the better some chick in what looks like a Pink Ranger outfit from a techno version of Power Rangers comes running up to us crying about how her whole unit is dead. I immediately dislike her; she&#8217;s weak, she&#8217;s whining and she&#8217;s wearing pink - a colour that really doesn&#8217;t work when trying to camouflage. I tell her to piss off but Kaiden objects, thinking she might be useful as she knows the area. Big deal; I have a giant overhead map with a big flashing icon of where I need to go - I don&#8217;t need this prissy little cheerleader slowing me down! But, if we&#8217;re going to get shot at again, chances are the bad guys will shoot at the thing that doesn&#8217;t blend in with the scenery first. In that regard, I cheerfully allow her to join us. We make it through the mission alive. Unfortunately, so does Pink Ranger.
Upon returning to the Citadel I get yelled at by some politicians, all the while fighting the urge to kick &#8216;em in the balls. On my way to find somewhere to get Pink Ranger distracted by a shiny object and Kaiden distracted by skimpy blue aliens - so I can down a stiff drink in peace - I come across a bird-faced Turian arguing with his superior. I immediately take a liking to this guy; he&#8217;s spent his life in a formalised military institution and is sick of taking shit from everyone. Reminds me of me. I ask Birdface if he wants to come along, and he jumps with joy at the prospect. A weird reaction, I thought, but what the hell. Maybe he&#8217;s downed a few on his shift already. That thought makes me like him even more.
Back on the citadel and Birdface and I have a deep and lengthy chat. Turns out he doesn&#8217;t like Pink Ranger either, even though his favourite colour is pink! I find him different from the other turians. He&#8217;s so sensitive, so compassionate, so&#8230;and then it hits me. I head down to the trader and pick out a set of custom-made, designer armour, as a sign of respect for also hating Pink Ranger. I then take it over to the Asari consort and have her dye it with brilliant hues of pink and fuchsia. Upon returning to the ship, I present Birdface with my gift. He squeals so loud that I think it shattered Pink Ranger&#8217;s visor. He even thinks the armour goes well with his facial tattoos. I figure the First Contact War would have been a lot easier if there were more turians like him.
Birdface watches my back in his sexy new threads
Eager to break in his new plates, I take Birdface on my next mission to a skyway colony. It seems the colonists have all been infected by some kind of freaky plant thing, so I mow them all down and find the source of the problem. Turns out it is a freaky plant thing that also spits out asari clones. Birdface helps me kill the plant thing, breaking it&#8217;s mind altering spell over the asari. She thanks me, and I tell her to go and take refuge with the other colonists - conveniently leaving out the part about me slaughtering them. I give her a few days before she dies of dehydration.
Back on the Normandy I make ready to depart for the next mission. I have a chat to my pilot, Joker, about where he got his nickname from. He begins to tell me about how he has some hollow bone disease that makes it extremely difficult to walk without breaking his legs. I fail to see how that relates to his nickname, so I decide to give him a new one; Cripplefoot. I tell Cripplefoot to start the ship and get us undocked; he complies with a satisfying scowl. Heading down to the crew quarters I find Pink Ranger and tell her it would be nice if she kept Cripplefoot company throughout the flight, hoping that his disease is contagious.
Cripplefoot, angry about being crippled
Arriving at our destination I gather the crew, dismayed at the sight of Pink Ranger still walking. Tasked with planting a nuclear device in a nearby facility, I figure there&#8217;s no way someone won&#8217;t die in the process, so I take her and Birdface along. The Salarians on site need one of my crew to head up their assault force; before he&#8217;s even done speaking I tell him to take Pink Ranger. The Salarian commander tries to tell me the odds of survival are grim, but I&#8217;m already out the door.
Sure enough, Pink Ranger gets pinned down as Cripplefoot flies in with the nuke. With no time to save both, I mute her comm channel and help Birdface setup the device and get back to the ship as we prepare to leave. A blinding flash, then a rush of heat as the explosion and shock waves expand below us, gradually fading from view as the Normandy passes through the first layer of clouds. Birdface breaks out the elasa and we down a glass of the intoxicating green liquid.
It&#8217;s tough being a girl. But it&#8217;s a lot easier when you&#8217;re the Queen Bitch of the Universe.
       </div></summary>
  </entry>

  <entry>
    <title>Massively Singleplayer</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/05/17/44/"/>
    <id>http://yoursite/article/?i=b77bb17bc50dc9e772e5807a41aa7238</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I&#8217;ve always been fascinated by the concept of Massively Multiplayer games.
The idea of a living, breathing world in which thousands of players can simultaneously exist in is something that has incredible potential for exciting game concepts that simply could not have been accomplished in the past. However, I&#8217;ve yet to see one truly take advantage of the format in ways that distinguish the genre from its less-than-massive counterparts.
World of Warcraft was the first massively multiplayer title I played, and it was a fantastic introduction to the concept. The world was both enormous and seamless, decorated with lovingly crafted architecture and populated by creative character models and non-player-characters. I had great fun running my Tauren through the lush green fields of his homeland, genuinely excited at the idea of exploring the vast regions of this virtual world. And yet, as I approached level twenty, the desire to continue simply faded. The fact that players were connected to this vast online space at the same time didn&#8217;t matter; there was no reason to group with anyone, unless you were both waiting for a boss to spawn. There was no need to interact with other players - even trading items was done through the faceless intermediary of the Auction House. This little room is where you&#8217;ll find the largest number of players in the same spot at any time in the game world, and none of them are interacting with each other. The world as static as it could be, and the only reward for leveling your character was the opportunity to grind a set of different coloured, slightly tougher enemies. Any wars that did take place were in battlegrounds separate to the rest of the world, and had no effect on it whatsoever. It is a game could very easily have been small-scale multiplayer, a la Diablo.
I never made it to level sixty or seventy, but I understand the game takes on an entirely different mechanic at these milestones. Whether this is better than the core game up to this point is irrelevant; the mere fact that I would have to spend months of casual play working toward the &#8220;real&#8221; game (apparently World of Warcraft begins at sixty?) does not so much make the endgame content a reward but the early and midgame grind a chore.
From there I made my way to EvE Online, a game that I both dearly love and deeply despise. EvE had everything that World of Warcraft lacked; a single, dynamic world which is not just shaped by players but defined by them. Combat between players is real and meaningful, corporations of determined avatars can make an impact on the immense galaxy and communication between everyone was vital. There existed a quaint balance between the inner galaxy; where zones for new players were protected from the unchecked chaos of the outer rim, a lawless zero-space where anything goes. This is a game world where players could infiltrate their enemy, spend a year rising through their ranks and then covertly assassinate their leader, never once revealing their true allegiances until the final hour. The game&#8217;s economy was entirely player-controlled; everything on the market had at some point been manufactured by a player, and everything you sell will arrive in a real person&#8217;s inventory. This is what massively multiplayer games should be about.
Unfortunately EvE could not shake the few things about MMO&#8217;s that eventually lead to me cancelling my subscription. Though characters did not earn experience points, grinding was ever present. Skills were learned in real-time, with some of the tougher ones taking multiple weeks to complete. You could literally click a skill and have no reason to log in again until it was done. I understand why they did this - to prevent players from simply purchasing money and becoming instantly powerful - but it is a barrier to entry even larger than the grind in World of Warcraft. You cannot participate meaningfully in a player-versus-player battle in EvE without having spent a good year training skills. Since these are trained in real-time, there is no fast-track. For all the glorious emergent situations that could take place, the game required a commitment of both time and money that I could never afford. Someday I would like to ask one of those players who has put their life on hold to become a key player in EvE&#8217;s universe whether it was worth it. I can honestly see their answer going either way.
After saying my teary farewells to my missile boat I puttered around trying to find a massively multiplayer game that was as accessible as WoW and as dynamic as EvE. It wasn&#8217;t until I tried Pirates of the Burning Sea that I ever thought I would find something at all. Pirates has the slick, intuitive interface of Warcraft with a world that, whilst not as dynamic as EvE, is still entirely player-controlled. The main objective of each race is to conquer the Caribbean, a feat that requires weeks of strategic planning on behalf of each nation but is ultimately achievable. Ports can be taken over through coordinated group battles and claimed in the name of your King or Queen, allowing your empire to gradually expand and eventually push the other nations off the map. It is a giant, month-long game of Battlefield with cities and towns instead of control points. The economy is player-driven, nation&#8217;s societies must practice diplomacy, truces and alliances must be formed to defeat common enemies and the world constantly reflects the actions of players. Everything I&#8217;ve ever wanted from an MMO is here, except one thing. The ability to participate.
As a low-level character I am next to useless to my fellow Spaniards. To participate in the conquest of ports you must be the highest level in the game - much like Warcraft&#8217;s endgame raids. To get there you need to grind experience through completing missions, many of which can only be completed solo. It is the most frustrating thing to observe such a rich and dynamic global conquest system, only to be told I can&#8217;t come and play until I complete three weeks of repetitive single-player tasks. I simply do not understand the need to go through this process to then be granted access to the real massively multiplayer game.
Massively Multiplayer games have such potential for exploration of high-concept gameplay mechanics. Yet I cannot see any MMO in the near future that moves away from the concept of grinding entirely. It is an illogical mechanic that keeps players from experiencing the unique aspects of the game entirely, and defeats the purpose of the game being massive in the first place. Until something is released that isn&#8217;t designed to make me play for multiple months just to get anywhere, I&#8217;m quite prepared to give up on Massively Multiplayer games in their entirety.
       </div></summary>
  </entry>

  <entry>
    <title>20 Years of Games</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/05/09/20-years-of-games/"/>
    <id>http://yoursite/article/?i=62a0644de2df3feaa9856e1100814933</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Finally making some decent progress on what is definately the biggest video project I&#8217;ve yet to undertake. 20 Years of Games is a video showcase of every single game I&#8217;ve ever played, in chronological order. The first two parts have been completed and cover 1988 through to 1992, and can be viewed at the above link. I started this in January and it has taken me until May to get four years of DOS games done; who knows how long things will take once I hit the start of the 3D era. I don&#8217;t expect to be finished this until at least the end of this year. Doesn&#8217;t matter, it&#8217;s a hell of a lot of fun to make and a great alternative to useless procrastination.
       </div></summary>
  </entry>

  <entry>
    <title>N!SF Interview</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/05/05/nsf-interview/"/>
    <id>http://yoursite/article/?i=c406e43f6841aa42983f58cea0beac55</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Had an interview with Clan Man.com regarding my Team Fortress 2 Clan and the state of online gaming in Australia. Here&#8217;s an excerpt:
How are things different for you, running a clan out of Australia?
We have a much smaller player base in Australia when compared to America, and as a result the community is quite tightly knit. You can join a public server and a majority of the time find a couple of familiar faces already in there.
I also find that Aussie gamers have a different attitude to online gaming when compared to Americans - I&#8217;ve played in American servers and Aussie gamers are far more laid-back when it comes to playing the game and working as a team. Occasionally someone will fire up over voice-chat but its nothing compared to the torrents of abuse thrown around in your average US pub server. Australians play casually and to have a bit of fun, and we have based our clan on this underlying principle. After all - it&#8217;s just a game.
We want nothing more than an enjoyable time regardless of whether we win or lose and I feel this is what online gaming should be about. We have seen a suprisingly large number of other competitive Australian clans disband because they either take the game too seriously or have an intense feud after losing a match. This is the last thing I want to happen to N!SF and so avoid pushing people to think about nothing but winning.
You can read the full text of the interview here.
       </div></summary>
  </entry>

  <entry>
    <title>So You Want To Be A PC Gamer?</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/04/29/so-you-want-to-be-a-pc-gamer/"/>
    <id>http://yoursite/article/?i=a40e67bcb3036d69bc1a58ff1f017e30</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">So I have this friend right. You know the type - doesn&#8217;t really play PC games, has occasionally dabbled in Counter-Strike and The Sims. They&#8217;re a casual console player who likes their Gran Turismo, Tekken, Guitar Hero and the like. They&#8217;re interested in getting into PC games, but they&#8217;re really not sure where to start.
Now, let&#8217;s forget this friend for a moment. Let&#8217;s say you wanted to show to someone what PC Gaming has to offer. You need to come up with no more than 20 titles that you think provide the best examples of our platform across as many different genres as you like.
Think of it in terms of someone who&#8217;s never played a PC game before, yet knows how. Controls are no obstacle. They&#8217;ve just bought a brand new gaming rig and can run everything up to present-day releases. And they come up to you and ask &#8220;So, what should I play?&#8221;.
So here it is - my list of 20 titles that I feel best represent PC gaming as a whole.
First Person Shooters
Half-Life
That&#8217;s the first game, not 2. Nowhere near as schitzophrenic as its successor. Has a stronger, more focused plot and a much more solid and believable context. The pure shooter design is whats on show here, as opposed to 2&#8217;s mish-mash of vehicles, squad commands and physics for the sake of physics.
Deus Ex
Not the greatest shooter but the greatest shooter/role-playing-game hybrid. Well written, epic plot and the best example of a game that caters to many different playstyles. Choice through gameplay that has yet to be topped. After this, one might be inclined to explore other hybrids such as Vampire: Bloodlines, Stalker and System Shock 2.
Battlefield 1942
Probably not as good as its sequel in terms of features and playability, but for pure multiplayer mayhem it still remains a shining example of how appealing PC multiplayer games are. A great way to showcase vehicular combat based multiplayer games.
Unreal Tournament 2004
Possibly the best game to represent just how fast paced and visceral online shooters can get. Huge game with heaps of unique gamemodes and maps, with a weapon variety to satisfy all. A great example of how deathmatch has evolved over the years yet also stayed true to its original form.
Role Playing Games
Oblivion
Jaw-droppingly beautiful and overwhelmingly massive open world where the player can pick a direction, start walking and find all kinds of stories along the way. A prime example of how mod communities can build on and even improve an already impressive game. This may spark interest in more freeroaming games such as Morrowind and Gothic, after the impact of the graphics has subsided.
Neverwinter Nights
This is what I feel to be the strongest example of a western RPG based on the D&amp;D ruleset - note that this also includes Shadows of Undrentide and Hordes of the Underdark. Beautiful engine for its time that really brings the D&amp;D world and characters to life. Cooperative multiplayer through the singleplayer campaigns and unique persistent worlds online provide gameplay that cannot be found anywhere else. Powerful, comprehensive mod tools give birth to an extensive library of excellent fan modules. I feel NWN is a great base from which to then explore Black Isle&#8217;s and Bioware&#8217;s other RPG&#8217;s, instead of throwing them in the deep end with Planescape: Torment.
Real-Time Strategy
Company of Heroes
Note that this also includes the Opposing Fronts expansion. The pinnacle of small-scale, tactical RTS combat. Revolutionary cover system, a unique and logical resource model and an incredibly beautiful engine. As with any good RTS, years can be spent mastering it.
Supreme Commander
Though not for everyone it is a great example of the immense scale that is possible with PC games. Brings some intuitive command mechanics and technical customisation to the mix (split screen, dual monitors) that help in the managing of your unfathomably massive army.
Simulation
Freespace 2
The greatest space combat sim ever made (and that probably ever will be made). Epic plot, cracking pace and co-op through the entire campaign make for one hell of an introduction to space. From here the gamer could then explore classics such as Wing Commander or even branch out into deeper space sims such as X3: Reunion.
Star Control 2
For such an ancient game to contain the kind of gameplay that it does which still holds up today is a real testament to its design. A great hybrid of adventure, combat and strategy that has yet to be replicated again. The kind of unique game which really has no other relation to the rest of the gaming world for comparison.
The Sims 2
You can&#8217;t showcase PC gaming without including a Sims game. Regardless of how well they&#8217;ve sold they need to be looked at as there is a very interesting and original game in there. To avoid overloading the gamer I&#8217;d stick with simply the base, original Sims 2 product without any expansions, and then add as requested.
SimCity 2000
Surely everyone can even now hear [i]reticulating splines[/i] in their head as they remember this title? Whilst not as technically impressive as SimCity 3000 or 4, it&#8217;s still the best example of the pure city design mechanic. It&#8217;s one of those games that everyone&#8217;s played and everyone likes and I think it has every reason to be here.
Black &amp; White
Wasn&#8217;t too sure how to categorise this so I&#8217;m just going to put it here under &#8220;God sim&#8221;. Amazingly original game with some great innovations in environmental interactivity and feedback. The meta-game itself - the conquering of the island and defeating enemy gods - is very much hit and miss, but the emergent situations that arise throughout the game are worth it being on this list. A prime example of how PC developers often strive for great heights and miss by the skin of their fingertips. To appreciate this alone it must be played.
Stealth
Thief II: The Metal Age
That&#8217;s right - stealth games used to be a genre of their own, remember? Thief II is the purest, most hardcore stealth title out there. It is the best way to convey the rush one feels when being where they&#8217;re not supposed to be, with huge levels and multiple points of entry. Though it never strays to sandbox territory, the amount of different ways you can traverse the level and accomplish your objectives means you actually feel like a master thief when successful. If the gamer liked the story so much they could then explore the original and finish up with Deadly Shadows and the renowned Shalebridge Cradle - a level that probably deserves to be on this list itself.
Splinter Cell: Chaos Theory
On the complete opposite end of the stealth spectrum we have Chaos Theory - a smooth and sublime linear walk through meticulously created setpieces with very little gameplay freedom. What you do get though is an incredibly well-crafted, cinematic experience that half plays itself to ensure every action looks as cool as possible. The best of the Splinter Cell series and a shining example of the direction stealth games have taken in this modern day and age.
Adventure
The Longest Journey
The best example of a game with a strong narrative and incredibly realised world full of complex and believable characters. One of the best stories ever told through a game. Naturally the gamer would move on to Dreamfall if they liked this enough to complete it.
Riven
Much like the flashback in the latest PCPP stated, this is adventure gaming for the intelligent gamer. Nowhere near as superficial as Myst and much, much prettier, this game is an amazing audiovisual experience that is at the complete opposite end of adventure games; zero character interaction, deep and complex puzzles and a story told through the world instead of through dialogue. Naturally this will spur further exploration into the Myst series.
Massively Multiplayer
World of Warcraft
Incredibly well designed gameplay with a beautiful and technically accomplished art direction. This is the everyman&#8217;s MMO and one that most gamers will find something that they enjoy in. It is not on this list because of its incredibly successful player base but because it is the most well-refined and accessible MMO currently in existence. A great introduction to what an MMO does that other games and platforms cannot.
EvE Online
It&#8217;s not so much the game that&#8217;s on show here but the emergent community and its interaction with the game world. This is a game that is not confined to the icon on your desktop but one that lives and breathes through the online community. Powerful player organisations rise and fall based on the actions of other players shaping a massive, dynamic galaxy that truly is owned by the players. It is the furtherst from WoW in terms of refinement and accessibility but is an excellent example of what MMO&#8217;s are actually capable of.
Independent
Audiosurf
This was a really hard one to pick. The idea is to have one independent game to use as a basis of entry into the world of indie development. I picked Audiosurf as it is extremely easy to get into and is an example of how the gameplay is defined by the player in such a way that big budget titles would never do. I feel it is the best example of how indie developers can take a small concept and develop it to near perfection. From here I would then give the gamer some of Introversion&#8217;s titles, such as Darwinia and Defcon, then take them on an underwater journey through Aquaria.
       </div></summary>
  </entry>

  <entry>
    <title>No no no, that’s not what happened…</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/04/17/no-no-no-thats-not-what-happened/"/>
    <id>http://yoursite/article/?i=d5ba982e9d20d67b1459e98058a95ef7</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">
One of the things that has really impressed me about Ubisoft Montreal and the games they produce is the approach that they take to preserving the fourth wall when faced with unavoidable game mechanics such as saving, loading and player death.
Prince of Persia: The Sands of Time featured some quaint little bookend scenes that ultimately revealed the Prince at the end of the game relaying his tale to the Princess. When the player failed an objective or died, the Prince&#8217;s voice would chime in with the titular &#8220;No no, that&#8217;s not right!&#8221; and the game would re-load from the last save. This player error is then effectively translated into the Prince making a mistake in his recount to the Princess, and the game only continues when the player achieves the &#8220;correct&#8221; outcome, thereby simulating the Prince correctly remembering his tale and continuing it.
A far deeper approach is taken for Assassin&#8217;s Creed, a game I just recently finished thanks to the PC release. Here, an entire overworld is devoted to maintaining this fourth wall: the player character is placed inside an advanced machine which can load genetic memories (levels) through which the player can experience first-hand the life of his ancestor. However, the target memory (final level) cannot be directly accessed; instead, the player must &#8220;ease in&#8221; to his ancestor&#8217;s life by loading earlier memories (tutorials and plot progressive scenarios). Once the player begins reliving these memories the entire focus of the game becomes &#8220;synchronising&#8221; the memories with how they actually played out in the past.
This is a fantastic keyword and allows Ubisoft Montreal to completely integrate every single aspect of games we usually take for granted into this immersive overworld. Exploring areas and completing mission objectives helps the player character to synchronise further with the ancestor&#8217;s memories, and as the synchronisation becomes clearer the player is granted power-ups and new abilities. Even the health bar, now called a &#8220;Synchronisation Meter&#8221;, grows larger after every mission (much like you would obtain a heart container at the end of every Zelda dungeon) because the player&#8217;s perception of the genetic memory becomes stronger due to greater synchronisation. Punishment for failing objectives or disobeying social standards (such as killing innocent bystanders) results in a loss of synchronisation (synchronisation bar depletes) due to the actions of the player going against the ancestor&#8217;s genetic memory.
Death results in a complete loss of synchronisation, and the player is kicked out of the memory and back into the overworld where they lay strapped in the machine, ready to load the memory (checkpoint) and try again. Even the in-game overlays and menus, such as maps and progress bars, are presented as part of this machine&#8217;s interface. It fascinates me that they have taken the time to develop such an elaborate twist on gaming conventions when they could have gone for a straight period action game and still succeeded accordingly. I really enjoyed just how surreal the experience became thanks to this overworld - right down to your in-game superiors ordering your player character to have a rest after completing each memory.
It is the complete opposite of the Hideo Kojima approach, where no wall should be left standing and no line will be too cheesy. Kojima almost cheekily reminds players at regular intervals that this is just a game, with comments like &#8220;Infinite ammo&#8230;&#8221;, the Raiden mask and various box-related codec calls. The best examples of course remain the Arsenal Gear incident; in which the Colonel A.I. starts to go insane and orders the player to &#8220;Turn the game console off now! You&#8217;ve been playing too long!&#8220;, and the fight with Psycho Mantis; where he would scan your memory card and comment on the other games you&#8217;ve been playing, throw a fake &#8220;AV1&#8243; blank signal up on screen and was only beatable by swapping the controller into the second player slot in order to avoid having him &#8220;predict&#8221; your movements. For such a cinematic and oftentimes dark game to juxtapose itself with this self-deprecating humour is refreshing and very much welcome. I can&#8217;t wait to see the kind of stuff Kojima is going to pull in Metal Gear Solid 4.
Finally there&#8217;s Bioshock, a game whose entire story is eventually revealed to be one giant comment on the state of game narratives today and just how linear and restrictive they really are. No spoilers will be written here, but after the &#8220;Would you kindly&#8230;&#8221; reveal it&#8217;s hard not to play almost any other new release game and smirk as you see exactly what Ken Levine was getting at. We barely have any choice in games today, and when we do it simply comes down to good or evil, with no room for middle-ground. The irony that Bioshock conveyed this message by being exactly that kind of game is not lost on me.
Everything mentioned above that these games do is a big risk when it comes to developing AAA titles today. I&#8217;m glad to see big-name releases such as these toying with new and interesting ways to communicate the relationship of the player to the game world. It is exactly what games need to explore in depth as it is one of the many things unique to this entertainment medium. It is why games are special and why I&#8217;m excited to be a gamer in this day and age.
       </div></summary>
  </entry>

  <entry>
    <title>Oriental Roleplaying</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/04/13/oriental-roleplaying/"/>
    <id>http://yoursite/article/?i=0d74557fd9a7a0213b0e5edc3ef5a1a0</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Why is it that Japanese RPG&#8217;s actively refuse to evolve?
As I said I love a good story and JRPG&#8217;s contain some of the better narratives in gaming land. But it seems every title from our friends overseas with a deep and involving plot, three dimensional characters and a gripping pace is also bound by some unwritten law to contain countless random battles, sluggish character and environmental interaction and a tendancy to force the player to grind in order to advance the plot.
Take the Final Fantasy series. The first title was really something new, and is arguably the father of the modern JRPG mechanic. That was more than twenty years ago, and its only recently, after twelve more games in the series, that they have decided to overhaul the archaic random battle mechanic. I can&#8217;t believe it&#8217;s taken this long to get rid of such an archaic and patronising clock-filler, and that there were those who actually cried out in despair when it was gone.
I truly do find random battles insulting. Every FF title claims to be an epic adventure with eighty hours plus of gameplay, when in reality half this time is spent looking at a whooshy transition effect and another quarter waiting for unskippable battle animations to play out. You&#8217;re taken to an entirely new screen to fight enemies you couldn&#8217;t see on the screen before, with other characters who apparently you&#8217;ve kept in your pocket up until now. It is a complete and utter disconnect that, when trying to enjoy your supposedly epic plot, I just cannot overlook. It takes me right out of the experience, frustrates me and makes me want to throw the silly controller every time the screen whooshes.
I&#8217;d like to think that I just don&#8217;t understand the random battle system, that I&#8217;m just confused and misjudging, but I cannot see how anyone could enjoy this. But apparently people do, otherwise the game wouldn&#8217;t sell. Or do these people, these FF devotees, simply push the random battles to the back of their mind and focus on progressing the story no matter what, since they wholeheartedly trust the experience will be worth it? When they reflect on the experience will they remember how the game stopped them in their tracks every ten seconds to press attack a few times, or will they gloss over the gameplay itself and remember nothing but the story and its increasingly effeminate characters?
Why is it that random battles are not only accepted in the East, but praised for their depth? When in the West, we would go out of our way to condemn this mechanic as soon as we caught wind of it? What does that say about the difference in cultures in relation to gaming? Or, are the two so incredibly sheltered from each other that neither is willing to give the other a chance? Why do RPG&#8217;s designed for western audiences, such as Blue Dragon and Lost Odyssey, still utilise this mechanic even though it is a proven failure amongst their target market?
As for grinding? If I have to grind in your game at all, you are failing at game design. Why does the East love to grind? When I say I can&#8217;t play your game because the boss is insanely powerful, and you answer with &#8220;Oh yeah, just grind a bit.&#8221;&#8230;there&#8217;s no excuse! Forgive me from running from a whole heap of random battles because I wanted to advance the plot. But here we are, going in circles.
I&#8217;m sorry Japan. I&#8217;d love to play your games, I really would. But when I read a novel, I don&#8217;t like it when someone walks up and shuts the book every ten seconds.
       </div></summary>
  </entry>

  <entry>
    <title>The Best Game You’ve Never Played</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/04/09/the-best-game-youve-never-played/"/>
    <id>http://yoursite/article/?i=362564fb26648cd7cb9d0bc8586be859</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Date confirmed - April 15th for Okami for the Wii! Also confirmed is widescreen support! Thank you, thank you, thank you.
No idea when that means we&#8217;ll get it, though&#8230;
       </div></summary>
  </entry>

  <entry>
    <title>A few tidbits</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/04/08/a-few-tidbits/"/>
    <id>http://yoursite/article/?i=aa5699dee57f847af428af89740397a8</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Off to interview  Team Bondi tomorrow; it should be an interesting experience. I&#8217;ve seen plenty of games studios but never actually been to one. I think it&#8217;s fantastic that I&#8217;m doing this in the first semester of a course, it&#8217;s a great opportunity and I&#8217;m actually quite excited. I&#8217;m very keen to ask about L.A. Noire as given my recent adventure gaming spree it&#8217;s sure to be a title I&#8217;ll love.
Programming ain&#8217;t that great though, I have a number of beefs with the way it&#8217;s run. For instance, is it necessary to drill a concept into us during a lecture, change it around a bit in the tutorial and finally, when the lab comes around, provide us with skeleton code that features completely different statements altogether? It really frustrates me how the tutors assume we can pick up on this, and I would be able to if Java wasn&#8217;t the first language I&#8217;ve never learned and it wasn&#8217;t so god damn picky about how you write it. It would also help if the course didn&#8217;t skip two chapters of the textbook, so that when you go to do the books exercises it&#8217;s utilising concepts you have never even heard of before. I am very, very slowly coming to understand the language and I really do wish to learn it, but the course makes everything more difficult than it really should be. I regret not doing Software Development for the HSC, knowledge of Basic here would not have gone astray.
I managed to pick up The Matrix: Path of Neo for $10 and Paradise for another $10 at Game yesterday. I had to do a double take when I saw the price sticker because I had just been to EB and they were still $50 there. Incredible value, even if Path of Neo is a terrible port and Paradise isn&#8217;t Sokal&#8217;s best effort. I&#8217;ve been a fan of his games for a while though and I&#8217;ve no doubt I&#8217;ll enjoy this at least as much as Syberia.
The touchscreen on my DS is still broken but I&#8217;ve managed to make-do without it. Geometry Wars: Galaxies keeps me nicely entertained on the bus to and from the city and the new Advance Wars is quite probably one of the best games on the system.
Why isn&#8217;t Smash Bros. out yet?
       </div></summary>
  </entry>

  <entry>
    <title>Through the Looking Glass</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/04/02/31/"/>
    <id>http://yoursite/article/?i=d93637729520394bc1491acc767ae7dc</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I am a very visual person. I respond so well to moving images, design hierarchies and  visual motifs and metaphors that I find it hard to be enthusiastic about anything but. I have tried and tried again to love music as a standalone experience but each time is met with frustration and failure. I seek out new artists and listen to their work and sometimes I&#8217;ll find something I enjoy listening to, but I can never seem to feel as deep a connection with the lyrics, the melody or the artist behind it. When I listen to music from a movie soundtrack, everything is different. Everything I felt during the film at the point a particular track was playing comes swelling back, as well as the scene itself. Key examples here would be Vangelis&#8217; Blade Runner soundtrack John Powell&#8217;s score to the Bourne trilogy.
The same thing happens for music from games; I can have an entire game&#8217;s worth of memorable experiences stored in a couple of tracks that all come flooding back when listening to them. The intro to Deus Ex and theme from Metal Gear Solid  carry such unbelievable weight with me that it&#8217;s hard not to get goosebumps every time I hear them. Soule&#8217;s Oblivion score brings the most vivid and colourful images of Tamriel&#8217;s countryside to dance before my eyes; all because the music is so completely connected with the visual stimuli experienced at the time. Play me a track from an artist I&#8217;ve never heard of and ninety-nine percent of the time their lyrics will fall on deaf ears - I get nothing.
It doesn&#8217;t stop with music. Countless times I have tried to pick up a book that sounds right up my alley but I usually make it about halfway or so before my brain starts begging for visual stimulation. I feel terrible about this as I&#8217;m someone who, when presented with a great story, will dive in headfirst and become so involved that it almost reaches the level of obsession. It frustrates me because I just know I&#8217;m missing out on so many great adventures, but I just can&#8217;t stomach what a chore reading has become for my overactive brain. Perhaps my imagination is fading or I&#8217;m just reading the wrong books, but the simple fact remains: I love a good story - when it&#8217;s got something I can physically see.
Because of the problems mentioned above I am a strong advocate for the notion of games being viewed as legitimate and unique storytelling platforms. I might as well face it; games are where I get most of my fiction from today, save for the occasional film and television serial. What a pity it is then that ninety-nine percent of the writing in games today is utter shite, but occasionally you stumble upon a gem. It&#8217;s actually embarrassing that, as enthusiastic about game narratives as I am, I hadn&#8217;t even played this particular gem up until now.

The Longest Journey is one of the greatest stories I&#8217;ve ever experienced. It has absolutely everything I&#8217;ve ever wanted from a game world and the characters that inhabit it are so easy to empathise with and become attached to. At the center of it all is a cute little artsy chick who, disturbingly enough, I feel I actually know really, really well after getting her through. Female characters open up so much more room for introspection and exploration of relationships with others that I find them infinitely more compelling. It&#8217;s not often characters in games come off as real, multi-dimensional people, but despite the fantastical setting these characters are incredibly familiar.
Whilst this is no doubt due to the incredible writing and extremely competent voice acting, what really made me connect with the game were the visuals. The Longest Journey features everything from epic city vistas to quiet wooden cabins and each one has been so lovingly pre-rendered that I really did feel I (and by extension, April) was there. Then the game goes on to show just what the world would look like if dreams started becoming real and reality began to break apart. It&#8217;s a concept that intrigues me and is very subtle and so very well done. The game is incredibly long too, having taken me just over a month of casual play to complete. I&#8217;ve wanted a game this long for quite some time; when I finished it I&#8217;d been absorbed in the game&#8217;s world for so long that I could no longer remember how the story began.

Dreamfall, its sequel, is another shining example of how to write a game. In the decade gap between the two games the characters have grown so much and changed so greatly that I didn&#8217;t even recognise April until they said her name. Seeing her and all the other characters come to life in the new engine after having been stuck in 640&#215;400 for a month is an incredible experience. Little bouts of joy washed through me as old and familiar characters popped up throughout and I was genuinely glad to see them again. Though the original took me a month to finish, I powered through Dreamfall in three days. For an adventure game it has a pace like no other; once you&#8217;re an hour or so in the entire game is non-stop narrative progression and complex character development. It is incredibly stimulating and is one of the best examples of just how good games can be at telling a story, and justifies why I connect with visual and aural stimuli far more than just text.
Unfortunately Dreamfall suffers from Empire Strikes Back syndrome; I&#8217;m still reeling from the finale&#8217;s reveals and cannot bloody wait for the next installment. Right up until the credits everything you thought was constant gets turned on its head, then fade to black. I can&#8217;t believe people praise titles like Half-Life and Halo for their story when games like this blow them out of the water.
So you can keep your music and your novels. There may not be many, but with games like these I have no need for either. These are the kinds of stories I want to tell and the kinds of games I want to make. Hopefully in twenty years time I&#8217;ll have done just that.
       </div></summary>
  </entry>

  <entry>
    <title>Suffering from Beta Complex</title>
    <link href="http://thephotoshopwhore.wordpress.com/2008/03/20/suffering-from-beta-complex/"/>
    <id>http://yoursite/article/?i=abd99157f1e65985437d04098998f65c</id>
    <updated>2008-05-20T03:00:30-07:00</updated>
    <author>
      <name>http://thephotoshopwhore.wordpre</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Goddamn I have a lot of projects going on at the moment.
On the University front I&#8217;ve already got four game-design related projects in semester one. Four. In the first semester. Of a generic IT course. I need to program a basic version of Risk; write an analysis of Steam as an effective digital distribution platform; interview someone of my choice from the games development industry (looking at Team Bondi - the LA Noire guys - as they&#8217;re just down the road) and finally give a ten minute presentation of a gaming related news article. I didn&#8217;t expect to be doing this stuff until my third or fourth year. It is fantastic and I couldn&#8217;t be happier.
I&#8217;m also slaving away at my 20 Years of Gaming video project having finished about half of my DOS games. That&#8217;s about 1/30th of the way through. I&#8217;ve also had an idea in the back of my head for a while: I want to code a first-person adventure game using RPGMaker2003. I know exactly how I need to do it, I&#8217;ve got all the code in the back of my head, it&#8217;s just a matter of filming the FMV and stitching it all together. And coming up with a decent little scenario that shouldn&#8217;t take more than ten minutes to complete. I think it&#8217;d look good on a portfolio.
For design projects I need to get around to finishing Beta Complex, the redesign of my art site. The reason I don&#8217;t post any new stuff anymore is because the original design was very shortsighted and too restrictive and fiddly to make any updates. Lesson learned, the hard way. I also feel compelled beyond all measure to make my own custom box-art for The Orange Box products, as the newly revealed originals are just woeful.
       </div></summary>
  </entry>

  <entry>
    <title>The Open-Source Dilemma</title>
    <link href="http://www.facemeandscream.com/articles/96"/>
    <id>http://yoursite/article/?i=90806cda5df8f0ccc83309f3fbd656d9</id>
    <updated>2008-11-17T08:00:30-08:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I am am avid supported of open-source software. I always try to run an open source alternative to proprietary software (with mixed success) and I tell...</div></summary>
  </entry>

  <entry>
    <title>Justifying Piracy Part 5: DRM</title>
    <link href="http://www.facemeandscream.com/articles/95"/>
    <id>http://yoursite/article/?i=9f51aca82b55e6818c1b2e8ef919b0cf</id>
    <updated>2008-11-04T08:00:18-08:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">DRM, known as Digital Rights Management, is the latest technology developed to combat piracy. And, just like all the technologies before it, it's doin...</div></summary>
  </entry>

  <entry>
    <title>Magical Black Box</title>
    <link href="http://www.facemeandscream.com/articles/94"/>
    <id>http://yoursite/article/?i=1c933cb68f1795e2e68e6414f98fbc58</id>
    <updated>2008-10-19T08:30:25-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Programming is fun. It's a magical mystery trip through the shifting world of the cyberspace, where numbers become creations and ideas can be molded i...</div></summary>
  </entry>

  <entry>
    <title>You Can't Always Win at Solitaire</title>
    <link href="http://www.facemeandscream.com/articles/93"/>
    <id>http://yoursite/article/?i=50ac9555225ac1afaa099936f1858f70</id>
    <updated>2008-10-12T10:30:20-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">In the idle hours of the night, when I am busy working on some project or other, it is easy to be distracted. The working becomes slow and drudging an...</div></summary>
  </entry>

  <entry>
    <title>A Matter of Choice</title>
    <link href="http://www.facemeandscream.com/articles/92"/>
    <id>http://yoursite/article/?i=8adaf0e0c03becead26f8d0e9e37eff4</id>
    <updated>2008-10-03T16:01:20-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Mass Effect is god's greatest gift to the world. Probably to repay us for always depicting him as a jolly fatman with a large white beard (like other ...</div></summary>
  </entry>

  <entry>
    <title>Apple's 1984 Advertisement is Ironic</title>
    <link href="http://www.facemeandscream.com/articles/91"/>
    <id>http://yoursite/article/?i=283724da4df531cc76475ca63225bcc6</id>
    <updated>2008-09-29T14:30:50-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The T-Mobile G1, the first telephone to run on Google's Android platform was released not that long ago to a stir of news and nerdspeek. Digg flourish...</div></summary>
  </entry>

  <entry>
    <title>Justifying Piracy Part 4: Availability</title>
    <link href="http://www.facemeandscream.com/articles/90"/>
    <id>http://yoursite/article/?i=8a27681f95713c751cba79ba86bac8db</id>
    <updated>2008-09-20T04:00:19-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Through the course of my childhood I grew steadily more interested in computers. From seeing it as some sort of magic, to being a great toy, to becomi...</div></summary>
  </entry>

  <entry>
    <title>A Tale of Chrome and Polish</title>
    <link href="http://www.facemeandscream.com/articles/89"/>
    <id>http://yoursite/article/?i=4434bae8e0e521d6be967d963c600dff</id>
    <updated>2008-09-07T17:30:35-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Google Chrome has been out for a while now and I've been using it since it was first released. It's a pretty little browser and has replaced Firefox a...</div></summary>
  </entry>

  <entry>
    <title>Justifying Piracy Part 3: Customer Disse</title>
    <link href="http://www.facemeandscream.com/articles/88"/>
    <id>http://yoursite/article/?i=e43d685f85a023222304995bff947242</id>
    <updated>2008-08-31T13:30:21-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">As a pirate and an all-around disobeyer of the law, I rarely have to deal with the mundane inanities that all you law-abiding citizens have to trudge ...</div></summary>
  </entry>

  <entry>
    <title>IE8 Will Save the World (Wide Web)</title>
    <link href="http://www.facemeandscream.com/articles/87"/>
    <id>http://yoursite/article/?i=7db7fdf5d9e4f3966b0a515ef8538c6d</id>
    <updated>2008-08-28T11:31:00-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The Internet Explorer 8 team has released a new beta of their software that comes with a slew of updates that will bring IE up to speed in the browser...</div></summary>
  </entry>

  <entry>
    <title>All Those Small Achievements</title>
    <link href="http://www.facemeandscream.com/articles/86"/>
    <id>http://yoursite/article/?i=8bd4dbaffb6a2240b4273d5c487639d9</id>
    <updated>2008-08-12T06:00:56-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I have a love/hate relationship with achievements deriving from my bi-polar outlook on awarding mundane and strange behavior. On the one hand it's gre...</div></summary>
  </entry>

  <entry>
    <title>Justifying Piracy Part 2: Anti-Piracy</title>
    <link href="http://www.facemeandscream.com/articles/85"/>
    <id>http://yoursite/article/?i=72a64ce7ca8131d6b562490397ee5dd2</id>
    <updated>2008-08-08T16:30:23-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The scourge known as piracy isn't a new phenomena, it has existed as long as people had the ability to make their own copies of things. The era of the...</div></summary>
  </entry>

  <entry>
    <title>Last.fm is Watching You Masturbate</title>
    <link href="http://www.facemeandscream.com/articles/84"/>
    <id>http://yoursite/article/?i=17cbc1906a4bfa6e56fa385b269e89be</id>
    <updated>2008-08-02T18:01:03-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Web 2.0 has exploded and we are finally in the next generation of web interaction. From static, infrequently updated websites, we now have shining, ev...</div></summary>
  </entry>

  <entry>
    <title>Backwards Compatibility Actually Matters</title>
    <link href="http://www.facemeandscream.com/articles/83"/>
    <id>http://yoursite/article/?i=a5e0fa3a4b9d8730b85b8fec7c219a43</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Backwards compatibility has taken a back seat to forwards projectability in the newest generation of consoles. With Sony putting their  main focus on ...</div></summary>
  </entry>

  <entry>
    <title>Open For Development</title>
    <link href="http://www.facemeandscream.com/articles/82"/>
    <id>http://yoursite/article/?i=aefe9c92aa59a7cb5043f403e51bf8b6</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Apple has done something surprising as of late. They have released the iPhone SDK which allows anyone to make a program for the iPhone. Although it's ...</div></summary>
  </entry>

  <entry>
    <title>White Men Bicker Over Africa (again)</title>
    <link href="http://www.facemeandscream.com/articles/81"/>
    <id>http://yoursite/article/?i=3e7a883bca5176ffeb1fac2dd34a8088</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Today, we're going to do a little experiment. Go fetch an atlas or globe or something and turn to the continent of Africa. If you don't have any form ...</div></summary>
  </entry>

  <entry>
    <title>4 out of 5 Stars is Shit</title>
    <link href="http://www.facemeandscream.com/articles/80"/>
    <id>http://yoursite/article/?i=0215dc889d5d47713eabea5b1950e12f</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">If you've ever browsed a website that derives most of it's content from user-generated content then you've probably come across a rating system. Rangi...</div></summary>
  </entry>

  <entry>
    <title>Your Future: Bloated and Unchangeable</title>
    <link href="http://www.facemeandscream.com/articles/79"/>
    <id>http://yoursite/article/?i=cdccf1913232f7fce5ad4e2457996d19</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I recently reinstalled my operating system (giving Windows Vista another try as linux is beyond my abilities) and as such had to re-download and insta...</div></summary>
  </entry>

  <entry>
    <title>Mothers Against Usefulness and Self-Resp</title>
    <link href="http://www.facemeandscream.com/articles/78"/>
    <id>http://yoursite/article/?i=b96c93d01a911a14ab38c99e2268d27b</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Activism, the activity of being active about something, isn't really a bad thing. Having a group of volunteers working on spreading a message or tryin...</div></summary>
  </entry>

  <entry>
    <title>Giving it Another Go (aka: Getting Up St</title>
    <link href="http://www.facemeandscream.com/articles/77"/>
    <id>http://yoursite/article/?i=303eb130d891c8a3c9fb0c1e86889b9f</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Marc Ecko's Getting Up: Contents Under Pressure is a game that is notorious for being extremely over-hyped, full of unnecessary "urban" references, co...</div></summary>
  </entry>

  <entry>
    <title>Handgun Tag</title>
    <link href="http://www.facemeandscream.com/articles/76"/>
    <id>http://yoursite/article/?i=818e8efb3a19a8d1f79bf77bea2ffad8</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Recently I was visiting a friend one night and we had sat down for some split-screen Call of Duty 4, experimenting with the different classes while tr...</div></summary>
  </entry>

  <entry>
    <title>Infinite Game Worlds</title>
    <link href="http://www.facemeandscream.com/articles/75"/>
    <id>http://yoursite/article/?i=85f467aed70499eead8952869f0ed981</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I just finished trying the tremendously bad Iron Man game for the PC (thank god I didn't pay for it). Despite the obvious problems I would have with a...</div></summary>
  </entry>

  <entry>
    <title>In a World Without Review Scores</title>
    <link href="http://www.facemeandscream.com/articles/74"/>
    <id>http://yoursite/article/?i=13de1205d1c8520e604879777dc07874</id>
    <updated>2008-07-30T19:00:44-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/a</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I write game reviews, although my reviews aren't as much a description of a game but more of a focus on a particular part of the gaming experience tha...</div></summary>
  </entry>

  <entry>
    <title>Backwards Compatibility Actually Matters</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=114"/>
    <id>http://yoursite/article/?i=6fb892bb540ca459dcafd5c7f83089a8</id>
    <updated>2008-07-23T07:30:40-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Backwards compatibility has taken a back seat to forwards projectability in the newest generation of consoles. With Sony putting their  main focus on ...</div></summary>
  </entry>

  <entry>
    <title>Open For Development</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=113"/>
    <id>http://yoursite/article/?i=c49734325089053711d8740bcab8a45d</id>
    <updated>2008-07-19T19:30:19-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Apple has done something surprising as of late. They have released the iPhone SDK which allows anyone to make a program for the iPhone. Although it's ...</div></summary>
  </entry>

  <entry>
    <title>White Men Bicker Over Africa (again)</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=112"/>
    <id>http://yoursite/article/?i=61d60c9d02e674358cd51a46b23bb500</id>
    <updated>2008-07-11T17:30:22-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Today, we're going to do a little experiment. Go fetch an atlas or globe or something and turn to the continent of Africa. If you don't have any form ...</div></summary>
  </entry>

  <entry>
    <title>4 out of 5 Stars is Shit</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=111"/>
    <id>http://yoursite/article/?i=0a413c82f0b569140dfd483c8ab2f64e</id>
    <updated>2008-07-02T12:00:50-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">If you've ever browsed a website that derives most of it's content from user-generated content then you've probably come across a rating system. Rangi...</div></summary>
  </entry>

  <entry>
    <title>Your Future: Bloated and Unchangeable</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=110"/>
    <id>http://yoursite/article/?i=cb8e31c6492be7ce0252e60b302f3b24</id>
    <updated>2008-06-29T14:00:27-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I recently reinstalled my operating system (giving Windows Vista another try as linux is beyond my abilities) and as such had to re-download and insta...</div></summary>
  </entry>

  <entry>
    <title>Mothers Against Usefulness and Self-Resp</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=109"/>
    <id>http://yoursite/article/?i=e2d6950cb970e19209f1e77f6b9bcb5f</id>
    <updated>2008-06-18T15:00:28-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Activism, the activity of being active about something, isn't really a bad thing. Having a group of volunteers working on spreading a message or tryin...</div></summary>
  </entry>

  <entry>
    <title>Giving it Another Go (aka: Getting Up St</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=108"/>
    <id>http://yoursite/article/?i=464a481f41dc313a94c262bfc309269c</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Marc Ecko's Getting Up: Contents Under Pressure is a game that is notorious for being extremely over-hyped, full of unnecessary "urban" references, co...</div></summary>
  </entry>

  <entry>
    <title>Handgun Tag</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=107"/>
    <id>http://yoursite/article/?i=4005c08eb303d0a729ab851d93fd8fdb</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Recently I was visiting a friend one night and we had sat down for some split-screen Call of Duty 4, experimenting with the different classes while tr...</div></summary>
  </entry>

  <entry>
    <title>Infinite Game Worlds</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=106"/>
    <id>http://yoursite/article/?i=57b4d92dbd8a6721583ecb5ffd473c0c</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I just finished trying the tremendously bad Iron Man game for the PC (thank god I didn't pay for it). Despite the obvious problems I would have with a...</div></summary>
  </entry>

  <entry>
    <title>In a World Without Review Scores</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=105"/>
    <id>http://yoursite/article/?i=e7f89c072a590988e0a953f9c50202a7</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I write game reviews, although my reviews aren't as much a description of a game but more of a focus on a particular part of the gaming experience tha...</div></summary>
  </entry>

  <entry>
    <title>Web Development Version 2.0</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=104"/>
    <id>http://yoursite/article/?i=418e8699a0f66b61dc2d00642b1ee0a7</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The term "Web 2.0" has been around for a while now and it's still being used to describe the new generation of web development and presentation, but w...</div></summary>
  </entry>

  <entry>
    <title>Justifying Piracy Part 1: The Lack of Sh</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=103"/>
    <id>http://yoursite/article/?i=b230553726c6c009e8eb50e82ad5fe0d</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Do you remember the golden age of shareware games? When you got to play a game before deciding to buy it and were actually encouraged to pass the disc...</div></summary>
  </entry>

  <entry>
    <title>Completism</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=102"/>
    <id>http://yoursite/article/?i=325bad72156efdf1dd695d95bf688b24</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I just spent two hours getting gold stars on every level of Bus Driver and I feel ashamed. Nothing was driving me but the desire to have all the gold ...</div></summary>
  </entry>

  <entry>
    <title>Condemned: Criminal Origins</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=101"/>
    <id>http://yoursite/article/?i=4541699a06856af850d141c2d7ad1653</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">My entire body reverberates with the shock as our skulls meet, the controlled strike being his final push into the land of the dead. I let go of his h...</div></summary>
  </entry>

  <entry>
    <title>Bus Driver</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=100"/>
    <id>http://yoursite/article/?i=2263d2f222b3bbde3f6f9cf9db34978b</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Bus Driver. A game where you drive a bus through a city picking up people while trying to adhere to the traffic rules lest you want to penalized by re...</div></summary>
  </entry>

  <entry>
    <title>Doing It Their Own Way (aka: doin it wro</title>
    <link href="http://www.facemeandscream.com/?page=articles&amp;id=99"/>
    <id>http://yoursite/article/?i=4da5c6b9cc77d913f5fb662da0b565eb</id>
    <updated>2008-06-08T03:00:46-07:00</updated>
    <author>
      <name>http://www.facemeandscream.com/?</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">It's not a mystery that I am not a big fan of Microsoft's tendency to due things their own way rather than following an already existing system. I am ...</div></summary>
  </entry>

  <entry>
    <title>OutRun Online Arcade rated by OFLC</title>
    <link href="http://www.joystiq.com/2008/11/18/outrun-online-arcade-rated-by-oflc/"/>
    <id>http://yoursite/article/?i=fd76b959918b811609e3b36b092ed983</id>
    <updated>2008-11-18T12:00:27-08:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/11/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Arcade, Driving
Sega has declined to comment on a new OutRun game rated by Australia's OFLC, reports Eurogamer. OutRun Online Arcade is allegedly a multiplatform game with -- presumably -- online capabilities.That's all we've got. We now await Sega's "official" word on the project and look forward to seeing a blond girl fly out of a crashing car. Oh, come on, that's what you really remember about the OutRun series.OutRun Online Arcade rated by OFLC originally appeared on Joystiq on Tue, 18 Nov 2008 13:45:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Criterion driving Toy Cars into Burnout </title>
    <link href="http://www.joystiq.com/2008/11/14/criterion-driving-toy-cars-into-burnout-paradise/"/>
    <id>http://yoursite/article/?i=55829049153623208672bcbd2104e7d9</id>
    <updated>2008-11-14T16:00:36-08:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/11/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Microsoft Xbox 360, Driving
Were it even slightly informative, we would have made the title of this post "Why You've Always Got to Close With the DeLorean." This week, Criterion revealed the next in a series of DLC that they'll be dropping into Burnout Paradise: the "Toy Car" pack. The nine cars appear to be Paradise Models that have been retooled to resemble ... well, Hot Wheels.Cool? Sure, it is. But is it cool on the level with a time-travelling relic of the 80s? Well, no. That's why (you guessed it) you've always got to close with the DeLorean.Criterion driving Toy Cars into Burnout Paradise originally appeared on Joystiq on Fri, 14 Nov 2008 18:30:00 EST.  Please see our terms for use of feeds.Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Joystiq interview: Hitting the open road</title>
    <link href="http://www.joystiq.com/2008/11/07/joystiq-interview-hitting-the-open-road-with-vigilante-8-dev-is/"/>
    <id>http://yoursite/article/?i=143c7d8054ded27eea2ae0dd163489c7</id>
    <updated>2008-11-07T11:30:17-08:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/11/0</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Retro, Microsoft Xbox 360, Action, Driving, Interviews
After a number of false starts, the re-imagining of Luxoflux's late-90s car combat title, Vigilante 8, finally crashed headlong into Xbox Live Arcade, a release that has so far been met with both rubbernecking and a handful of mixed reviews. Peter Morawiec, creative director at Vigilante 8: Arcade developer Isopod Labs, tells us that this has something to do with the game's perception by the media. "Car-combat will not always appeal to everyone," explained Morawiec . "Plus, seems some reviewers are judging the game as if it were a full blown, full-priced release (yet it costs less than a price of a meal)."Isopod Labs was co-founded by Peter Morawiec and Adrian Stephens, the same two individuals behind Luxoflux, in January 2007. Vigilante 8: Arcade represents the studio's first title, and on the heels of the game's debut we cornered one half of the founding duo in Adrian Stephens to speak more in-depth about his company and why it was important to the team to revisit their past.Continue reading Joystiq interview: Hitting the open road with Vigilante 8 dev Isopod LabsJoystiq interview: Hitting the open road with Vigilante 8 dev Isopod Labs originally appeared on Joystiq on Fri, 07 Nov 2008 14:15:00 EST.  Please see our terms for use of feeds.Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>XBLA Yaris drives into the sunset</title>
    <link href="http://www.joystiq.com/2008/11/05/xbla-yaris-drives-into-the-sunset/"/>
    <id>http://yoursite/article/?i=6b8d3e97f633c9e7b963b69903776b28</id>
    <updated>2008-11-05T07:00:23-08:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/11/0</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Microsoft Xbox 360, Driving
Well, apparently the Xbox Live Arcade delisting initiative hasn't been completely abandoned, because promogame Yaris has apparently vanished. Not just like "You can't find it for download"-gone, either. No, it's more like "the game page has completely vanished, D.B. Sweeney in Fire In The Sky-style"-gone.We're trying to get an answer on what exactly happened from Microsoft but, we have to ask: If a driving game once referred to as "a festering turd" by X360 Magazine isn't safe from being deleted, who among us is?[Thanks, James]XBLA Yaris drives into the sunset originally appeared on Joystiq on Wed, 05 Nov 2008 09:30:00 EST.  Please see our terms for use of feeds.Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>This Wednesday: XBLA has Vigilante 8 on </title>
    <link href="http://www.joystiq.com/2008/11/03/this-wednesday-xbla-has-vigilante-8-on-its-plate/"/>
    <id>http://yoursite/article/?i=43763f89a84ba6d4552dc26aeb76e473</id>
    <updated>2008-11-03T13:30:18-08:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/11/0</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Microsoft Xbox 360, Action, Driving
Should Election Day not turn out the way you wanted, might we suggest some massive automotive carnage to vent your frustration? (In a video game, of course.)Activision is finally rolling Vigilante 8: Arcade out of the garage this Wednesday, eight years after the last game in the car combat series, Vigilante 8: 2nd Offense, appeared on PlayStation, N64, and Dreamcast. This new XBLA release, in all its I'm-not-Twisted-Metal-no-seriously-ness, supports up to eight players via Live and will set you back a couple gallons of regular unleaded at 800 ($10).Now that V8: Arcade is on Live, dare we wish for a little ... Star Wars: Demolition? No, probably best not to.%Gallery-35960%
This Wednesday: XBLA has Vigilante 8 on its plate originally appeared on Joystiq on Mon, 03 Nov 2008 16:00:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Burnout Paradise sells 20k copies via PS</title>
    <link href="http://www.joystiq.com/2008/10/31/burnout-paradise-sells-20k-copies-via-ps-store/"/>
    <id>http://yoursite/article/?i=3369c079044e5edc649e4a14ee5698e0</id>
    <updated>2008-10-31T13:30:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/10/3</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Driving, Business
In an earnings call yesterday, Electronic Arts revealed that Burnout Paradise had been downloaded over 20,000 times in the first three weeks of launch on the PlayStation Store. "In the future we see slower growth in the basic packaged goods business, and higher margins, greater growth and reduced cyclicality [sic] with these new direct-to-consumer businesses," said CEO John Riccitiello, who added that the company is investing $150 million in digital distribution. At $30 per download, that amounts to $600,000 for the publisher (and Sony, who undoubtedly gets a share of that). Riccitiello also said that on average, $14.50 has been spent per user in The Sims 2 online store. For this fiscal year, EA expects $185 million in online revenue. Burnout Paradise "Party" DLC and Ultimate Box set are coming February 2009.Burnout Paradise sells 20k copies via PS Store originally appeared on Joystiq on Fri, 31 Oct 2008 15:00:00 EST.  Please see our terms for use of feeds.Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Burnout Paradise Party, Ultimate Box com</title>
    <link href="http://www.joystiq.com/2008/10/31/burnout-paradise-party-ultimate-box-coming-feb-2009/"/>
    <id>http://yoursite/article/?i=e500fc1336b5b0ec3d5a6f1efb4c6ce5</id>
    <updated>2008-10-31T07:00:23-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/10/3</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Microsoft Xbox 360, Driving
As we warned you, Criterion has released the details on the first of four planned 2009 DLC updates to its open-world driving juggernaut: Burnout Paradise "Party," coming in February 2009. The premium content (that means "not for free") will add a pass-the-pad party mode for those who've got a room full of up to eight gearheads, each taking their shot at tests of stunt abilities, speed and general skill. There's also a whole new party aesthetic if you don't want to spring for streamers.Released alongside the "Party" pack will be an "Ultimate Box" edition of the game which will include all previously released DLC, including "Party," for an undisclosed price. So if that's the next big thing for Burnout, what's the next-next big thing? You'll have to wait until Nov. 7 to find out.Burnout Paradise Party, Ultimate Box coming Feb. 2009 originally appeared on Joystiq on Fri, 31 Oct 2008 08:30:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Burnout Paradise PS3 Trophies patch rele</title>
    <link href="http://www.joystiq.com/2008/09/25/burnout-paradise-ps3-trophies-patch-released-not-retroactive/"/>
    <id>http://yoursite/article/?i=1a674b10506d121cb954eb4ba6135b6d</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/2</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Driving
Folks, we've got good news and bad news. Okay, the good news first: Criterion Games has released a patch for Burnout Paradise that adds Trophies. The bad news is those Trophies are not going to be awarded retroactively. Despite having previously stating they were "thinking ahead" with Trophy support, the developers said today, "We had hoped to use this to retroactively award trophies, but we discovered during testing that this is not possible." A new game save will be required. Criterion notes this is the same as with all other PS3 games that patched in Trophies. Though that's true, we're admittedly a bit bummed since we had been replaying the game under the promise that we'd retroactively get some (online) street cred for our PSN ID. [Via PS3 Fanboy]Burnout Paradise PS3 Trophies patch released, not retroactive originally appeared on Joystiq on Thu, 25 Sep 2008 08:30:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Vigilante 8 finally approved by Microsof</title>
    <link href="http://www.joystiq.com/2008/09/24/vigilante-8-finally-approved-by-microsoft-for-xbla/"/>
    <id>http://yoursite/article/?i=d91844315f1e334e928323ad53c7e588</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/2</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Microsoft Xbox 360, Action, Driving
After months of struggling, Vigilante 8 Arcade is finally on the fast track to release. This is probably the last time we'll get to recap this, so bear with us: The game first aimed for a for a June release, it  was finished in August and then got tripped up again earlier this month. But, finally, the game has broken through Microsoft certification and is now careening toward an undetermined release date.It's good news, but we have to say ... it's not exactly "vigilante" is it? Would Buford Pusser have waited for certification from Microsoft? Would Batman? We think not. Little more like "Citizen's Arrest 8" if you ask us.Vigilante 8 finally approved by Microsoft for XBLA originally appeared on Joystiq on Wed, 24 Sep 2008 17:30:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Burnout Paradise up for download on PSN </title>
    <link href="http://www.joystiq.com/2008/09/22/burnout-paradise-up-for-download-on-psn-thursday-sept-25/"/>
    <id>http://yoursite/article/?i=7007622125afe7659a7e0874305b9b64</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/2</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Driving
As announced during last month's EA Studio Showcase event, Burnout Paradise will become the first previously retail-only PS3 game offered for download in its entirety from the PlayStation Store. Developer Criterion Games has updated its Burnout blog with news that the game will be available this Thursday, Sept. 25, as part of the store's weekly update (which usually goes live at 2 p.m. PST).The game download will cost $29.99, the same price as the disc-based retail release. If you don't already own Burnout Paradise, this is a great opportunity to get in on a superb racer ... without having to bust out the game disc every time you want to play. No stats on the download's size have been revealed, but we've contacted EA for details and will update when we get them. Criterion has announced that, upon starting the game, buyers will be prompted to download all of the (free) content that it has cooked up since launch, including last week's Bikes Pack.Burnout Paradise up for download on PSN Thursday, Sept. 25 originally appeared on Joystiq on Mon, 22 Sep 2008 16:10:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>GRID getting new cars, events later this</title>
    <link href="http://www.joystiq.com/2008/09/19/grid-getting-new-cars-events-later-this-year/"/>
    <id>http://yoursite/article/?i=5bb6c3d793d79d5bd69bd6b35ba324a6</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: PC, Sony PlayStation 3, Microsoft Xbox 360, Driving
Codemasters has dropped word that new racing machines will be pulling up to GRID's starting line later this year. The game will be getting a new DLC pack, dubbed "8-Ball," this Fall, which will add two new multiplayer events and eight new cars, including the McLaren F1 GTR, Honda S2000 and 1971 Pontiac Firebird Trans AM. Additionally, while 8-Ball's new cars and events will be released for both the Xbox 360 and PS3, the former will gain the added benefit of four new Achievements and 100 new Gamerpoints to earn. PS3 owners will have to fill their time dusting off vacant Trophy cases.Another release, adding a V8 Supercars category and the Australian Bathurst circuit, is expected in the coming months. At this time, the Codies are tight-lipped regarding both price and an exact release date for any DLC, saying only that the first batch will drop this Fall for consoles, while PC players can expect information relevant to them to arrive "shortly."GRID getting new cars, events later this year originally appeared on Joystiq on Fri, 19 Sep 2008 17:15:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Rumor: PGR5 coming from Forza dev, could</title>
    <link href="http://www.joystiq.com/2008/09/18/rumor-pgr5-coming-from-forza-dev-could-be-announced-next-week/"/>
    <id>http://yoursite/article/?i=ba963850191e3a6f8f38a77f473c1f5e</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Microsoft Xbox 360, Driving

There's a rumor making the rounds today that Forza Motorsport studio Turn 10 is developing the next Project Gotham Racing, seeing as how series creator Bizarre Creations is now owned by Activision. This rumor sounds more than just a little familiar, don't cha think?The more rumor-y core of this new rumor is that, according to AddictGaming's "reliable source" at Turn 10, the game will be unveiled as early as next week. Of course, the site also mentions an impending New Xbox Experience announcement scheduled for next week, which sounds like part of the previously busted "360 relaunch" rumor.[Via X3F]

Rumor: PGR5 coming from Forza dev, could be announced next week originally appeared on Joystiq on Thu, 18 Sep 2008 23:15:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Motorstorm: Pacific Rift vehicles detail</title>
    <link href="http://www.joystiq.com/2008/09/18/motorstorm-pacific-rift-vehicles-detailed/"/>
    <id>http://yoursite/article/?i=489414dff27fd4d8ed6b950723b73715</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Driving
Interested in seeing what you'll be driving across Motorstorm's tropical paradise this fall, or better yet, what sorts of wreckage will be left in your wake? Why not both, as Sony has released information detailing Motorstorm: Pacific Rift's vehicle line-up, which boasts eight different vehicle classes, each demanding a different style of driving across 16 island tracks.Among those featured in the game include old favorites like mudpluggers and motorbikes, and the sequel's newly introduced monster trucks, which promise plenty of devastation when the game careens into a palm tree this October (turning on a dime is tough!).Motorstorm: Pacific Rift vehicles detailed originally appeared on Joystiq on Thu, 18 Sep 2008 15:45:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Pure's ATV racing coming to A TV near yo</title>
    <link href="http://www.joystiq.com/2008/09/16/pures-atv-racing-coming-to-a-tv-near-you-on-sept-23/"/>
    <id>http://yoursite/article/?i=b2c4fc7f68c329cb511c26f2928ee54a</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: PC, Sony PlayStation 3, Microsoft Xbox 360, Driving
Disney Interactive Studios has informed us -- by means of a very elaborate musical number -- that its edge-of-the-seat ATV racer, Pure, has shipped out and should be available in "all major retailers" on September 23. Several online retailers are already sending out copies, however, so you'd best check in with your favorite store if next week lies outside your boundaries of patience.If you're not sold on developer Black Rock Studio's high-flying bag of tricks, there's a downloadable demo waiting for you on the Xbox Live Marketplace and the PlayStation store.

Gallery: Pure
Pure's ATV racing coming to A TV near you on Sept. 23 originally appeared on Joystiq on Tue, 16 Sep 2008 19:30:00 EST.  Please see our terms for use of feeds.Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>Uncovered: New Need for Speed Undercover</title>
    <link href="http://www.joystiq.com/2008/09/15/uncovered-new-need-for-speed-undercover-trailer/"/>
    <id>http://yoursite/article/?i=902076fbfba6fdcc4c02d78ae3f8eeb5</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Microsoft Xbox 360, Driving
Though the above Need For Speed: Undercover trailer is excitedly labeled as the debut of gameplay footage (!!!), what little (albeit pretty) racing action it boasts is quickly pushed aside by an ex-cop meat head and Tom Cruise channeller. Ever the innovative and unorthodox rebel, "G-Mac" keenly points out that he doesn't like rules, man, but thrills.We're going to chalk this trailer up as a failure, lest its intention was to instill a desire to punch the game in its unshaven, pretentious face. Best you read our hands-on instead.

Gallery: Need For Speed Undercover
Uncovered: New Need for Speed Undercover trailer originally appeared on Joystiq on Mon, 15 Sep 2008 19:00:00 EST.  Please see our terms for use of feeds.Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>WipEout HD hits PSN SEpt. 25, still fEat</title>
    <link href="http://www.joystiq.com/2008/09/15/wipeout-hd-hitting-psn-sept-25-still-features-the-capital-e/"/>
    <id>http://yoursite/article/?i=12019d31d8948d768e333af21ee5e743</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Driving
Annoying, isn't it? E-noying. Okay, despite that particularly loathsome, mid-title capitalization, it's fair to say that we love just about everything in Sony's hover-racing remix, WipEout HD. The 1080p, 60 frames-per-second visuals, the 5.1 soundtrack, the custom tunes support, the five game modes, the eight reversible tracks, the eight-player multiplayer and -- here's a new one -- the fact that it becomes available on the North American and European PSN next week on September 25th. Defying gravity and evading epilepsy will cost you $19.99.WipEout HD hits PSN SEpt. 25, still fEaturEs thE capital E originally appeared on Joystiq on Mon, 15 Sep 2008 09:45:00 EST.  Please see our terms for use of feeds.Read | Permalink | Email this | CommentsSPONSORED BY: Age of Empires III - Real-Time Strategy Game Control a European power on a quest to colonize and conquer the New World. AOE3 introduces new gameplay elements, as well as new civilizations, units, and technologies. http://www.ageofempires3.com/</div></summary>
  </entry>

  <entry>
    <title>'Gravity Ends' in new WipEout HD trailer</title>
    <link href="http://www.joystiq.com/2008/09/13/gravity-ends-in-new-wipeout-hd-trailer/"/>
    <id>http://yoursite/article/?i=4d2e5258f186d6388b1a0aae8bc0dc23</id>
    <updated>2008-10-30T15:00:13-07:00</updated>
    <author>
      <name>http://www.joystiq.com/2008/09/1</name>
      <email>AUTHOR_EMAIL@email.com</email>
    </author>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Filed under: Sony PlayStation 3, Drivi